3D Engine Temporary Documentation

Setting up the level editor

  1. Download Trenchroom and go through it's installer. (The FGD files provided with the engine have been written to the Quake FGD standard so they should work with any quake compatible level editor but they have ONLY been tested in Trenchbroom.)
  2. While Trenchbroom is installing, download the zip-file called "TrenchMappingFiles.zip".
  3. Once Trenchbroom is instaled, create a new folder in the Trenchbroom "games/" folder called "3DEngine"; copy the *.fgd, *.cfg and icon from the zip-file into this folder. This will add the 3D Engine to Trenchbroom's games list.
  4. Make a cool map!

Building and testing your map

All maps are built at runtime so to test your map simply copy the *.map file into the maps folder "%appdata%\Godot\app_userdata\3dengine\maps" and run the game. (Important! Switching maps currently crashes the engine so with me by renaming your map to "subway.map")

Adding custom textures

Adding custom texture should be as easy as copying a *.jpg, *.bmp or *.png into the trenchbroom/textures folder in your RequiredMappingResources folder as well as into "%appdata%\Godot\app_userdata\3dengine\texture" The version in the trenchbroom/textures folder is just a placeholder for trenchbroom to use while the version in %appdata% will be used to build the map. Any two images with the same filename may be linked this way. (Note: Decals MUST be a *.png.)

Adding custom models

Copy your *.obj or *.glb into the meshes/ folder inside of RequiredMappingResources folder. Add specifically a *.glb of the same mesh into "trenchbroom/fgd/models", this will act as a placeholder for the mesh in Trenchbroom.

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