IF YOUR TEXTURES DO NOT SHOW UP IN GODOT: 1) by default the only texture extension I had enabled was png. Under the QodotMap node, you can add an extension to the "Texture File Extensions" array. 'jpg', for example 2) In TrenchBroom, you may need to do File->Reload Texture Collections, *even if they are already present* in the Texture Browser. This happened to me. I could apply the textures in TB but they would not show up in Godot. I did the Reload and saved the map, and it looked like nothing new was imported to TB but the textures then showed up properly in Godot.
@JokuAstia2 жыл бұрын
i did this but the textures still dont show up
@facegold88282 жыл бұрын
@@JokuAstia is there a solution to this problem?
@JokuAstia2 жыл бұрын
@@facegold8828 the problem was that trenchbroom(or Qodot) didnt like 500x500 textures so i ended up downscaling them to 64x64 and after that the textures worked
@GaffaStudios Жыл бұрын
Thank you so much! My first thought was a 1K texture file is too big :D But now it is working perfectly!
@haydenferguson2870 Жыл бұрын
@@JokuAstia I found a fix! The problem is having spaces in the texture file names. For example ('Brick Wall') would need to be changed to ('BrickWall').
@single_spaghetto9 ай бұрын
If anyone's watching this tutorial in 2024 and is not getting collision on their imports - make the fgd resource on the QodotMap node unique and do a full rebuild, this should fix the issue
@scruffyscruff9 ай бұрын
I recently came up on this problem last week when I updated Trenchbroom 2021.1 to 2024.1 😅
@SirClarkIV8 ай бұрын
You're a lifesaver!
@RigidAudio6 ай бұрын
thanks so much!!
@Professor_Sick2 ай бұрын
i don't understand 😞
@Professor_Sick2 ай бұрын
never mind
@poisonshroom642 жыл бұрын
this is like a magical angel descending from the sky and giving me the exact tool I needed for my project, thanks I already have hammer experience anyway, so this is doubly convenient
@silvana_ragarock2 жыл бұрын
If you want higher pixel count textures (or lower) you can change the XScale and YScale inside the Texture menu (right above texture browser) in trenchbroom, I'm not sure if you can set this globally for a project, but its what i have used in the past.
@Calinou2 жыл бұрын
Note that using different texture scale breaks dynamic lights on those surfaces in Quake, but it's not a concern when using an engine with real-time lighting (like Godot). So if you hear someone telling you not to change the texture scale in TrenchBroom, you can ignore this within Godot. Lightmap generation is also affected by texture scale in Quake (lightmaps become more detailed on textures with smaller scale). It probably won't affect Godot's own UV2 unwrapper though (xatlas).
@polle5555 Жыл бұрын
In case anyone else sees this and wonders, yes, it is possible to set the XScale and YScale globally for a project, you can do it in Trenchbroom\Games\YourGame\GameConfig.cfg, in this file you need to change the faceattribs setting to: "faceattribs": { "defaults": { "scale": [0.0625, 0.0625] }, "surfaceflags": [ ], "contentflags": [ ] } Where you set your scale to what you want it to be and now textures will automatically use the scale you selected. But this new scale will only be applied to new brushes you create, existing brushes will keep their previous scale, don't think this is possible to automatically change.
@K4rmy11 ай бұрын
You can change default texture scale in Godot in the inspector after double clicking addons/qodot/game_definitions/trenchbroom_game_config.tres and changing Default UV Scale
@flamelizard2 жыл бұрын
0:40 Legends say Lucy is still counting features of Blender.Thank you for the great tutorial!
@the_openers_of_eyes8 Жыл бұрын
2:44 in this "game definitions" section, a trenchbroom folder doesnt appear.
@MjkL13376 ай бұрын
this video is a gem. gonna have so much more fun with this than anyone would ever have creating maps in blender for example.
@decoy36412 жыл бұрын
Thank you for the tutorial, always so easy to follow, and edited very well!
@skaruts2 жыл бұрын
That quake starting level melted my heart. 💘 Btw, you might want to create a .gdignore file inside the autosave folder, which TB will create inside your maps folder. Although, I think you can actually do that in your maps folder entirely, but I have only barely tested that. I'm sure you can use the maps in your QodotMap nodes without godot needing to import the map files, I just don't know if anything else breaks. But I can't think of anything that might.
@shammyzozzler6019 Жыл бұрын
Thank you very much Lucy! This helped me get into mapping with Trenchbroom, and I hope to see more tutorials from you soon. :D
@0a3r2 жыл бұрын
Lucy, I luv you ;d This video solved so many issues that I had. I've been struggling to find an optimal way for making my new 3D pixel art game. I'm so excited that I even made the Patreon account just for you! Thanks a ton, I owe you a lot. ♥
@LucyLavend2 жыл бұрын
I'm glad it's useful to you, thank you for supporting my content!
@bbxlol2 жыл бұрын
the quality of these videos are top tier
@chotothebright2322 жыл бұрын
Lucy, thank you so much for this. Your 5 AddOns video was what initially was got me interested in Trenchbroom/Qodot, and I am really happy you've given a whole video to it as well!
@LucyLavend2 жыл бұрын
Glad I could share this workflow! 😄
@skaruts2 жыл бұрын
One thing that Shifty recommended we should do is make our own version of the files we configured and used for our project, and save them outside of Qodot's folder, so that if we need to update Qodot, it won't overwrite them. That would be both of those TB config *.tres* files, and also _*addons/qodot/game_definitions/fgd/qodot_fdg.tres.* You can copy them (and give them names according to your game, if you want), and then edit and use them instead of the default ones. Generally, you should do that to any files you want to change, and if you need entities of your own, you can derive them from the base entities in Qodot and save them somewhere else as well.
@Matto_Sama2 жыл бұрын
I'll finally not be elliterate at making environments!! this is awesome!! thank you Lucy!
@circl3trees3512 жыл бұрын
Do you mean illiterate ?
@Matto_Sama2 жыл бұрын
@@circl3trees351 yes I'm that too
@Matto_Sama2 жыл бұрын
_| ̄|○
@wizarddude1917 Жыл бұрын
@@Matto_Sama coding must be hell
@Slipseer2 жыл бұрын
Does Qodot feature methods of optimizing the imported brushes? Can it merge func_groups into a singular mesh? Can you cull backfaces on import using nodraw/skip textures?
@charlieking76002 жыл бұрын
Can you make rooms not from convex meshes to prevent high amount of draw calls and remove duplicating vertices in corners?
@keiyakins8 ай бұрын
I don't think so. There's godot_bsp_importer which uses the output of qbsp, might do more of what you need? especially with ericw-tools' implementation of course.
@ivyy82212 жыл бұрын
I've been waiting for something like this, specially since I discovered Qodot and saw there wasn't tutorials about it. Thanks!
@AnnCatsanndra Жыл бұрын
TrenchBroom is soooo much better than what I was doing before, thank you!!!
@LucyLavend Жыл бұрын
no problem, have fun!
@jRsqILVOY8 ай бұрын
The part on custom textures and shaders was awesome - it'd be nice to see something covering handling map triggers, and entity properties, etc. too. Also func_godot is the new version of Qodot now.
@LucyLavend8 ай бұрын
Yeah I've been thinking of doing a new tutorial on func_godot and Godot BSP importer. Might be a little while till I get to it though
@skaruts2 жыл бұрын
Pretty awesome video. I know my way around Qodot by now, but I often burn out and go for months without touching it, and I forget stuff. This video is now my go-to whenever I need to recap.
@Zen-rw2fz2 жыл бұрын
it's very funny making maps with trenchbooms and not worrying about leaks
@bioman1hazard6072 жыл бұрын
I'm so happy that trenchbroom is so useful in godot, I have so many arena maps I'd love to see work in my own engine. Plus trenchbroom is the easiest way to map out levels besides doombuilder
@charlieking76002 жыл бұрын
Cube 2 Sauerbraten / Tesseract engine (Red Eclipse) is also nice option to make basic meshes (you can export whole level as .obj file).
@Analogity2 жыл бұрын
Wow! This is so cool. I can't believe how easy this was to get started!
@haydenferguson2870 Жыл бұрын
THIS IS ANOTHER FIX FOR TEXTURES NOT SHOWING UP IN GODOT: Your texture file names cannot have spaces in them. So you need to go to your folder or wherever you keep your textures and change all the names that have spaces in them to names without spaces. For example ('Brick Wall') would need to be changed to ('BrickWall'). Once you change the names you need to reload texture collections in TrenchBroom and retexture your map. Now when you click Full Build in Godot everything should work!
@relaxandlearn7996 Жыл бұрын
i cant click on "full build" because this option is missing in my editor :(
@_gamma.Ай бұрын
Thanks for the tutorial, now to learn these shortcuts! Edit: I got entities working too, nice!
@muddasheep Жыл бұрын
Thank you so much for this tutorial, absolutely perfect!
@disk0__2 жыл бұрын
CruS modder, glad to see more qodot/tb content :)
@mallardbro74872 жыл бұрын
Phenomenal tutorial - good info, good pacing and good examples. Thank you. 👍
@LucyLavend2 жыл бұрын
Glad you liked it!
@davidfilus17413 ай бұрын
This was a fantastic tutorial, I can't thank you enough!
@slickback51002 жыл бұрын
Thank you so much; this is exactly what I have been looking for days. I wanted this retro map style for the game I've been trying to make and had trouble using blender for it.
@RouchRouch2 жыл бұрын
Your tutorials are seriously better then most youtubers out there
@chrisxdeboy2 жыл бұрын
Will you do a follow-up tutorial on those more advanced qodot features like entities and spawners you showed at the end of this video? Because that would be great 👍
@Averr12 жыл бұрын
Thank you! Discovering your channel was a... gamechanger for me :)
@tonywtyt Жыл бұрын
I'm coming into this from Godot 4.1.2 and everything seems to be working the same. Your tutorial was great for understanding how textures work, and how Godot and Trenchbroom communicate. I recently started looking at Doom and Quake editing, and had just set up a Quake dev environment last weekend. Then, looking around at things today, I ran across a video that only talked about Qodot and amazed that this became a thing. Though I'm familiar with Blender, Trenchbroom will be so much quicker!
@allan43179 ай бұрын
This video needs an update to Godot 4 as the game definitions references no longer match.
@krzyszt0fus2 жыл бұрын
I didn't expect to say it ... this is just a fantastic tutorial! 😅
@Yora214 ай бұрын
I might actually using this for my first game I am currently starting.
@octofrog55722 жыл бұрын
Thankyou so much this is truly amazing and so so helpful. Keep up the amazing work
@mluminoth63792 жыл бұрын
The youtube algorithm really doesn't take any days off. No hobby, no matter how niche is sacred. Be it for better or for worse, welcome to the very top of the 'trenchbroom' search results...
@FalconFetus8 Жыл бұрын
Thank you so much for this tutorial! It was incredibly easy to follow, and now I'm finally able to make 3D levels without it being a pain in the ass!
@Weiuwio Жыл бұрын
Hey Lucy, nice tutorial, but I have a problem, Qodot is not avaible on godot 4, do you have any solution to import TrenchBrooms map to godot ? I can import .obj meshes but I dont know how to deal with the textures.
@bananabarddev11 ай бұрын
This is perfect for my first 3D game Im making, the Blender to Godot process, having to put everything in it's place is boring and kinda hard to make things look how I want. This is going to capture the retro look I want to my dream game, and with dream I mean a game about being caught in a dream. Great video, new sub here. I hope to be able to do something so I can thank you again
@joshbarros1995 Жыл бұрын
Thanks for this wonderful tutorial!!! I want to get specialized in Trenchbroom because I want to launch my first FPS game in 2023!!
@greativity2 жыл бұрын
Very useful guide, thank you! If you are looking for tutorial ideas, it would be really cool to have someone explain how to set up placing custom godot tscn-s(for example enemies, loot etc) with the map editor. I messed around for days with FGD files and TRES files and what not and can't get this thing to work.
@LucyLavend2 жыл бұрын
Thank you for the suggestion. To be honest, I've tried make it into a separate video, but I got a bit stuck myself too with setting up custom entities in Trenchbroom. I'll have to revisit it sometime
@RigidAudio5 ай бұрын
If you're using Godot 4 and still want to have pixelated look on import for the Qodot map, you can click the Qodot map node in the scene tree and in the inspector on the right, there should be a default material (for the whole map/mesh). Find the tab Sampling -> Filter and set it to "nearest". Now you don't need to set up a material for each texture to get that look :)
@Mr_Squarepeg2 жыл бұрын
This is a really cool tutorial :)
@sslaxx2 жыл бұрын
The stuff about textures/materials makes me think that Material Maker would be a good thing to use there.
@melissarainchild Жыл бұрын
Like how you bring your videos, thanks for helping with the videos you make
@belzecue2 жыл бұрын
To avoid the long initial import times for the qodot textures, before importing the qodot asset library, go into your project settings and set > rendering > vram compression > import Etc2 OFF then restart the editor. If you have an existing .import subfolder, delete it before you restart the editor. Etc2 is only useful when exporting to mobile or web platforms.
@carlsonraywithers33682 жыл бұрын
omfg thank you so much!!!!!
@jlewwis19952 жыл бұрын
@@carlsonraywithers3368 yeah the etc2 importer is awful, the import times are so slow and the larger the image the slower the import :/ hopefully that's fixed in godot 4
@schemesmith9 ай бұрын
IF ON FULL BUILD NOTHING SHOWS UP I was just trying to install this in godot 3.5 and it wouldn't build unless I made an empty textures directory - even before I was using textures
@Gureenu2 жыл бұрын
thanks for video, this is what i needed
@warrior-m-aster2 жыл бұрын
Wasn't there a grid option in trenchbroom that allows you to change the size. In the video you have it at 16. Maybe if you scale it up you won't have the issue when importing in Godot.
@bodhidaruma28242 жыл бұрын
I wonder if there is a similar tool for character creation. Maybe something similar to the spore character creator, that generates fully rigged models.
@LucyLavend2 жыл бұрын
The closest thing to that would be Dust3D I think. It features metaball style modeling similar to Spore and I believe it also does the automatic rigging. And it's open source!
@daydah54562 жыл бұрын
You're pumping these out damn
@mattartz_2 жыл бұрын
at first i thought either qodot or trenchbroom had problems, because my textures weren't showing, but after adding a new array on the "Texture file extension" on QodotMap named "jpg", it started to recognize my textures, i wish the developers of qodot added more file extensions for the array because i thought i did something wrong xD
@Analogity2 жыл бұрын
@Mat_ thank you so much! This was my issue as well.
@MrIlvis2 жыл бұрын
One thing I understood that map textures format in Godot and TrenchBroom must be the same, otherwise I will be missing textures in Godot project. In this video tutorial its PNG.
@SunnyShuklathedoctor Жыл бұрын
Thanks, Lucy!
@WildGrowthJ Жыл бұрын
You’re a legend Lucy
@igorigor39602 жыл бұрын
is it possible to go further and add your models to trenchbroom's entitie list?
@-geeko123 Жыл бұрын
Great tutorial, thanks
@kajslier275 Жыл бұрын
Lekker bezig Lucy :)
@LucyLavend Жыл бұрын
Dankuwel Mr kaj slier :)
@DustinTjäder10 ай бұрын
I'm stuck around 3:00, TrenchBroom game config. Godot can't see the TrenchBroom directory. On my Ubuntu system it is located in /usr/share/TrenchBroom. I can see as far as /usr, but everything inside /usr is invisible to Godot. I toggled the "show invisible files" button too, nothing changes. Trying to copy and paste the file path into Godot's directory select dialog doesn't work, since it just auto-truncates back to "/usr". Any ideas?
@LucyLavend10 ай бұрын
I sadly do not have any experience with this in Linux. You could try asking this in the Qodot Discord server. If this is not working you could also consider switching to newer alternatives to Qodot like Fonc_godot or Godot BSP Importer.
@midnightkiteflight63332 жыл бұрын
cool video! well done :)
@dlol.2 жыл бұрын
How did you fix the glass?
@godofdream91122 жыл бұрын
can you show, how to make a 3d open world like gta vicety... I mean fearly lowpoly style but visually realistic enough. time is not matter for me, I just want to know a manual (don't want to dependent on some plug) way to make big map. please any suggestion would help.
@Axodus Жыл бұрын
Use blocking, block out the majority of the map, and slowly add detail to different sections, create prefabs for re-usability and such so you can create unique designs with minimal modification.
@karpai54278 ай бұрын
What is the difference between map formats: Valve, Quake 2, Quake 3, Standard?
2 жыл бұрын
ive done 2 times this video and somehow i can not make godot sees my textures, any help on that? it would be of so much help i used aseprite and 32x32 size, doesnt seem to work, but somehow it works if i use some online generator. dont know why
@LucyLavend2 жыл бұрын
Which image format are you using? .png?
2 жыл бұрын
@@LucyLavend so Ive been buggin out of the while networks haha, Ive already replied to You like 5 times and none get posted, but i think the error was that i did not Made single line example stonewallmossy.png(showsup), stone wall mossy.png(doesntshowup) on godot
@LucyLavend2 жыл бұрын
@ ahh I see, glad you got it to work
@goldenglowitsolutions Жыл бұрын
This is amaaaazing!! Thanks for sharing this awesome work! Can I use Trenchbroom to create Low Poly Adventure games like Banjo Kazooie and Donkey Kong 64?
@timmy1877 Жыл бұрын
You are my hero.
@brianbergmusic528811 ай бұрын
This seems like a very sensible infrastructure/toolkit to start with. Thank you for bringing it to our attention. I just have a question: Do you build the architecture of your game in Trenchbroom THEN you import it into Godot via Qodot THEN do you add all the entities specific to the final product (enemies/actors, decor, camera logic, etc.)? Is it safe to assume that Trenchbroom is used ONLY for the architecture of your Godot game's environment? If so, I'm still interested in spite of this workaround.
@Spec1alDel1very10 ай бұрын
im curious about that, as well
@bobfluencer7 ай бұрын
is there a way to use trenchbroom but use higher quality textures?
@rohithreddy754 күн бұрын
1:20 is this made in qodot and is this pixel art?
@Yoni12311 ай бұрын
I don't have Filter to select? 7:10
@sventomasek9 ай бұрын
A bit late but on the QodotMap node open the Default Material and under Sampling set Filter to Nearest
@Yoni1239 ай бұрын
@@sventomasek Thanks. Actaully haven't touched Qodot since. I've been focusing on just coding. Now it's time to get back to learning TB/Qodot and build some levels
@GonnermeАй бұрын
Thanks fellas , I didn’t have filters as well , this helped me 🎉
@pengain4 Жыл бұрын
Why did you stop making videos on the channel? I hope you are fine and we will see more of them in the nearest future!
@guitarbuddha74 Жыл бұрын
Maybe not many people but if you are using an M1 mac or arm based it won't do the full build since it is looking for x86_64 architecture.
@JonathanThe501st2 жыл бұрын
1:08 I still think these could work for higher quality maps. It's just more tedious. It just requires additional steps such as an EXHAUSTING amount of brush splitting, and more importantly, using models for map detailing. A great example of what I'm talking about is Counter-Strike: Global Offensive. The source engine, even in it's modern updated version, has a bunch of spaghetti code and poor optimization for maps, so what CS:GO map makers do is decorate the architecture of buildings with models of smaller, more detailed features, such as window frames, archways, and other "furniture-quality" ornaments to give buildings the details that would be otherwise be exhaustive on file size and performance if it was hard modeled into the map's geometry. It helps with both optimization and file sizes as they can just reuse the models for different segments of the level, and even different levels entirely (even though CS:GO basically has entire model sets for each map). While I do somewhat agree that using Trenchbroom and Qodot for this technique still won't bring the same level of detail as the more realistic-styled games, I do believe that, with ingenuity and talent, you can achieve some high quality stuff. Here's hoping Godot 4.0 is optimized to handle that kind of mapmaking technique.
@noahharrington88832 жыл бұрын
Does anyone know why textures wouldn't be showing up in Godot? The build works for the geometry but not textures
@oddstap6976 Жыл бұрын
Can you do a video on how to make doors in qodot? Ive been looking everywhere.
@bale_169611 ай бұрын
really useful, thanks you
@TopherBlairMusic2 жыл бұрын
Wonder if a new Godot update (I'm in 3.4.3) has messed this up. Followed the tutorial yet my textures don't import tiled like they are in Trenchbroom :(
@LucyLavend2 жыл бұрын
Have you set the repeat property in the import window for your textures? I think I forgot to mention that in the tutorial
@TopherBlairMusic2 жыл бұрын
@@LucyLavend oh dang, that did it! Thank you so much!
@TheOnlyKingBee Жыл бұрын
Can i use blender to make maps?
@theangrygrunt14812 жыл бұрын
is there a way to use netradiant instead of trenchbroom?
@boroborable2 жыл бұрын
can levels exported with textures for godot 4? I can imagine that Qodot can be updated but its a bit hustle to update the whole package since godot 4 isn't released yet. but if maps alone can be exported somehow it might just work.
@LucyLavend2 жыл бұрын
Someone already made a tool for Godot 4.0 called TBLoader, it's very similar to Qodot from what I understand. It's available on GitHub.
@RevdeluxeOfficial2 жыл бұрын
Love the content.
@pootiesgamer3000 Жыл бұрын
1:09 i think with pbr,good primitive work,Models and soft normals it is posible cs2 Just came Out and without pbr Models and soft normals its Just a bunch of cubes and Basic primitives
@Tuskingan4 ай бұрын
PLEASE CAN SOMEONE HELP ME!!!, the environment files from trenchbroom only pop up as 1 mesh rather than multiple with collisions, it comes with no collisions, I need help plz I can't find how to fix this :(
@Friend-3 ай бұрын
Under "entities" in the inspector, where it says "Entity Fgd," click on the arrow on the right to get a drop-down menu, then click "Make Unique." Don't ask me why that works, I just found it in a forum thread while having the same problem.
@3db-10 ай бұрын
Do you just block out levels in TrenchBroom and then if you want to add a torch object to a wall, do you do that in Godot or TrenchBroom?
@LucyLavend10 ай бұрын
I used to do it manually, but there is an option of using trenchbroom entities to link them to Godot scenes. There are some examples in the addon's folder, about which I talk a bit more at the end of this video. (Though I must say, it's quite confusing to set up)
@ivana.medina31265 ай бұрын
Very cool video!
@LucyLavend5 ай бұрын
Thank you😄
@zoidmene87212 жыл бұрын
When I try to download Qodot, Godot crashes and I can't get into the game project and I need to create another project. What the hell is this?
@AvitheTiger2 жыл бұрын
I'm unable to do the initial setup on Mac 😭
@misterpopo37362 жыл бұрын
Replacing materials with Visual Shaders doesn't work, right? Still, you can export the output as code. Weird, since it should be the same.
@methanesulfonic Жыл бұрын
Thank you!!
@chuck180 Жыл бұрын
can you use a different path than the root directory for your /textures path for texture settings in trenchbroom? does anyone know for example res://resources/maps/textures ? or does it have to bee root directory of godot project
@LucyLavend Жыл бұрын
You can change the texture directory per Qodot map node when you view it in the inspector, and you have to change the game path in Trenchbroom to the /maps folder if I remember correctly (it's in the preferences menu)
@Medlirbeat2 жыл бұрын
i have a problem, when export the the map, some textures apear blank, but in trechbloom i can see the texture, what should I do
@Medlirbeat2 жыл бұрын
I already solved my problem, it turns out that I can't use spaces in the name of the textures or else godot can't load them
@Crânecassecouille2 ай бұрын
Today, it don't work because in the assetlib, it don't find Qodot. Help me please.
@LucyLavendАй бұрын
Qodot is sadly no longer being developed. There are multiple replacements for Godot 4 though, like Func_godot and Jitspoe's BSP importer.
@CrânecassecouilleАй бұрын
@LucyLavend okay thanks
@yukku1214 ай бұрын
Can this handle better graphics? E.g. non ps1 textures, but other more realistic ones?
@LucyLavend3 ай бұрын
With Trenchbroom it's kind of hard to do sadly, since it was made specifically for Quake mapping and it's texture resolutions. I'd recommend looking through some other comments on this video, they also talk about possible ways of changing the texture resolution.
@user-hw3rz3oc2b11 ай бұрын
Anyone know how to make crispy textures using Godot 4.2 :((((
@Neutronized2 ай бұрын
interesting video! Insta subbed to the channel
@LucyLavend2 ай бұрын
Thank you Jonathan! Love your videos and games, they've always been an inspiration to me 😄
@notguitargatekeeper2 ай бұрын
can you place props in trenchbroom? or is it all brushes?
@LucyLavendАй бұрын
Yes, you can use it to place props, but it does require some setup which I haven't been able to get working myself.
@samumusic15522 жыл бұрын
Hey Lucy, can you make video to help me create a footsteps in godot 2D ?