Made as an alternative to Qodot, using much of the same map parsing code using the original libmap and a modified C++ port of it.
Qodot is great! It works really well. I initially made TBLoader because I wanted to try several
different approaches to creating meshes, including creating a bunch of CSGMesh3D
inside of
CSGCombiner3D
, but that ended up being problematic.
When I originally made this, Qodot didn't officially support Godot 4. So I decided to take on the challenge and rewrite most of it in godot-cpp mostly for fun. Nowadays, Qodot has a .Net version available which does support Godot 4: https://github.com/QodotPlugin/Qodot
If you're already using Qodot, there might not be a lot of reasons for you to use this. It is not backwards compatible with Qodot, and does a few things differently.
To install TBLoader, you can either install it through AssetLib
(search for "TrenchBroom Loader"), or by downloading a release from Github
and extracting it to your project's addons
folder, so that you have a structure like this:
project/addons/tbloader/plugin.cfg
You might have to manually enable the plugin from your project settings. In the Godot editor, click on Project -> Project Settings, and go to the Addons tab. Check the "Enable" box next to TBLoader.
To build a level's geometry, create a TBLoader
node in your scene hierarchy. In the properties of
the node you can select where your .map
file is located, plus some more useful settings. With the
node still selected and the 3D view open, you will see a button Build Meshes
in the toolbar the 3D
view. Click that button to build the geometry.
The tb-gameconfig
folder contains a game configuration for this addon. This includes a simple FGD
which will have some common entities that create Godot nodes. Simply place the files in a folder
called Godot
inside the games
folder of your TrenchBroom installation, so you would have
games/Godot/<files>
.
The following brush entities are supported by default:
worldspawn
andfunc_group
: Mesh instances and collision shapesarea
:Area3D
The following point entities are supported by default:
light
:OmniLight3D
You can make custom entities as well. This works by loading and instantiating a PackedScene
object
based on the class name. For example, the class name foo_bar_foobar
will try to load one of the
following in this order:
res://entities/foo_bar_foobar.tscn
res://entities/foo/bar_foobar.tscn
res://entities/foo/bar/foobar.tscn
The first resource it finds will be loaded and instantiated. The root for this (res://entities
by
default) can be changed in the TBLoader
node properties.
Any properties set on the entity will be set directly on the instantiated node using
_set
and _get
.
The getter is used first to determine the type of the property.
To see your textures in TrenchBroom, navigate to Preferences
-> Godot
-> Game Path
and set it to your project's root directory. TrenchBroom will be able to see textures in your project. TBLoader will look for your textures in the res://textures
directory. If you have a material (rust.material
) in the same folder and with the same name as your texture (rust.png
), TBLoader will load your material instead.
Note: This currently only works with textures in
.png
format, and materials in.material
or.tres
.
On all platforms, the build process is the same. Make sure scons is installed, and then just run
scons target=template_release
to build.
On Mac, the process is the same, but you will have to codesign and notarize your resulting binary as well if you want it to run on consumer hardware. To do this, you need to already have the notary tool configured on your machine (you need a keychain profile), and then run:
$ codesign -s "Developer ID Application: Your Name (1234567890)" libtbloader.macos.universal.dylib --timestamp
$ zip archive.zip libtbloader.macos.universal.dylib
$ xcrun notarytool submit --keychain-profile "Profile Name" --wait archive.zip
- Qodot
- Original libmap
- EIRTeam libmap-cpp (modified)