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.
This feature still exists in TBLoader if you want to try it, but it doesn't support texturing.
Since Qodot currently doesn't officially support Godot 4, I decided to take on the challenge and rewrite most of it in godot-cpp mostly for fun, but also because the only other existing Godot 4 fork is made as an Engine Module, which requires recompiling the entire engine.
If you're already using Qodot on Godot 3, there's probably not much reason for you to use this. It is also not backwards compatible with Qodot, and probably does a few things differently.
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.
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>
.
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
format
- Qodot
- Original libmap
- EIRTeam libmap-cpp (modified)