#trenchbroom is basically similar to
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Hammer in my experience does a final step that deletes the internal geometry
So that the level becomes a manifold mesh and can be lightmapped
Quake and hl1 heavily utilized lightmapping
hm by internal geometry do you mean like, faces BETWEEN the blocks
Yes
I thought by that you meant the edges we can see, which I dont see why those would be a big problem
hm, I feel like I did have some issues back when I was using hammer, but I don't think they were as bad and I think they were the result of UV overlap
theres a lot of things that could have been going wrong
if it's a problem of just internal invisible faces I would think there might be some blender plugin that can fix that
Lightmapping casts rays from all surfaces trying to find light sources, then saves the result to a lightmap pixel at that point
does it try to draw a ray to every light source in the scene? or is there some culling
and how does it handle bouncing light
So, all surface area inside walls must be allocated lightmap space, and whenever they are adjacent to visible surfaces the lighting from within leaks out
I figured it would draw from the light to each pixel, the other way around
like sharing the same edge basically?
they'd presumably be solid black
unless it can see a light through the backside of a face maybe
if it's not two sided
Or smudgy
Since your lightmap resolution is low it's a bit hard to tell where the light is coming from in the 2D lightmap space
And the relative resolution has to be low because it's consumed by the internal faces
ahh ok
Geometry seams alone are bad, even without internal faces
That's what the linked thread's chapter 10.2.2 was showing
that might be why I was on the highest lightmap setting and still had a pretty big texel(?) size
Yes
Edges and UV seams
If you're using Unity's lightmap UV generation, the seams are placed by curvature
Or if you have two unconnected pieces of geometry like "brushes" there has to be a seam
from what it sounded like though, geometry seams are somewhat unavoidable
Modular geometry doesn't work well with lightmapping for this reason
But as long as your geometry is connected, there's no issue
OH jeez yeah I imported the obj into blender
it's not even connected to the other verticies
when I was using hammer I exported as .bsp, then imported into blender with a third party plugin for .bsp
and that kinda connected everything, but there were also a lot of extraneous edges
it was a much more annoying import process than just using trenchbroom obj, but it looks like the obj export here is terribly optimized
I figure that the QODOT plugin (trenchroom to godot) must export it in a different way
but maybe there's a way to fix this with an algorithm in blender. I feel like blender DOES have some kind of "delete internal faces" command but maybe it needs to all be connected first
alternatively, a blender plugin that imports .map files
kind of brings back the annoying import problem I had before, but trenchbroom is a lot more user friendly than hammer so it's still a big improvement over blender
If you join the geometry and "merge by distance", "delete internal faces" has information to work with
But it won't work for all cases
sadly I dont think im in the blender discord any more because it wanted my phone number or something
what kind of cases will it not work with?
is this the kind of thing you are talking about
idk what manifold means
well, it didn't work anyways, some python error
hm ok I think my plugin that worked was importing a bsp file
which I think trenchbroom SHOULD be able to export
ill ask the quake mapping discord
Non-manifold vertices from brush objects are exactly the ones causing the problem
it sounds like its non eudclidean??? idk how thats possible from some boxes
ah nvm
internal faces and stuff, it's less of non Euclidean and more of like, poorly represented I guess. like an internal face could exist in our world as just a cut through the object but not in the way blender means "face"
That's not at all what non-euclidean means
I mean euclidean to my understanding means flat space and 3 dimensions
like not hyperbolic or spherical geometry
whatever thats not relevant ultimately
Sure
Don't get hung up on the "couldn't exist in our world", I don't think that's a very good summary since it's only true under specific definitions
But the examples in that thread are valid
Basically "only solid parts, no holes and no clipping" would be more accurate to say
yeah, a mesh that implies everything has volume, the normals all point outwards, etc.
like I get why an internal face would be "non eudlidean" even though I could interpret an internal face as like two opposing faces that are touching
but that's not what the 3D model is actually semantically describing
anyways it sounds like .map is the non compiled version of the quake map, similar to .vmf or whatever
so I'd need to compile the map to get it into bsp, and then import into blender with bsp import, and then export as fbx...
I still think it's probably worth it just to be able to use trenchbroom instead of blender but I might want to find a way to script this somehow?
That I do not know about
I might use the level editor for greyboxing and do a do-over in blender
Or just get confident enough in blender to make levels there directly
the reason I'm not doing blender is because it just isn't nearly as fast as trenchbroom and would take a ton of work to get it to a similar level
Then again what you have to do now also seems like a ton of work
I don't really know how to explain it but even with multiple levels of export, I think TB is faster
for example I can select a face, then click another face with alt, and it aligns the UV of the second face to the first one instantly
working with the UV stuff in blender alone adds so much time
and that's only one example of something trenchbroom is specialized for
having each number key be a different preset grid size that divides into itself 2x2 for example, or having UV not be locked to the faces when you move them, or having a clipping plane/knife on one keypress that aligns to the grid and doesn't mess with UV
I can create a box with proper aligned textures by clickign and dragging, rather than addign a cube, and then resizing the cube, and then moving the cube, and then applying a texture to the cube...
I will try to stay with unity if I can find a good import method because all my stuff is already within it
but I see people using Godot and TB a lot
Village scene in Godot 4.1.1
Assets made using Trenchbroom+Qodot and Blender, with inspiration taken from Diablo, Skyrim, and RE4. Music and sounds also by me.
like this guy who apparently used to work at 3D realms
basically blender is great for 3D modelling individual objects, rendering, animation etc. but trenchbroom is literally built for the express purpose of creating video game maps in the exact style I intend to use so I just don't think blender will ever be the better tool for it
Unarguably the workflow is pretty cool for the specific purpose
Some have tried to bring the workflow to blender but it be the best of all worlds if someone had developed it further
yeah, TB has some features which seem very small but save so much time and make it so much more fluid. like to extrude a face you don't have to click on a handle, you can just hold shift and it will highlight the face that's just in the general direction of your cursor
and if I'm going to be doing that a thousand times I really like it being a bit faster
I might just have to use proper industry workflows like doing a lot of work IN one editor first, grayboxing, then exporting all at once
instead of building half a room and exporting and baking the lighting because I want to see how it looks
or I might try Godot tbh for this
I have to stay on an earlier version of unity anyways to avoid the new royalties thing
Unity has ProBuilder meant for greyboxing in-engine, which I never tried
yeah, I originally tried that but I didn't like it
Additionally you may be able to avoid using lightmaps at all, since HDRP and newer versions of URP have Adaptive Probe Volumes
Traditionally when baking lighting you'd bake lightmaps for static objects and light probe groups for dynamic objects (and complex static objects)
APVs are a system to use more accurate probes for everything, instead of lightmaps
is that some big performance cost jump, like "next gen" or whatever
like I am not gonna have this game be raytraced
the style is mostly retro so I would prefer not to have super high requirements
I guess they're a bit more expensive than lightmaps, but probably not that much
It's still a type of baked lighting
Bigger problem is that you're probably? not using HDRP and URP is only catching up with APVs
I am not using URP for any specific reason, I switched to it so I could get decals
I know almost nothing about rendering as is probably obvious
my target platform is basically just PC, but not super high end PCs
probably more expensive than something like Dusk since a good amount of realtime lighting is gonna be important for the game, but not highly realistic lighting. I don't know how expensive realtime lighting is so I might have to adjust stuff later
but as long as I can get fairly decent baked lighting and basic shadows on a decent amount of realtime lights I should be ok
I am a bit worried about the shadows though. light and darkness is intended to be pretty important, I want you to be able to light enemies on fire for a light source for example. it would be NICE to have shadows from dynamic objects in those cases, but ultimately I just don't want light going through level geometry when there's multiple light sources in the scene
I can't find anything to import bsp style maps into unity properly
I've been trying for hours
but blender is so awful I would rather just give up on the game entirely ugh
might have to go back into the blender discord to see if there's any way to clean up the mesh but I don't want to give them phone number
ok so it turns out I needed a .wad file and because I didn't have one, this caused a whole chain reaction where the import tools I needed weren't working
it SEEMS to be working now, but I still gotta double check the lightmaps
probes haven't been baked but this looks otherwise perfect...
I don't think they want your phone number, rather that you're given it to discord to verify your account
Also, blender is a good tool even if it's different from what you're used to, and even if it isn't as specialized for creating corridors as Hammer and the likes are
The procedural modeling capabilities are much beyond what Hammer can do
The key is not to try to use one tool like it's a different tool
I might hate the UX of Gimp a whole lot but I still use it for tasks it excels at
Since my brain is wired for blender I'd be quite lost switching to trenchbroom and trying to make things like I'm used to
well, it turns out the import tool I was using can't handle certain faces
and so I bought another one for $10 that the person assures me can
but it turns out it doesn't work on my version of unity, and I don't want to update unity because I don't want to deal with the new pricing model where it's based on downloads or whatever
It's your choice here, but the updated model might not be as bad as you think ever since they altered it due to the backlash
The revenue cap for having to buy the Pro license is increased from $100K to $200K, and after $1 million a fee for each new user, or 2.5% rev share, whichever lower
So it can be cheaper for small businesses
Also, Unity 6 is affected by this change, but 2022.3.x LTS is not
It sounds unusual for a paid asset to require a brand new beta branch of the editor, so maybe you don't need quite the newest one
I finally got it set up using that plugin, I did update to 2022.3 but now I have some issues importing the old assets
Any more details?
I think I have gotten it mostly fixed