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Feature Request: Add support for Xonotic #1066
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+1 They are basically using quake3 maps with better textures. While you are at it, Unvanquished support would be great too and very similar. |
Also great would be Warsow: www.warsow.gg Still missing would be q3 curve support I guess. |
Enemy Territory legacy would be nice as well and should be similar: |
Any progress on this? It would be great to be able to use Xonotic's textures and assets (like, models). |
Texture loading from .pk3 (renamed zip files) and bezier-curves in bsp3 seems to be holding this back (and general Q3 support). However I think not supporting bezier-curves would not make anyone too unhappy as they are rarely used any ways. |
If it can import models, we hardly need curves, I think. Although supporting them would be nice, I won't lose any sleep over them anyway. |
Any progress on this one? |
Even though it runs off the darkplaces quake engine Xonotic has more in common to Quake3 maps than quake. So when Quake3 is fully supported I am sure Xonotic support could follow. |
Yes, no progress. Quake 3 support was pushed for milestone 2.2.0 due to feature creep. 2.1.0 is right around the corner. Once it's done, I'll work on Q3 exclusively except for bug fixing. |
Any progress on this part now? |
We have support for Q3 with the exception of patches and brush primitives now. But nothing specific to xonotic has been worked on. |
Oh, and repeatedly asking won‘t make anything happen faster. When we start working on this, you will notice increased activity in this ticket. Until then, there‘s really no point in asking. |
This comes out of love, man. Trenchbroom is so much of a pleasure to work with compared to the other stuff, that I can't wait to use it for Xonotic mapping. Besides, it's really, really close to being useful (not fully-featured but at least useful) with Xonotic. Its compiler can very well build Q2 maps. Q3 is a welcome addition but it wasn't critical. The only three critical things missing actually are entity library, texturing and build/run support. |
Two of these things can be done by you. You can create an entity fgd (without model rendering unless Xonotic uses md3) and the build / run stuff is game agnostic anyway. |
Also textures should already be working since TB can read tga and jpeg. You just need to create a game config using Q3 as a base. |
I downloaded Xonotic's mapping support package and imported the included .ent file into Trenchbroom and it worked fine. Can that be used or does an equivalent .fgd need to be made? Seems like Xonotic mostly uses .md3 files, and textures load in without any trouble. I think the game config really might be all that's needed to close this issue. |
Nah you use the ent. I have already made an xonotic add on for TB and I just used the ent. |
@eGax could you create a PR with your game config? Then we could close this issue. |
Until such a time I can do that here: |
@eGax is that finished and polished enough to be included with TB, or is something missing? |
The gameconfig.cfg should be on par with our Quake 3/Wrath support including extra texture excludes I added specific to darkplaces/Xonotic(_norm, _luma, etc.) The entities.ent file is straight from Xonotic. Bboxes only since all the model references would need to be added to each entity.(unless someone has a better one? ) You can map with it and I was able to load quake3 formatted Xonotic maps sans patches in TrenchBroom. |
I am trying to use this but I cannot see the textures in the texture browser. Any way to workaround this? EDIT: found out. Need to open texture collections. |
They're using NetRadiant for their maps so there's a high chance their engine is Quake-descendant.
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