this is the perfect tutorial, you really go out of your way to do every single step, which was incredibly helpful and easy to follow while staying concise! bless you Kota
If you download the 2024 trenchbroom (it was released weeks ago) this won't work, the Qodot cfg isn't up to date. My suggestion is to download the 2023 trenchbroom :) EDIT: check comment below, Godot 4.3 works with the newer trenchbroom
Thank you! This got me up and running, I tried using Qodot 4's instructions of setting up a 'Generic' project in Trenchbroom, but it never recognised my textures that way. Very happy to see .net Godot is no longer required as of Qodot 4 too, even if the documentation is lacking a little right now.
Awesome tutorial, looking forward to seeing more! Edit: For those of you stuck on the Export File TrenchbroomGameConfig portion, ensure that your trenchbroom path doesn't have spaces in it. I stored it in Program Files and running the script was throwing errors.
Qodot isn't showing up for me when I run Trenchbroom under Select Game. Anyone else have this issue? Using Godot 4.2.1 Mono and Trenchbroom 2024.1 Release for Mac
I'm stuck at 2:00. Godot can't see the TrenchBroom folder. On my 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. 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?
yeah that's a very fair point, i know some of the distinctions between PS1, N64, etc but i wanted to keep the tutorial a bit shorter and to the point with mostly godot footage for now and a few clips. admittedly the title was pretty clickbaity as well but i hope the video helped :)
Qudot is not showing up in my list of games in trenchbroom??? I am very confused because I tried the 2024 version and the 2023 version and I definitely got the game config exporting working because I can see the file it made?
Ok I got it working but you need to use the 2024 version or it will say something along the lines of wrong version of Quodot, ignoring file. Also I missed the part in the tutorial where it said to export it into the games folder 😅
@@WolfScal I'm sorry man I have no idea what I was going on about it's been a while since I have used the program but good luck with your game / project your doing 😁
How would you add things like func_buttons and func_doors? Do you need to create your own FGD file and then code it on the Godot side? Would love to see a video on this too.
actually finishing up that video right now, haha. Qodot comes with a few FGD classes already, covering things like triggers, movers, signals, and doors. Next video will explain how they work towards the end and also how to create custom entities :) but to answer your question, yes you create a FGD definition and the logic is done on Godot's side when the node is created.
Can someone help with the textures? I did what it said in the vid but the textures aren't loading. IDK if this is cause there area differences in the newer versions of QoDot or I'm somehow doing something wrong, but despite having a folder called "textures" in my res// it's not appearing in Trenchbroom.
If anyone else is having this problem, check where your game folder in trenchbroom is. Mine was actually set to the folder I was using to store the maps so I had to change it there.
Some game configurations could not be loaded. The following errors occurred: Failed to load game configuration file 'Qodot\GameConfig.cfg This happens every time I try and export it from the plugin, and then try to launch it in trenchBroom
When I made a map like this and then added a player controlelr with godot first person controller from Godots asset lib everything in the map was huge compared to the player. What kind of values should I use in TB and Godot to make them "fit"?
Hello! Thanks for the video :) i have a problem when i import my map in godot, i see the shapes but the textures appear invisible... did i miss something?
I was having this same issue and I fixed it doing this: be sure to put the "textures" folder precisely inside your godot project root folder. I was trying to organize my project differently and did not work before.
I don't know why but I always get an error: Failed to load game configuration file 'Qodot\GameConfig.cfg': At line 2, column 11: Unsupported game configuration version3; valid versions are 7, 8. I'm using Godot Engine v4.2.1, the newest Qodot version and the newest TrenchBroom version. Anyone knows how to fix this? Thank you in advance.
if you havent gotten it working yet, make sure your map file is inside of your godot project directory, and as long the QodotMap node is configured correctly it should update when you rebuild on the node :)
Just started on my own project for the first time (fps game with quake movement with some inspiration from sof2), sof2 was made with an edited version of the quake engine back in 2002. I’m wondering if it would be possible to import sof2 maps the same way?
Would anyone happen to know if the imported TrenchBroom maps automatically generate a collision shape when imported into the Godot/qodot scene? I am trying to make a FPS controller and the character is falling through the floor after I give the map a full build. Thanks!
Probable answer to my own question: don't_use_spaces_in_the_name_of_the_texture_in_TrenchBroom I have a question: some textures are not visible in Godot, but are visible whilebuilding in TrenchBroom its really bad scenario, because you can build a level, then put it in godot, and then find out that one of your textures just white. some textures are not visible in TrenchBroom, but visible in Godot, its not so bad, but can be difficult to build level blindly. Do anyone encounter that problem? What's wrong? All my textures are in .png and all are squares of 2 aka: 64, 128, 256 etc, what am I missing?
This is cool, but I think I'll stick with Cyclopes for now, if I can't get a good in-engine editor for Godot, I'm probably better off just using Blender.
Fixed! If someone is having this same problem, be sure to put the "textures" folder precisely inside your godot project root folder. I was trying to organize my project differently and did not work before.
@@klaatubarada6200Thank you! I had that problem and this solved it. For anyone reading: I tried to use 2k textures and they work fine. I just needed to set the UV scale to 0.015625 (32 / 2048). I suppose that formula can be adjusted to any texture size.
I don't wanna be salty but one blender introductry tutorial about the navigation and mesh creation should get anyone going I just found the hassel of installing trenchboom too much
Grk radiant is a better map editor. And it saves into the same .map file. So use that instead and import into godot is huge. Maybe making my game might be closer than i think
@@ckorp666 Thanks. I currently learning 2D first but will eventually move to 3D. I like boomer shooters so if it helps in making level, I'll definitely going to use that.
you can use paintdotnet or any other image editing program. you can put that pretty much anywhere in your porject and it will show up in trenchbroom, however i recommend placing them in textures for sake of keeping things tidy
qodot won't work in 4.0 without the C# support, same with TBLoader. you don't need to use the C# support for anything else if you don't want to, though, and the rest of godot is literally exactly the same. this was the first time I used mono (for this video)
sorry about that, audio sounded fine before uploading and didn’t realize until video was already out for a bit. audio editing in youtube studio has been removed so I couldn’t fix it after uploading, future videos shouldn’t have such bad audio issues though
good video, terrible title. no map was made in 5 minutes - the videos isn't even that long. also levels aren't made in 5 minutes, especially not in the style of Quake or HL. instead the absolute begging of a single asset was made.
I agree, ill be working on better titles for future videos. the title is meant as explaining/getting started with maps in 5 minutes, which wouldn’t have caused the confusion but was a bit longer :)
Beautiful tutorial! I always hoped someone would use the Tiny Texture packs with Trenchbroom, so cool to see!
this is the perfect tutorial, you really go out of your way to do every single step, which was incredibly helpful and easy to follow while staying concise! bless you Kota
hi noah! I'm here because your tweet got me interested in this program lol
sorry for the late response but thank you so much, I really appreciate it! :)
no worries king 👑
Glad to see a fellow GoDot tutorialist out here, super helpful and simpler than CrocoTile for newer folks!
Why do you capitalize it like that? It's just Godot.
WHY WOULD YOU CAPITALIZE THE D I CANT UNSEE IT
Maybe because this is a tutorial for the Dotnet version of Godot (I'm reaching). @@asmodeusz28
bc he's doomb @@asmodeusz28
@@asmodeusz28 GoDot, as in the C# version of Godot ;)
This tutorial was amazing, I was able to set Trenchbroom up in about 10 minutes. You nailed the pacing of this video.
If you download the 2024 trenchbroom (it was released weeks ago) this won't work, the Qodot cfg isn't up to date. My suggestion is to download the 2023 trenchbroom :) EDIT: check comment below, Godot 4.3 works with the newer trenchbroom
Thank you soo much! I was getting that error
Is this still the case
It works now
@@echoless3484
Now it works, I'm using Godot 4.3 and Trenchbroom 2024.1, x64 Version on win11 please add that to your comment.
Thank you! This got me up and running, I tried using Qodot 4's instructions of setting up a 'Generic' project in Trenchbroom, but it never recognised my textures that way. Very happy to see .net Godot is no longer required as of Qodot 4 too, even if the documentation is lacking a little right now.
This is the second video i watch in your channel. Very cool. I will subscribe and recommend!
Wow, Trenchbroom is exactly what ive been looking for...
Awesome tutorial, looking forward to seeing more!
Edit: For those of you stuck on the Export File TrenchbroomGameConfig portion, ensure that your trenchbroom path doesn't have spaces in it. I stored it in Program Files and running the script was throwing errors.
Finally imported trenchbroom into Godot4! Thanks!!!
Thanks! I use it to make Amnesia The Dark Descent type phsycological horror game levels.
Thank you! Everything had great pace & sounded great on my phone.
Thanks for the tutorial, king.
As a ex-Doom Builder user this gonna be so easy for me ! Tha,ks for the tutorials.
Audio issues aside, this video was very helpful. I was able to follow along fully.
you legend, posted this literally at the perfect time. Thanks!
make sure to use the same trenchbroom version as him. the newer version does throws an error
you are a lifesaver bro
earned a sub
Awesome tutorial, I am so glad this isn't twenty fuckin minutes long
thankx i like the beat at the end too sht is fire
Qodot isn't showing up for me when I run Trenchbroom under Select Game. Anyone else have this issue? Using Godot 4.2.1 Mono and Trenchbroom 2024.1 Release for Mac
Qodot has been replaced with func_godot.
Imagine when unreal buys trechbroom as its blockout tool
1:50 I can't click on Export file? It just wont work even after restarting
I'm stuck at 2:00. Godot can't see the TrenchBroom folder. On my 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. 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?
Same issue did you solve it?
Nice thank you
Avoid spaces in directionary name when setting up Trenchbroom games folder
Thanks, sir!
Really helpful, thank you.
holy shit thanks for the tutorial and for showing that itch has a asset store i had no idea that is awesome thank you so much
you're putting a lot of systems with very different graphical capabilities into one bucket, here!
yeah that's a very fair point, i know some of the distinctions between PS1, N64, etc but i wanted to keep the tutorial a bit shorter and to the point with mostly godot footage for now and a few clips. admittedly the title was pretty clickbaity as well but i hope the video helped :)
Just FYI your mic volume is a little low, maybe normalize the audio track next time. Thanks for the tutorial
using the latest 4.2 version, export game config didn't work
Qudot is not showing up in my list of games in trenchbroom??? I am very confused because I tried the 2024 version and the 2023 version and I definitely got the game config exporting working because I can see the file it made?
Ok I got it working but you need to use the 2024 version or it will say something along the lines of wrong version of Quodot, ignoring file. Also I missed the part in the tutorial where it said to export it into the games folder 😅
@@Godot-Game-Dev how?
@@WolfScal I'm sorry man I have no idea what I was going on about it's been a while since I have used the program but good luck with your game / project your doing 😁
How would you add things like func_buttons and func_doors? Do you need to create your own FGD file and then code it on the Godot side? Would love to see a video on this too.
actually finishing up that video right now, haha. Qodot comes with a few FGD classes already, covering things like triggers, movers, signals, and doors. Next video will explain how they work towards the end and also how to create custom entities :) but to answer your question, yes you create a FGD definition and the logic is done on Godot's side when the node is created.
@@Kota-ph7nc Nice, looking forward to the video!
@@muddasheep video just went live about 15 mins ago :)
Anybody have tips for how to add collision to the map once it's imported into godot?
I'm having a problem where my textures aren't showing up.
If you click on the texture browser button in trenchboom you should be able to add the textures in
You can use unreal with trenchbroom too!
Can someone help with the textures? I did what it said in the vid but the textures aren't loading. IDK if this is cause there area differences in the newer versions of QoDot or I'm somehow doing something wrong, but despite having a folder called "textures" in my res// it's not appearing in Trenchbroom.
Did you ever figure it out? I'm having the same problem. I tried using an older version of trenchbroom but it comes up with errors.
I am also having the same issue
@@thisincarnation3735I clicked the textures button and it let me select them
@@Hwaz.17 Thank you!
If anyone else is having this problem, check where your game folder in trenchbroom is. Mine was actually set to the folder I was using to store the maps so I had to change it there.
When import Models to Godot are totally blank, no textures, any idea?
Some game configurations could not be loaded. The following errors occurred:
Failed to load game configuration file 'Qodot\GameConfig.cfg
This happens every time I try and export it from the plugin, and then try to launch it in trenchBroom
fixed it, used an older version of trench broom and now it works just fine
Thank you for making this video! This is very usefull!🤗
When I made a map like this and then added a player controlelr with godot first person controller from Godots asset lib everything in the map was huge compared to the player. What kind of values should I use in TB and Godot to make them "fit"?
Hello! Thanks for the video :) i have a problem when i import my map in godot, i see the shapes but the textures appear invisible... did i miss something?
I was having this same issue and I fixed it doing this: be sure to put the "textures" folder precisely inside your godot project root folder. I was trying to organize my project differently and did not work before.
I don't know why but I always get an error: Failed to load game configuration file 'Qodot\GameConfig.cfg': At line 2, column 11: Unsupported game configuration version3; valid versions are 7, 8. I'm using Godot Engine v4.2.1, the newest Qodot version and the newest TrenchBroom version. Anyone knows how to fix this? Thank you in advance.
Yes. The 2024 version dropped support for the format Qodot uses.
Use 2023 or 2022.
Is there a way to update the changes made in trenchbroom to godot? If I make changes and then build again those chances are not reflected
if you havent gotten it working yet, make sure your map file is inside of your godot project directory, and as long the QodotMap node is configured correctly it should update when you rebuild on the node :)
Does this type of map file support occlusion culling?
may I ask why qodot doesn't generate static body and collision shapes but only world spawn and meshinstance when full building?
Am I crazy, I cant open the trenchbroom_game_config.tres at all somehow... 1:25
Question can you load map files at runtime, or does this have to be in the project?
Under Project > Tools I have no C# tab, only "Orphan Resource Explorer" and "Upgrade Mesh Surfaces" Am I missing something?
found any solutions?
need solutions too, any ways to do it?
are you guys using mono? tutorial might be a bit outdated, I think the newer version might not require c# but I might be wrong
same
I fixed this by getting the net version of godot
What if I want raw pixels?
A question, Qodot only support c#? No way for GDScript?
Just started on my own project for the first time (fps game with quake movement with some inspiration from sof2), sof2 was made with an edited version of the quake engine back in 2002. I’m wondering if it would be possible to import sof2 maps the same way?
hey, ive been following your tutorial closely, i and i can't see the texture collections in trenchbroom, any idea what might be the problem?
how do you add height at 4:06?
edit: PgUp
very helpful
Would anyone happen to know if the imported TrenchBroom maps automatically generate a collision shape when imported into the Godot/qodot scene? I am trying to make a FPS controller and the character is falling through the floor after I give the map a full build. Thanks!
I am only getting the: QodotMap --> entity_0_worldspawn --> entity_0_mesh_isntance when i full build, no collisions
@@van.nevar47 did u find a fix
@@van.nevar47 did u find a fix for this
thank you!!
Do you also happen to have a quake-like player controller?
Probable answer to my own question: don't_use_spaces_in_the_name_of_the_texture_in_TrenchBroom
I have a question:
some textures are not visible in Godot, but are visible whilebuilding in TrenchBroom its really bad scenario, because you can build a level, then put it in godot, and then find out that one of your textures just white.
some textures are not visible in TrenchBroom, but visible in Godot, its not so bad, but can be difficult to build level blindly.
Do anyone encounter that problem? What's wrong? All my textures are in .png and all are squares of 2 aka: 64, 128, 256 etc, what am I missing?
This is cool, but I think I'll stick with Cyclopes for now, if I can't get a good in-engine editor for Godot, I'm probably better off just using Blender.
Thanks, man. Unfortunately my textures don't appear in Godot. Can someone help, please?
Fixed! If someone is having this same problem, be sure to put the "textures" folder precisely inside your godot project root folder. I was trying to organize my project differently and did not work before.
@@klaatubarada6200Thank you!
I had that problem and this solved it.
For anyone reading: I tried to use 2k textures and they work fine. I just needed to set the UV scale to 0.015625 (32 / 2048).
I suppose that formula can be adjusted to any texture size.
thank you bro!!
Godot 4.3 and Trenchbroom 2024.1, x64 Version on win11 working
Nice
I’m pretty sure trenchbroom has mouse controls too right?
Regan Crescent
Is it possible to use entities?
qodot is not showing when i open a new map in threnchbroom
Ik but don't worry, do the same thing with Generic and it will work as well
I have questions if I may why .net version of Godot?
in godot 4 qodot needs the .net version for C# support :)
im using godot 4.2 it says it failed to create c# project@@Kota-ph7nc
I don't wanna be salty but one blender introductry tutorial about the navigation and mesh creation should get anyone going
I just found the hassel of installing trenchboom too much
using this is a lot quicker than blender, even Valve uses brush based tooling in Hammer editor over importing everything from 3ds max or maya
196 Parisian Circle
Grk radiant is a better map editor. And it saves into the same .map file. So use that instead and import into godot is huge. Maybe making my game might be closer than i think
281 Keeling Motorway
Does it have to be .net version to use trench broom.
@@ckorp666 Thanks. I currently learning 2D first but will eventually move to 3D. I like boomer shooters so if it helps in making level, I'll definitely going to use that.
nope you can use steam version now too
Streich Fields
Jessy Brooks
Ok but how do I make my own graphics?
you can use paintdotnet or any other image editing program. you can put that pretty much anywhere in your porject and it will show up in trenchbroom, however i recommend placing them in textures for sake of keeping things tidy
@@Kota-ph7ncdoesnt work for me idk why?
cant i use gd script..?
yeah you can, you just need C# support for this version of Qodot. the mono version just adds that functionality
Why does it need to be the .Net version?
qodot won't work in 4.0 without the C# support, same with TBLoader. you don't need to use the C# support for anything else if you don't want to, though, and the rest of godot is literally exactly the same. this was the first time I used mono (for this video)
08730 Ankunding Prairie
This is too complex.
I am too old for this.
Works in Unity?
It says godot
yes very much
can't hear you.
sorry about that, audio sounded fine before uploading and didn’t realize until video was already out for a bit. audio editing in youtube studio has been removed so I couldn’t fix it after uploading, future videos shouldn’t have such bad audio issues though
No good
good video, terrible title.
no map was made in 5 minutes - the videos isn't even that long. also levels aren't made in 5 minutes, especially not in the style of Quake or HL. instead the absolute begging of a single asset was made.
I agree, ill be working on better titles for future videos. the title is meant as explaining/getting started with maps in 5 minutes, which wouldn’t have caused the confusion but was a bit longer :)