Using Modern Tools For Classic Quake Level Design

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  • เผยแพร่เมื่อ 16 ต.ค. 2024

ความคิดเห็น • 39

  • @xaGe__
    @xaGe__ 3 หลายเดือนก่อน +7

    TrenchBroom is Love, TrenchBroom is LIFE! ✌
    Welcome back.

  • @shableep
    @shableep หลายเดือนก่อน +1

    I've honestly really been wondering what the mapping scene looks like in modern Quake 1 mapping. This is such a great overview. Really appreciate it! Feel like I have a good idea of what the mapping environment is like today.

  • @jeromegraves2826
    @jeromegraves2826 5 หลายเดือนก่อน +7

    As a fellow old-school level designer, this is great content Warren!

  • @Wozner
    @Wozner 5 หลายเดือนก่อน +6

    I was not working with Quake engine directly, but I was working with Valve Hammer Editor, which was born out of Quake engine. And now I work with Source 2 engine, which took only the best things from the old good Quake

    • @WarrenMarshallBiz
      @WarrenMarshallBiz  5 หลายเดือนก่อน +1

      It's amazing how Quake DNA is still in so many games. Such a history...

  • @RodolfoSilva_Artist
    @RodolfoSilva_Artist 5 หลายเดือนก่อน +8

    I gotta say man... I'm so thankful that you are back. I binged a bunch of your videos when I was studying at Escape and, ever since, your videos have become some of my favorites ever.
    Your channel is a gem. Please keep sending us content! :)

    • @WarrenMarshallBiz
      @WarrenMarshallBiz  5 หลายเดือนก่อน +1

      Glad you like them! I'll do what I can, haha...

  • @DougFromTheBayou
    @DougFromTheBayou 5 หลายเดือนก่อน +4

    Ive got so much love for the Quake 1 engine. Happy to see you working on things you're this passionate about :)

  • @user-yv6xw7ns3o
    @user-yv6xw7ns3o 2 หลายเดือนก่อน +1

    This is very inspiring! Great demonstrations and explanations, and very cool looking tools! I think I'll have to try this. I've never done any mapping but I grew up playing Doom and Quake when they came out and am just starting to get back into playing them again. It's crazy to see how much things have changed since the 90s.

  • @muflonzalp
    @muflonzalp 3 หลายเดือนก่อน +3

    Dude,, I was begging for prefabs (instanced groups) for years. That's my regular workflow in AAA. I need to come back to Trenchbroom finally and see what it can do!

  • @prozacgodretro
    @prozacgodretro 3 หลายเดือนก่อน +5

    The blender export could open you up to features like making a hanging bridge that respect gravity, using blender simulation, in-fact I can think of a number of scenes that would look great if you simulated them first, and then exported them, like a pile of part/plates/gears from a broken machine. would help with immersion, sometimes you can see when things are physically impossible.

  • @Merczid
    @Merczid 5 หลายเดือนก่อน +2

    Perfect content. Love your approach.

  • @Gigagamer74
    @Gigagamer74 หลายเดือนก่อน

    The mparam program, which I found somewhere on the Internet many years ago, helped me a lot. Initially, I needed this program to remove acceleration from the mouse, which for some reason always occurred when Unreal was launched. But later I noticed that after launching mparam and after a game session in Unreal, the mouse starts working much better in other games that I launch, if the mparam program remains running in the background.

  • @pootispencer9765
    @pootispencer9765 2 หลายเดือนก่อน +6

    Wizened sage delivering arcane wisdom to traveling acolytes be like:

  • @Floatharr
    @Floatharr 4 หลายเดือนก่อน

    Somehow only now got around to this, and I have to say I do *not* have the time to start another big project, but at this rate I might have to shelf something else because this looks really fun. I've played through most of Alkaline and Arcane Dimensions years ago and that stuff was mindblowingly inspiring. Looking forward to the next videos!

  • @xaGe__
    @xaGe__ 3 หลายเดือนก่อน +1

    If you can Blender, it kind of makes TrenchBroom easier to get the feel for IMO. It did for me anyway. It gives a similar feeling in the 3D space. They're primitives in a WIP branch, so they will be making their way into a TrenchBroom official release eventually. TrenchBroom ships with a Tool UI that requires user setup, but makes external compile UI's not really needed for the most part unless you like to use q1compile's auto compile feature.

  • @Millenia3D
    @Millenia3D 5 หลายเดือนก่อน +2

    I gotta try out Blender's map exporter some time, I'm still on that obj2map train 😅

    • @WarrenMarshallBiz
      @WarrenMarshallBiz  5 หลายเดือนก่อน +2

      It's just like obj2map but way better. Give it a go! If you use Blender, obviously, haha...

    • @Millenia3D
      @Millenia3D 5 หลายเดือนก่อน +1

      @@WarrenMarshallBiz I still prefer using 3ds max (especially with the free Wallworm plugin that adds lots of cool level design tools, like a grid snap modifier option) but I'm thinking I can just bring obj/fbx into blender and use that for the conversion process! trying to do some intricate brushwork for librequake at the moment 😆

  • @Zeriel00
    @Zeriel00 5 หลายเดือนก่อน +1

    Hello, I'm a big fan of Quake 3 Arena, it was my first PC game that I bought with my own money, the large metal tin box. That game literally changed my life. I also love 3D modeling in Blender and Zbrush, I'm not an animator but I can do simple stuff. My dream ever since I was little was to create a playable character and Bot for Quake 3, I even made a character in Blender but I found no way to apply the Quake 3 "tags" (Head, Torso, Legs, Weapon) to the model. I tried exporting to really old software used back in the day but I could never get it to work. My question is, is there any way to use modern tools like Blender and export to the old Quake games? Or has this technology been lost to time? I have searched for years, and haven't found any way to export from Blender 2.8 and up.
    If you read this, thanks for your help!

    • @WarrenMarshallBiz
      @WarrenMarshallBiz  5 หลายเดือนก่อน

      I remember that metal box, haha. I miss brick'n'mortar retail sometimes.
      Unfortunately, I'm not really a character guy so I don't know what people do with animated character meshes, sorry! I certainly know about static geometry which you can see in this video. And if there's a Blender addon to export level geometry I have to think there MUST be something for characters. Somewhere.

  • @MolotovEcho
    @MolotovEcho 5 หลายเดือนก่อน +2

    Nice overview. I prefer Necros compiling GUI, though. It's compact and easier to use when you setup it for your needs.

    • @WarrenMarshallBiz
      @WarrenMarshallBiz  5 หลายเดือนก่อน +2

      I started with the Necros GUI but it always gave me attitude. I think I just didn't understand how to properly interact with it. Q1Compile seems to fit my brain so ... whatever works! Just get the BSP in the engine somehow!

  • @vondur666
    @vondur666 5 หลายเดือนก่อน +2

    to add more software render feeling, use r_softemu 2 and r_softemu_metric 1 =)

  • @mopeybloke
    @mopeybloke 5 หลายเดือนก่อน +1

    I will use these tools to prepare for the hell that's coming.

  • @benr8906
    @benr8906 3 หลายเดือนก่อน +1

    you can set Blenders grid to match Quakes!

  • @stevesan
    @stevesan 2 หลายเดือนก่อน

    it's crazy that it took this long to get instancing into a quake editor hehe.

  • @5xg378
    @5xg378 หลายเดือนก่อน

    How did you get the model to export with textures? i cant get that to work at all.

  • @axtrifonov
    @axtrifonov หลายเดือนก่อน

    Is it possible to preview lighting in Trenchbroom without running the map in Quake engine?

    • @DanGmz
      @DanGmz หลายเดือนก่อน

      Not in Trenchbroom but with ericw-tools there is a program called lightpreview and with it you can open a bsp file or a map and compile it right there.

  • @GTXDash
    @GTXDash 2 หลายเดือนก่อน

    So use iron and copper. Got it.

  • @anotherfix
    @anotherfix 5 หลายเดือนก่อน

    what about ToeTag map editor ?

    • @WarrenMarshallBiz
      @WarrenMarshallBiz  5 หลายเดือนก่อน +3

      I ALMOST put a section in about ToeTag because I miss her. But maybe that'll be another video ... Remembering ToeTag.