This version improves support for mapping with TrenchBroom and comes with a couple of bugfixes like working stencil shadows.
This release is intented to aid the current TrenchBroom mapping jam in the id Tech 4 Discord.
You can just extract the files over the 1.3.0 release.
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This version improves support for mapping with TrenchBroom. Until now you needed to extract and copy the vanilla Doom 3 models and textures over to the base/ folder to see the content in the TrenchBroom entity browser and texture viewer.
Owning the original game next to the BFG edition is not necessary anymore.
This version comes with a couple of new RBDOOM-3-BFG console commands that lets you export particular parts of the .resources files to the base/_tb/ folder.
You need to call exportImagesToTrenchBroom once and you are good to go to start mapping with the TrenchBroom level editor.
TrenchBroom comes with several more Doom 3 specific changes. After loading a map TrenchBroom generates unique entity names and also fixes missing or bad "model" keys for brush based entitites.
Also creating new entities like light will automatically receive names like light_2.
This patch also contains a couple of func_group related bugfixes. func_group works now with brush based entities, point entities and just regular brushes.
Changelog
TRENCHBROOM
* Tweaked exportFGD command for new icons
* Added new icons to TrenchBroom for certain entities like lights, speakers or particle emitters
* TrenchBroom offers a dropdown menu to select the Quake 1 light style for lights
* Drastically improved loading time of textures for materials in TrenchBroom
* Added RBDoom console command convertMapToValve220 `<map>`. You can also type `exec convert_maps_to_valve220.cfg` to convert all Doom 3 .map files into the TrenchBroom friendly format. Converted maps are saved with the _valve220.map suffix.
* Added RBDoom console command exportImagesToTrenchBroom which decompresses and saves all .bimage images to base/_tb/*.png files
* Added RBDoom console command exportModelsToTrenchBroom which saves all .base|.blwo|.bmd5mesh models to _tb/*.obj proxy files. This commands also generates helper entities for TrenchBroom so all mapobject/models are also available in the Entity Inspector using the DOOM-3-models.fgd.
* Added RBDoom console command makeZooMapForModels which makes a Source engine style zoo map with mapobject/models like .blwo, .base et cetera and saves it to maps/zoomaps/zoo_models.map. This helps mappers to get a good overview of the trememdous amount of custom models available in Doom 3 BFG by sorting them into categories and arranging them in 3D. It also filters models so that only modular models are picked that can be reused in new maps.
* TrenchBroom got several Doom 3 specific issue generators to help mappers avoiding pitfalls during mapping
* Changed TrenchBroom's rotation tool to use the "angles" key by default to remove some Quake related limitations
MISCELLANEOUS
* Stencil shadows work again (thanks to Stephen Pridham)
* Fixed black screen after using the reloadImages command
* Added CMake options STANDALONE and DOOM_CLASSIC
* Added command convertMapQuakeToDoom `<map>` that expects a Quake 1 .map in the Valve220 format and does some Doom 3 specific fixes
* The gamecode ignores func_group entities if they were created by TrenchBroom instead to warn that there is no spawn function
* dmap / idMapFile move brushes of func_group entities to worldspawn before compiling the BSP.
This also means func_group brushes are structural.
If you want to optimize the BSP then move those to func_static instead which is the same as func_detail in Quake.
* Fixed that dmap failed writing the BSP .proc file if the command was interrupted by an error
COMMUNITY
Steve Saunders contributed
* Updated mac OS support
* Improved Vulkan / Molten support
* Fixed FFmpeg 5 compatibility for newer Linux distros
* Bink videos can play audio if they contain audio tracks (merged from DOOM BFA by Mr.GK)
ASSETS
* Added TrenchBroom helper entityDefs like a Quake 3 style misc_model to comply with TrenchBroom's Solid/PointClass rules for editing entities
* Added new Creative Commons CC0 textures/common/ and textures/editor/ replacement textures because they didn't ship with the BFG edition
* Added base/convert_maps_to_valve220.cfg which lets you convert all maps to the Valve 220 .map format in one shot
* Added base/maps/zoomaps/zoo_models.map
Can you view the maps in Doom 3 in trenchbroom?
Yes you can open the console, type in exec convert_maps_to_valve220.cfg and then it will convert all maps into the TrenchBroom friendly format.
You can find the converted maps under base/maps/game/
Ok, so i got the maps loaded in, but the textures aren't showing up. Is there a way to get the rextures to load along with the map?
This isnt a huge concern but it would be nice to understand what im looking at haha
I made a crash course video about how to use TrenchBroom with this engine. It's in German and English. This is the English version: Youtu.be
@treborator, have you figured out why Windows 7 support is broken?
Windows 7 isn't supported. We go even further this year and change the main render target from OpenGL to DX12 for Windows.