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addons/tbloader/Usage.md
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addons/tbloader/Usage.md
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# Godot version notice
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You'll want to make sure you're on the latest version of Godot 4 when using TBLoader, since that's
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what we're aiming to support!
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# Usage
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To install TBLoader, you can either install it through [AssetLib](https://godotengine.org/asset-library/asset/1265)
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(search for "TrenchBroom Loader"), or by downloading a [release from Github](https://github.com/codecat/godot-tbloader/releases)
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and extracting it to your project's `addons` folder, so that you have a structure like this:
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```
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project/addons/tbloader/plugin.cfg
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```
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You might have to manually enable the plugin from your project settings. In the Godot editor, click
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on Project -> Project Settings, and go to the Addons tab. Check the "Enable" box next to TBLoader.
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To build a level's geometry, create a `TBLoader` node in your scene hierarchy. In the properties of
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the node you can select where your `.map` file is located, plus some more useful settings. With the
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node still selected and the 3D view open, you will see a button `Build Meshes` in the toolbar the 3D
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view. Click that button to build the geometry.
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# TrenchBroom game config
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The `tb-gameconfig` folder contains a game configuration for this addon. This includes a simple FGD
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which will have some common entities that create Godot nodes. Simply place the files in a folder
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called `Godot` inside the `games` folder of your TrenchBroom installation, so you would have
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`games/Godot/<files>`.
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name="TBLoader"
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description="TrenchBroom map loader."
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author="Codecat"
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version="0.11.0"
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version="0.14.0"
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script="src/plugin.gd"
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addons/tbloader/tb-gameconfig/GameConfig.cfg
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addons/tbloader/tb-gameconfig/GameConfig.cfg
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{
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version: 4,
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name: "Godot",
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icon: "Icon.png",
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"fileformats": [
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{ "format": "Standard", "initialmap": "initial_standard.map" }
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],
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"filesystem": {
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"searchpath": ".",
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"packageformat": { "extension": "pak", "format": "idpak" }
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},
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"textures": {
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"package": { "type": "directory", "root": "textures" },
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"format": { "extensions": ["png", "dds", "tga", "jpg", "jpeg", "bmp", "webp", "exr", "hdr"], "format": "image" },
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"attribute": "_tb_textures"
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},
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"entities": {
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"definitions": [ "Godot.fgd" ],
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"defaultcolor": "0.6 0.6 0.6 1.0",
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"modelformats": [ "bsp, mdl, md2" ]
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},
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"tags": {
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"brush": [
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{
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"name": "Area",
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"attribs": [ "transparent" ],
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"match": "classname",
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"pattern": "area",
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"texture": "system/area"
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}
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],
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"brushface": []
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},
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"faceattribs": {
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"surfaceflags": [],
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"contentflags": []
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}
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}
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addons/tbloader/tb-gameconfig/Godot.fgd
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addons/tbloader/tb-gameconfig/Godot.fgd
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@baseclass = Angle [
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// https://github.com/TrenchBroom/TrenchBroom/issues/3827
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angles(string) : "Pitch Yaw Roll" : "0 0 0"
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]
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@baseclass = Targets [
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target(string) : "Target"
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targetname(string) : "Target Name"
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]
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@SolidClass = worldspawn : "World entity" []
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@SolidClass = area : "Area" []
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@PointClass base(Angle) size(-16 -16 -16, 16 16 16) color(0 255 0) = player : "Player" []
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@PointClass size(-4 -4 -4, 4 4 4) color(255 255 0) = light : "Light" [
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range(float) : "Range" : 10
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energy(float) : "Energy" : 1 : "The light's strengh multiplier"
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attenuation(float) : "Attenuation" : 1 : "The drop-off curve (lower values emit more light far away)"
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specular(float) : "Specular" : 0.5 : "Intensity of the specular blob on reflective surfaces"
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light_color(color255) : "Color" : "255 255 255"
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]
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addons/tbloader/tb-gameconfig/Icon.png
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addons/tbloader/tb-gameconfig/Icon.png
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