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updated hazarcourse
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LICENSE
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LICENSE
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Copyright 2023 Hannah "EMBYR" Crawford
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Copyright 2019 Josh "Shifty" Palmer
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MIT License
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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README.md
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README.md
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![](https://raw.githubusercontent.com/Shfty/qodot-extras/master/graphics/qodot_logo_small.png)
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Quake *.map* file support for Godot 4.x. **For the original Godot 3.x plugin, see [Qodot-Plugin](https://github.com/QodotPlugin/qodot-plugin/).**
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# Before you enable Qodot
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1. [Use Godot Engine .NET / mono build](https://godotengine.org/download/). **You can still use GDScript with Mono build.**
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2. [Download 7.0 .NET SDK](https://dotnet.microsoft.com/en-us/download) and run the 7.0 SDK installer.
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4. In your Godot Project, go to Project > Tools > C# > Create C# Solution.
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5. Build your C# scripts by pressing <kbd>Alt</kbd> + <kbd>B</kbd>, or click the square *Build* button in the top-right corner.
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6. Go to Project > Project Settings > Plugins, then enable Qodot.
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If you modify any C# scripts in the plugin, press <kbd>Alt</kbd> + <kbd>B</kbd> or click the square *Build* button to bring back the "Full Build" toolbar in the 3D Viewport.
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# About this version
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Latest Tested Engine Version: **4.1.stable.mono**
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This is a port of Qodot to Godot 4.x. It requires the .NET build of Godot to import maps correctly. Games can be exported with the standard editor/export templates however.
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Unlike [Qodot-plugin](https://github.com/QodotPlugin/qodot-plugin/), this [Qodot](https://github.com/QodotPlugin/Qodot/) repository is currently the official version of the plugin and where active development continues. You can also find the plugin on Godot's Asset Library.
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## Documentation
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Consult the [Qodot User Guide](https://qodotplugin.github.io/). Documentation may not be up to date for 4.0, but most things should be the same.
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## Overview
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Qodot extends the Godot editor to import Quake *.map* files, and provides a data-driven framework for converting the entities and brushes contained therein into a custom node hierarchy.
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![](https://raw.githubusercontent.com/wiki/Shfty/qodot-plugin/images/2-usage/in-editor.gif)
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## Features
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- Natively import `.map` files into Godot and convert them into a usable scene tree
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- Supports
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- Brush geometry
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- Textures and customized UVs
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- Convex and concave collision volumes
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- Gameplay entities
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- FGD (Forge Game Data) export for custom game definitions
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- Configurable scene population
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- Leverages the map format's classname and key/value property systems
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- Spawn and configure custom Godot scenes and scripts based on entities defined in the map editor
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- Define the visual and collision properties of brush entities on a per-classname basis
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- TrenchBroom Integration
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- Simple, intuitive map editor with a strong feature set
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- TrenchBroom game configurations can be exported for tighter workflow integration
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- Nested TrenchBroom groups can be used to build a tree hierarchy from the format's standard flat structure
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## Showcase
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[![](https://raw.githubusercontent.com/Shfty/qodot-extras/master/showcase/sunkper-props-thumbnail.jpg)](https://raw.githubusercontent.com/Shfty/qodot-extras/master/showcase/sunkper-props.jpg)
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Assorted props by [@SunkPer](https://twitter.com/SunkPer)
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[![](https://raw.githubusercontent.com/Shfty/qodot-extras/master/showcase/sunkper-summer-island.gif)](https://cdn.discordapp.com/attachments/651209074930876416/659427504309796876/Project_Summer_Island_WIP_25.mp4)
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Summer Island by [@SunkPer](https://twitter.com/SunkPer)
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## Thesis
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Qodot was created to solve a long-standing problem with modern game engines: The lack of simple, accessible level editing functionality for users without 3D modeling expertise.
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Unity, Unreal and Godot are all capable of CSG to some extent or other with varying degrees of usability, but lack fine-grained direct manipulation of geometry, as well as per-face texture and UV manipulation. It's positioned more as a prototyping tool to be used ahead of a proper art pass than a viable methodology.
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Conversely, dedicated 3D modeling packages like Maya or Blender are very powerful and can iterate fast in experienced hands, but have an intimidating skill floor for users with a programming-focused background that just want to build levels for their game.
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Enter the traditional level editor: Simple tools built for games like Doom, Quake and Duke Nukem 3D that operate in the design language of a video game and are created for use by designers, artists and programmers alike. Thanks to years of community support, classic Quake is still alive, kicking, and producing high-quality content and mapping software alike. This continued popularity combined with its simplicity means the Quake *.map* format presents a novel solution.
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## Extra Content
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[The Qodot extra content repository](https://github.com/Shfty/qodot-extras) contains a set of additional resources, such as map editor plugins, logo graphics, showcase content and screenshots.
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## Qodot Elsewhere
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[Discord - Qodot](https://discord.gg/c72WBuG)
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[Reddit - Qodot](https://www.reddit.com/r/godot/comments/e41ldk/qodot_quake_map_file_support_for_godot/)
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[Godot Forums - Qodot](https://godotforums.org/discussion/21573/qodot-quake-map-file-support-for-godot)
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[Godot Asset Library - Qodot 3.x](https://godotengine.org/asset-library/asset/446)
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[Hannah's Twitter](https://twitter.com/STUDIOEMBYR)
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## Credits
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[Josh "Shifty" Palmer](https://twitter.com/ShiftyAxel) - Original Qodot plugin
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[Hannah "EMBYR" Crawford](https://twitter.com/STUDIOEMBYR) - Godot 4.x & C# port & maintainance
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[Kristian Duske](https://twitter.com/kristianduske) - For creating TrenchBroom and inspiring the creation of Qodot
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[Arkii](https://github.com/GoomiChan) - For example code and handy documentation of the Valve 220 format
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[TheRektafire](https://github.com/TheRektafire) - For a variety of useful tidbits on the .map format
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[Ember](https://github.com/deertears/) - For creating the user guide
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[Calinou](https://github.com/Calinou) - For making Qodot work on case-sensitive systems
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[SunkPer](https://twitter.com/SunkPer) - For showcase screenshots
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[lordee](https://github.com/lordee), [DistractedMOSFET](https://github.com/distractedmosfet) and [winadam](https://github.com/winadam) - For laying the groundwork of the FGD export and entity scripting systems.
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[fossegutten](https://github.com/fossegutten) - For a typed GDScript pass
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[Corruptinator](https://github.com/Corruptinator) - For the idea of using TrenchBroom groups as a scene tree.
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[grenappels](https://github.com/grenappels) - For implementing smoothed brush normal edge splitting
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[FreePBR.com](https://freepbr.com) - For royalty-free PBR example textures
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