https://mm6.wiki/api.php?action=feedcontributions&user=AlpacaNox&feedformat=atomMM6 Wiki - User contributions [en]2024-03-19T12:03:33ZUser contributionsMediaWiki 1.41.0https://mm6.wiki/index.php?title=Speedruns&diff=5929Speedruns2021-05-08T15:08:06Z<p>AlpacaNox: </p>
<hr />
<div><div class="row display"><br />
<div class="small-3 columns"><center>'''Rank'''</center></div><br />
<div class="small-3 columns"><center>'''Player'''</center></div><br />
<div class="small-3 columns"><center>'''Time'''</center></div><br />
<div class="small-3 columns"><center>'''Date'''</center></div><br />
</div><br />
<div class="row"><br />
<div class="small-3 columns"><center>1st</center></div><br />
<div class="small-3 columns"><center>Anerag</center></div><br />
<div class="small-3 columns"><center>[https://www.youtube.com/watch?v=otEUMFl3ByU 13m 41s]</center></div><br />
<div class="small-3 columns"><center>2019-02-11</center></div><br />
</div><br />
<div class="row"><br />
<div class="small-3 columns"><center>2nd</center></div><br />
<div class="small-3 columns"><center>AlpacaNox</center></div><br />
<div class="small-3 columns"><center>[https://www.youtube.com/watch?v=BLGLjVx0sVA 16m 15s]</center></div><br />
<div class="small-3 columns"><center>2019-11-18</center></div><br />
</div><br />
<div class="row"><br />
<div class="small-3 columns"><center>3rd</center></div><br />
<div class="small-3 columns"><center>CapnClever</center></div><br />
<div class="small-3 columns"><center>[https://www.twitch.tv/videos/154982529 25m 51s]</center></div><br />
<div class="small-3 columns"><center>2017-06-28</center></div><br />
</div><br />
<div class="row"><br />
<div class="small-3 columns"><center>4th</center></div><br />
<div class="small-3 columns"><center>Freechips</center></div><br />
<div class="small-3 columns"><center>[https://www.twitch.tv/videos/164906848 26m 27s]</center></div><br />
<div class="small-3 columns"><center>2017-08-06</center></div><br />
</div><br />
<div class="row"><br />
<div class="small-3 columns"><center>5th</center></div><br />
<div class="small-3 columns"><center>MattPieti</center></div><br />
<div class="small-3 columns"><center>[https://www.twitch.tv/videos/25728781 30m 23s]</center></div><br />
<div class="small-3 columns"><center>2015-11-14</center></div><br />
</div><br />
<div class="row"><br />
<div class="small-3 columns"><center>6th</center></div><br />
<div class="small-3 columns"><center>ChuckGrody</center></div><br />
<div class="small-3 columns"><center>[https://www.twitch.tv/videos/118489653 32m 10s]</center></div><br />
<div class="small-3 columns"><center>2017-01-30</center></div><br />
</div><br />
<div class="row"><br />
<div class="small-3 columns"><center>7th</center></div><br />
<div class="small-3 columns"><center>pitpo</center></div><br />
<div class="small-3 columns"><center>[https://www.twitch.tv/videos/49126215 33m 15s]</center></div><br />
<div class="small-3 columns"><center>2016-02-21</center></div><br />
</div></div>AlpacaNoxhttps://mm6.wiki/index.php?title=Speedruns&diff=5928Speedruns2021-05-08T15:05:44Z<p>AlpacaNox: </p>
<hr />
<div><div class="row display"><br />
<div class="small-3 columns"><center>'''Rank'''</center></div><br />
<div class="small-3 columns"><center>'''Player'''</center></div><br />
<div class="small-3 columns"><center>'''Time'''</center></div><br />
<div class="small-3 columns"><center>'''Date'''</center></div><br />
</div><br />
<div class="row"><br />
<div class="small-3 columns"><center>1st</center></div><br />
<div class="small-3 columns"><center>Anerag</center></div><br />
<div class="small-3 columns"><center><a target='_blank' href='https://www.youtube.com/watch?v=otEUMFl3ByU' 13m 41s</a></center></div><br />
<div class="small-3 columns"><center>2019-02-11</center></div><br />
</div><br />
<div class="row"><br />
<div class="small-3 columns"><center>2nd</center></div><br />
<div class="small-3 columns"><center>AlpacaNox</center></div><br />
<div class="small-3 columns"><center><a target='_blank' href='https://www.youtube.com/watch?v=BLGLjVx0sVA' 16m 15s</a></center></div><br />
<div class="small-3 columns"><center>2019-11-18</center></div><br />
</div><br />
<div class="row"><br />
<div class="small-3 columns"><center>3rd</center></div><br />
<div class="small-3 columns"><center>CapnClever</center></div><br />
<div class="small-3 columns"><center><a target='_blank' href='https://www.twitch.tv/videos/154982529' 25m 51s</a></center></div><br />
<div class="small-3 columns"><center>2017-06-28</center></div><br />
</div><br />
<div class="row"><br />
<div class="small-3 columns"><center>4th</center></div><br />
<div class="small-3 columns"><center>Freechips</center></div><br />
<div class="small-3 columns"><center><a target='_blank' href='https://www.twitch.tv/videos/164906848' 26m 27s</a></center></div><br />
<div class="small-3 columns"><center>2017-08-06</center></div><br />
</div><br />
<div class="row"><br />
<div class="small-3 columns"><center>5th</center></div><br />
<div class="small-3 columns"><center>MattPieti</center></div><br />
<div class="small-3 columns"><center><a target='_blank' href='https://www.twitch.tv/videos/25728781' 30m 23s</a></center></div><br />
<div class="small-3 columns"><center>2015-11-14</center></div><br />
</div><br />
<div class="row"><br />
<div class="small-3 columns"><center>6th</center></div><br />
<div class="small-3 columns"><center>ChuckGrody</center></div><br />
<div class="small-3 columns"><center><a target='_blank' href='https://www.twitch.tv/videos/118489653' 32m 10s</a></center></div><br />
<div class="small-3 columns"><center>2017-01-30</center></div><br />
</div><br />
<div class="row"><br />
<div class="small-3 columns"><center>7th</center></div><br />
<div class="small-3 columns"><center>pitpo</center></div><br />
<div class="small-3 columns"><center><a target='_blank' href='https://www.twitch.tv/videos/49126215' 33m 15s</a></center></div><br />
<div class="small-3 columns"><center>2016-02-21</center></div><br />
</div></div>AlpacaNoxhttps://mm6.wiki/index.php?title=Speedruns&diff=5927Speedruns2021-05-08T15:05:10Z<p>AlpacaNox: Created page with "<div class="row display"> <div class="small-3 columns"><center>'''Rank'''</center></div> <div class="small-3 columns"><center>'''Player'''</center></div> <div clas..."</p>
<hr />
<div><div class="row display"><br />
<div class="small-3 columns"><center>'''Rank'''</center></div><br />
<div class="small-3 columns"><center>'''Player'''</center></div><br />
<div class="small-3 columns"><center>'''Time'''</center></div><br />
<div class="small-3 columns"><center>'''Date'''</center></div><br />
</div><br />
<div class="row"><br />
<div class="small-3 columns"><center>1st</center></div><br />
<div class="small-3 columns"><center>Anerag</center></div><br />
<div class="small-3 columns"><center><a href='https://www.youtube.com/watch?v=otEUMFl3ByU' 13m 41s</a></center></div><br />
<div class="small-3 columns"><center>2019-02-11</center></div><br />
</div><br />
<div class="row"><br />
<div class="small-3 columns"><center>2nd</center></div><br />
<div class="small-3 columns"><center>AlpacaNox</center></div><br />
<div class="small-3 columns"><center><a href='https://www.youtube.com/watch?v=BLGLjVx0sVA' 16m 15s</a></center></div><br />
<div class="small-3 columns"><center>2019-11-18</center></div><br />
</div><br />
<div class="row"><br />
<div class="small-3 columns"><center>3rd</center></div><br />
<div class="small-3 columns"><center>CapnClever</center></div><br />
<div class="small-3 columns"><center><a href='https://www.twitch.tv/videos/154982529' 25m 51s</a></center></div><br />
<div class="small-3 columns"><center>2017-06-28</center></div><br />
</div><br />
<div class="row"><br />
<div class="small-3 columns"><center>4th</center></div><br />
<div class="small-3 columns"><center>Freechips</center></div><br />
<div class="small-3 columns"><center><a href='https://www.twitch.tv/videos/164906848' 26m 27s</a></center></div><br />
<div class="small-3 columns"><center>2017-08-06</center></div><br />
</div><br />
<div class="row"><br />
<div class="small-3 columns"><center>5th</center></div><br />
<div class="small-3 columns"><center>MattPieti</center></div><br />
<div class="small-3 columns"><center><a href='https://www.twitch.tv/videos/25728781' 30m 23s</a></center></div><br />
<div class="small-3 columns"><center>2015-11-14</center></div><br />
</div><br />
<div class="row"><br />
<div class="small-3 columns"><center>6th</center></div><br />
<div class="small-3 columns"><center>ChuckGrody</center></div><br />
<div class="small-3 columns"><center><a href='https://www.twitch.tv/videos/118489653' 32m 10s</a></center></div><br />
<div class="small-3 columns"><center>2017-01-30</center></div><br />
</div><br />
<div class="row"><br />
<div class="small-3 columns"><center>7th</center></div><br />
<div class="small-3 columns"><center>pitpo</center></div><br />
<div class="small-3 columns"><center><a href='https://www.twitch.tv/videos/49126215' 33m 15s</a></center></div><br />
<div class="small-3 columns"><center>2016-02-21</center></div><br />
</div></div>AlpacaNoxhttps://mm6.wiki/index.php?title=Used_quest_bits&diff=5911Used quest bits2020-11-08T17:33:43Z<p>AlpacaNox: Created page with "1 2 3 4 5 6 8 9 11 12 14 17 20 21 23 25 27 32 34 35 41 42 51 52 53 54 71 75 81 82 83 84 86 88 89 90 91 95 96 97 98 100 101 102 103..."</p>
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Bits after 255 might not work correctly when editing with current tools.</div>AlpacaNoxhttps://mm6.wiki/index.php?title=Making_Might_and_Magic_maps_with_Trenchbroom&diff=5909Making Might and Magic maps with Trenchbroom2020-07-26T16:09:42Z<p>AlpacaNox: /* Importing objects (indoor) */</p>
<hr />
<div><seo title="Making Might and Magic Maps with Trenchbroom" metakeywords="Might and Magic, Trenchbroom, Making maps for Might and Magic" metadescription="Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor which is used to edit Might and Magic maps can import 3D models in OBJ format, that means that any program that can export such models can be used for making objects or even entire maps for the game." /><br />
<br />
Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. [https://github.com/GrayFace/MMExtension MMEditor] is used to edit Might and Magic maps. It can import 3D models in OBJ format. That means that any program that can export such models can be used for making objects or even entire maps for the games.<br />
[[category: modding]]<br />
<br />
<br />
[https://kristianduske.com/trenchbroom/ Trenchbroom] is a map editor for Quake-based games.<br />
<br />
<br /><br />
<br />
==Setting up the editor==<br />
<br />
<br />
There are pre-made texture collections for Trenchbroom:<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM6_Trenchbroom.zip Might and Magic VI]<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM7_Trenchbroom.zip Might and Magic VII]<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/Minecraft_Trenchbroom.zip Minecraft]<br />
<br />
Select one of depending on the game. Then extract it somewhere.<br />
<br />
''More information on how to make a custom texture pack can be found on the [[Talk:Making Might and Magic maps with Trenchbroom|Discussion]] page.''<br />
<br />
===Trenchbroom configuration===<br />
By default it seems that BMP image support in Trenchbroom is not enabled. That can be solved by creating a custom game configuration file.<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/MM_Trenchbroom_gameconfig.zip Might and Magic game config]<br />
<br />
To add this configuration: extract the ZIP file into the '''Trenchbroom/Games''' directory.<br />
If the configuration files worked then the new entry will be visible when creating a new map:<br />
<br />
<br />[[File:Mm6 trenchbroom select game.png|frameless|700x528px]]<br />
<br />
<br />
Now Trenchbroom needs a path where the textures are stored. To set it, press the '''Open preferences...''' button. And set the path for '''Might and Magic''' preset to the texture pack (the folder that contains the '''textures''' directory).<br />
<br />
<br />[[File:Mm6 trenchbroom configure engines.png|frameless|928x755px]]<br /><br />
<br /><br />
<br /><br />
[[File:Mm6 trenchbroom adding texture group.png|alt=|right|frameless|973x973px]]<br />
<br />
<br />
After the path to textures is set Trenchbroom will be able to load all the texture collections within the directory. <br />
<br />
<br />
The textures will be added once at least one texture collection is imported. Open the '''Face''' tab and in the '''Texture Collections''' section double click on any available texture collection. Once the texture collection is loaded the textures should be visible in the Texture Browser.<br />
<br />
<br />
''From now on the process is very similar to making a custom map for Quake, so the general tutorials for Trenchbroom apply.''<br />
<br />
==Creating maps with Trenchbroom==<br />
<br />
===Introduction===<br />
<br />
====Mapping limitations====<br />
<br />
Might and Magic engine has its own limitations that are not present in Quake engine. Most of them are tied to texture mapping.<br />
<br />
<br /><br />
<br />
*The textures can not be rotated<br />
*The textures can not be flipped<br />
*The textures can not be scaled<br />
<br />
<br />
None of that will be applied after the model is exported. Importing a model like that will lead to inconsistent results between the editor and the game.<br />
<br />
<br />
(As a workaround for all that a duplicate of the texture is usually created and altered in some editor to get a rotated / flipped / scaled version of the texture)<br />
<br />
<br />
<br />To get the most consistent results untick '''Texture Lock''' and '''UV lock''' in the '''Edit''' menu:<br />
<br />
<br />
[[File:Mm6 trenchbroom texture lock.png|frameless|599x599px]]<br />
<br />
[[File:Mm6 trenchbroom object ready.png|1899x1899px|frameless]]<br /><br />
<br /><br />
<br />
====Making invisible walls====<br />
<br />
Hiding faces is a nice way to make invisible walls and movement helpers (like ramps for example). Marking faces using texture named "_Invisible_" will ensure that the face is not visible in the game. The texture is already included in the pre-made texture pack, it is in the texture collection named '''mmeditor'''.<br />
<br />
''<br />''<br />
''The texture itself can be anything, the only rule is that it has to be named exactly like that. The texture can be made in any image editor and then loaded within any texture collection.''<br />
<br />
[[File:Mm6 trenchbroom object ready 2.png|frameless|1899x1899px]]<br />
<br />
===Making outdoor maps===<br />
<br />
Since MMEditor handles making terrain that is compatible with Might and Magic out of box then making outdoor maps completely in Trenchbroom is not really necessary. Instead it may be better to just make objects one by one and then import and place them using MMEditor. The example of pipeline will be something like that:<br />
Make a house / building in Trenchbroom -> Import in MMEditor -> Place it manually -> repeat<br />
<br />
<br />
Faces / segments of the object that are really close to each other will blink / flicker / disappear in-game. To solve that the colliding parts can be masked using _Invisible_ texture. More information can be found in the '''Making invisible walls''' section.<br />
<br />
===Making indoor maps===<br />
<br />
===Export to MMEditor===<br />
<br />
Once the object is finished export the model by using '''File -> Export -> Wavefront OBJ ...'''. That will export the entire map regardless of what is selected.<br />
<br />
Doing that will create 2 files: .OBJ and .MTL<br />
<br />
<br /><br />
<br />
==Setting up MMEditor==<br />
<br />
[https://github.com/GrayFace/MMExtension MMEditor] is used for editing maps in the game. Follow the steps for installation of MMEditor, afterwards run the game once to generate the required files and directories. <br />
<br />
<br />
For MMEditor to correctly process the model the following script: [https://mm6.wiki/files/mods/trenchbroom/mtl.lua mtl.lua]<br />
<br />
needs to be placed at the '''/Scripts/General''' directory.<br />
<br />
Once the game is loaded press '''alt + F1''' and open any internal map.<br />
<br />
===Importing objects (outdoor)===<br />
<br />
To import the model click on the '''Import''' button'''.'''<br />
<br />
Select '''Cancel''' when asked to delete models, that will keep the rest of the map intact.<br />
<br />
If the model was created not far from the center of coordinates in Trenchbroom it will be placed somewhere around 0,0,0 coordinates in the game, which is the center of the map. The newly imported object should be there.<br />
<br />
[[File:Mm6 trenchbroom mmeditor import.png|frameless|740x740px]]<br />
<br />
====Moving the object====<br />
<br />
<br />
Many building in the game are considered to be a single object by the engine. Those had many shapes merged in one using 3D software. In Trenchbroom objects are built using brushes and usually there are many brushes that constitute one object. When Trenchbroom exports a model it keeps the shapes separate. That means that the object can not be selected all at once.<br />
<br />
To move imported object:<br />
<br />
#Click on any face on the model<br />
#Press the '''Model''' button<br />
#Hold the '''Left Shift''' key and select the other parts<br />
<br />
<br />
[[File:Mm6 trenchbroom mmeditor object selected.png|frameless|740x740px]]<br />
<br />
<br />
<br />
Now there are 2 options:<br />
<br />
*Use arrow keys + Page Up / Down to move the object around<br />
*Move the party to the destination and press the '''Move To Party''' button<br />
<br />
! Note that the '''Land''' function will not help to align the object to the ground since it will align every segment individually and not the entire group.<br />
<br />
The result:<br />
<br />
<br />
[[File:Mm6 trenchbroom ingame.png|frameless|641x641px]]<br />
<br />
===Importing objects (indoor)===<br />
<br />
To import map geometry for indoor map just select import object (not rooms) and select the .OBJ file exported from Trenchbroom.<br />
There are some drawbacks regarding this method:<br />
<br />
<br />
1. The entire minimap will be revealed right away.<br />
<br />
2. It can possibly result in lower performance than if importing rooms 1 by 1. Since that way the rooms are not being hidden if not visible.<br />
====Room import====<br />
As for now room import is a bit too convoluted since it will require a 3D modelling application like blender to merge all objects into 1 room since Trenchbroom exports each object separately.<br />
<br />
==Sample maps==<br />
<br />
===Minecraft===<br />
<youtube>rBuNyAvVqfE</youtube><br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/minecraft.bitmaps.lod minecraft.bitmaps.lod] - LOD with map textures<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/map.dat map.dat] - MMEditor project file<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/Minecraft.map Minecraft.map] - Trenchbroom map file<br />
<br />
Texture collection for Trenchbroom used to make this map can be found in the section above.</div>AlpacaNoxhttps://mm6.wiki/index.php?title=Making_Might_and_Magic_maps_with_Trenchbroom&diff=5908Making Might and Magic maps with Trenchbroom2020-07-26T16:09:24Z<p>AlpacaNox: /* Importing objects (indoor) */</p>
<hr />
<div><seo title="Making Might and Magic Maps with Trenchbroom" metakeywords="Might and Magic, Trenchbroom, Making maps for Might and Magic" metadescription="Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor which is used to edit Might and Magic maps can import 3D models in OBJ format, that means that any program that can export such models can be used for making objects or even entire maps for the game." /><br />
<br />
Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. [https://github.com/GrayFace/MMExtension MMEditor] is used to edit Might and Magic maps. It can import 3D models in OBJ format. That means that any program that can export such models can be used for making objects or even entire maps for the games.<br />
[[category: modding]]<br />
<br />
<br />
[https://kristianduske.com/trenchbroom/ Trenchbroom] is a map editor for Quake-based games.<br />
<br />
<br /><br />
<br />
==Setting up the editor==<br />
<br />
<br />
There are pre-made texture collections for Trenchbroom:<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM6_Trenchbroom.zip Might and Magic VI]<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM7_Trenchbroom.zip Might and Magic VII]<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/Minecraft_Trenchbroom.zip Minecraft]<br />
<br />
Select one of depending on the game. Then extract it somewhere.<br />
<br />
''More information on how to make a custom texture pack can be found on the [[Talk:Making Might and Magic maps with Trenchbroom|Discussion]] page.''<br />
<br />
===Trenchbroom configuration===<br />
By default it seems that BMP image support in Trenchbroom is not enabled. That can be solved by creating a custom game configuration file.<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/MM_Trenchbroom_gameconfig.zip Might and Magic game config]<br />
<br />
To add this configuration: extract the ZIP file into the '''Trenchbroom/Games''' directory.<br />
If the configuration files worked then the new entry will be visible when creating a new map:<br />
<br />
<br />[[File:Mm6 trenchbroom select game.png|frameless|700x528px]]<br />
<br />
<br />
Now Trenchbroom needs a path where the textures are stored. To set it, press the '''Open preferences...''' button. And set the path for '''Might and Magic''' preset to the texture pack (the folder that contains the '''textures''' directory).<br />
<br />
<br />[[File:Mm6 trenchbroom configure engines.png|frameless|928x755px]]<br /><br />
<br /><br />
<br /><br />
[[File:Mm6 trenchbroom adding texture group.png|alt=|right|frameless|973x973px]]<br />
<br />
<br />
After the path to textures is set Trenchbroom will be able to load all the texture collections within the directory. <br />
<br />
<br />
The textures will be added once at least one texture collection is imported. Open the '''Face''' tab and in the '''Texture Collections''' section double click on any available texture collection. Once the texture collection is loaded the textures should be visible in the Texture Browser.<br />
<br />
<br />
''From now on the process is very similar to making a custom map for Quake, so the general tutorials for Trenchbroom apply.''<br />
<br />
==Creating maps with Trenchbroom==<br />
<br />
===Introduction===<br />
<br />
====Mapping limitations====<br />
<br />
Might and Magic engine has its own limitations that are not present in Quake engine. Most of them are tied to texture mapping.<br />
<br />
<br /><br />
<br />
*The textures can not be rotated<br />
*The textures can not be flipped<br />
*The textures can not be scaled<br />
<br />
<br />
None of that will be applied after the model is exported. Importing a model like that will lead to inconsistent results between the editor and the game.<br />
<br />
<br />
(As a workaround for all that a duplicate of the texture is usually created and altered in some editor to get a rotated / flipped / scaled version of the texture)<br />
<br />
<br />
<br />To get the most consistent results untick '''Texture Lock''' and '''UV lock''' in the '''Edit''' menu:<br />
<br />
<br />
[[File:Mm6 trenchbroom texture lock.png|frameless|599x599px]]<br />
<br />
[[File:Mm6 trenchbroom object ready.png|1899x1899px|frameless]]<br /><br />
<br /><br />
<br />
====Making invisible walls====<br />
<br />
Hiding faces is a nice way to make invisible walls and movement helpers (like ramps for example). Marking faces using texture named "_Invisible_" will ensure that the face is not visible in the game. The texture is already included in the pre-made texture pack, it is in the texture collection named '''mmeditor'''.<br />
<br />
''<br />''<br />
''The texture itself can be anything, the only rule is that it has to be named exactly like that. The texture can be made in any image editor and then loaded within any texture collection.''<br />
<br />
[[File:Mm6 trenchbroom object ready 2.png|frameless|1899x1899px]]<br />
<br />
===Making outdoor maps===<br />
<br />
Since MMEditor handles making terrain that is compatible with Might and Magic out of box then making outdoor maps completely in Trenchbroom is not really necessary. Instead it may be better to just make objects one by one and then import and place them using MMEditor. The example of pipeline will be something like that:<br />
Make a house / building in Trenchbroom -> Import in MMEditor -> Place it manually -> repeat<br />
<br />
<br />
Faces / segments of the object that are really close to each other will blink / flicker / disappear in-game. To solve that the colliding parts can be masked using _Invisible_ texture. More information can be found in the '''Making invisible walls''' section.<br />
<br />
===Making indoor maps===<br />
<br />
===Export to MMEditor===<br />
<br />
Once the object is finished export the model by using '''File -> Export -> Wavefront OBJ ...'''. That will export the entire map regardless of what is selected.<br />
<br />
Doing that will create 2 files: .OBJ and .MTL<br />
<br />
<br /><br />
<br />
==Setting up MMEditor==<br />
<br />
[https://github.com/GrayFace/MMExtension MMEditor] is used for editing maps in the game. Follow the steps for installation of MMEditor, afterwards run the game once to generate the required files and directories. <br />
<br />
<br />
For MMEditor to correctly process the model the following script: [https://mm6.wiki/files/mods/trenchbroom/mtl.lua mtl.lua]<br />
<br />
needs to be placed at the '''/Scripts/General''' directory.<br />
<br />
Once the game is loaded press '''alt + F1''' and open any internal map.<br />
<br />
===Importing objects (outdoor)===<br />
<br />
To import the model click on the '''Import''' button'''.'''<br />
<br />
Select '''Cancel''' when asked to delete models, that will keep the rest of the map intact.<br />
<br />
If the model was created not far from the center of coordinates in Trenchbroom it will be placed somewhere around 0,0,0 coordinates in the game, which is the center of the map. The newly imported object should be there.<br />
<br />
[[File:Mm6 trenchbroom mmeditor import.png|frameless|740x740px]]<br />
<br />
====Moving the object====<br />
<br />
<br />
Many building in the game are considered to be a single object by the engine. Those had many shapes merged in one using 3D software. In Trenchbroom objects are built using brushes and usually there are many brushes that constitute one object. When Trenchbroom exports a model it keeps the shapes separate. That means that the object can not be selected all at once.<br />
<br />
To move imported object:<br />
<br />
#Click on any face on the model<br />
#Press the '''Model''' button<br />
#Hold the '''Left Shift''' key and select the other parts<br />
<br />
<br />
[[File:Mm6 trenchbroom mmeditor object selected.png|frameless|740x740px]]<br />
<br />
<br />
<br />
Now there are 2 options:<br />
<br />
*Use arrow keys + Page Up / Down to move the object around<br />
*Move the party to the destination and press the '''Move To Party''' button<br />
<br />
! Note that the '''Land''' function will not help to align the object to the ground since it will align every segment individually and not the entire group.<br />
<br />
The result:<br />
<br />
<br />
[[File:Mm6 trenchbroom ingame.png|frameless|641x641px]]<br />
<br />
===Importing objects (indoor)===<br />
<br />
To import map geometry for indoor map just select import object (not rooms) and select the .OBJ file exported from Trenchbroom.<br />
There are some drawbacks regarding this method:<br />
1. The entire minimap will be revealed right away.<br />
2. It can possibly result in lower perfomance than if importing rooms 1 by 1. Since that way the rooms are not being hidden if not visible.<br />
====Room import====<br />
As for now room import is a bit too convoluted since it will require a 3D modelling application like blender to merge all objects into 1 room since Trenchbroom exports each object separately.<br />
<br />
==Sample maps==<br />
<br />
===Minecraft===<br />
<youtube>rBuNyAvVqfE</youtube><br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/minecraft.bitmaps.lod minecraft.bitmaps.lod] - LOD with map textures<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/map.dat map.dat] - MMEditor project file<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/Minecraft.map Minecraft.map] - Trenchbroom map file<br />
<br />
Texture collection for Trenchbroom used to make this map can be found in the section above.</div>AlpacaNoxhttps://mm6.wiki/index.php?title=Making_Might_and_Magic_maps_with_Trenchbroom&diff=5907Making Might and Magic maps with Trenchbroom2020-07-12T13:50:21Z<p>AlpacaNox: </p>
<hr />
<div><seo title="Making Might and Magic Maps with Trenchbroom" metakeywords="Might and Magic, Trenchbroom, Making maps for Might and Magic" metadescription="Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor which is used to edit Might and Magic maps can import 3D models in OBJ format, that means that any program that can export such models can be used for making objects or even entire maps for the game." /><br />
<br />
Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. [https://github.com/GrayFace/MMExtension MMEditor] is used to edit Might and Magic maps. It can import 3D models in OBJ format. That means that any program that can export such models can be used for making objects or even entire maps for the games.<br />
[[category: modding]]<br />
<br />
<br />
[https://kristianduske.com/trenchbroom/ Trenchbroom] is a map editor for Quake-based games.<br />
<br />
<br /><br />
<br />
==Setting up the editor==<br />
<br />
<br />
There are pre-made texture collections for Trenchbroom:<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM6_Trenchbroom.zip Might and Magic VI]<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM7_Trenchbroom.zip Might and Magic VII]<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/Minecraft_Trenchbroom.zip Minecraft]<br />
<br />
Select one of depending on the game. Then extract it somewhere.<br />
<br />
''More information on how to make a custom texture pack can be found on the [[Talk:Making Might and Magic maps with Trenchbroom|Discussion]] page.''<br />
<br />
===Trenchbroom configuration===<br />
By default it seems that BMP image support in Trenchbroom is not enabled. That can be solved by creating a custom game configuration file.<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/MM_Trenchbroom_gameconfig.zip Might and Magic game config]<br />
<br />
To add this configuration: extract the ZIP file into the '''Trenchbroom/Games''' directory.<br />
If the configuration files worked then the new entry will be visible when creating a new map:<br />
<br />
<br />[[File:Mm6 trenchbroom select game.png|frameless|700x528px]]<br />
<br />
<br />
Now Trenchbroom needs a path where the textures are stored. To set it, press the '''Open preferences...''' button. And set the path for '''Might and Magic''' preset to the texture pack (the folder that contains the '''textures''' directory).<br />
<br />
<br />[[File:Mm6 trenchbroom configure engines.png|frameless|928x755px]]<br /><br />
<br /><br />
<br /><br />
[[File:Mm6 trenchbroom adding texture group.png|alt=|right|frameless|973x973px]]<br />
<br />
<br />
After the path to textures is set Trenchbroom will be able to load all the texture collections within the directory. <br />
<br />
<br />
The textures will be added once at least one texture collection is imported. Open the '''Face''' tab and in the '''Texture Collections''' section double click on any available texture collection. Once the texture collection is loaded the textures should be visible in the Texture Browser.<br />
<br />
<br />
''From now on the process is very similar to making a custom map for Quake, so the general tutorials for Trenchbroom apply.''<br />
<br />
==Creating maps with Trenchbroom==<br />
<br />
===Introduction===<br />
<br />
====Mapping limitations====<br />
<br />
Might and Magic engine has its own limitations that are not present in Quake engine. Most of them are tied to texture mapping.<br />
<br />
<br /><br />
<br />
*The textures can not be rotated<br />
*The textures can not be flipped<br />
*The textures can not be scaled<br />
<br />
<br />
None of that will be applied after the model is exported. Importing a model like that will lead to inconsistent results between the editor and the game.<br />
<br />
<br />
(As a workaround for all that a duplicate of the texture is usually created and altered in some editor to get a rotated / flipped / scaled version of the texture)<br />
<br />
<br />
<br />To get the most consistent results untick '''Texture Lock''' and '''UV lock''' in the '''Edit''' menu:<br />
<br />
<br />
[[File:Mm6 trenchbroom texture lock.png|frameless|599x599px]]<br />
<br />
[[File:Mm6 trenchbroom object ready.png|1899x1899px|frameless]]<br /><br />
<br /><br />
<br />
====Making invisible walls====<br />
<br />
Hiding faces is a nice way to make invisible walls and movement helpers (like ramps for example). Marking faces using texture named "_Invisible_" will ensure that the face is not visible in the game. The texture is already included in the pre-made texture pack, it is in the texture collection named '''mmeditor'''.<br />
<br />
''<br />''<br />
''The texture itself can be anything, the only rule is that it has to be named exactly like that. The texture can be made in any image editor and then loaded within any texture collection.''<br />
<br />
[[File:Mm6 trenchbroom object ready 2.png|frameless|1899x1899px]]<br />
<br />
===Making outdoor maps===<br />
<br />
Since MMEditor handles making terrain that is compatible with Might and Magic out of box then making outdoor maps completely in Trenchbroom is not really necessary. Instead it may be better to just make objects one by one and then import and place them using MMEditor. The example of pipeline will be something like that:<br />
Make a house / building in Trenchbroom -> Import in MMEditor -> Place it manually -> repeat<br />
<br />
<br />
Faces / segments of the object that are really close to each other will blink / flicker / disappear in-game. To solve that the colliding parts can be masked using _Invisible_ texture. More information can be found in the '''Making invisible walls''' section.<br />
<br />
===Making indoor maps===<br />
<br />
===Export to MMEditor===<br />
<br />
Once the object is finished export the model by using '''File -> Export -> Wavefront OBJ ...'''. That will export the entire map regardless of what is selected.<br />
<br />
Doing that will create 2 files: .OBJ and .MTL<br />
<br />
<br /><br />
<br />
==Setting up MMEditor==<br />
<br />
[https://github.com/GrayFace/MMExtension MMEditor] is used for editing maps in the game. Follow the steps for installation of MMEditor, afterwards run the game once to generate the required files and directories. <br />
<br />
<br />
For MMEditor to correctly process the model the following script: [https://mm6.wiki/files/mods/trenchbroom/mtl.lua mtl.lua]<br />
<br />
needs to be placed at the '''/Scripts/General''' directory.<br />
<br />
Once the game is loaded press '''alt + F1''' and open any internal map.<br />
<br />
===Importing objects (outdoor)===<br />
<br />
To import the model click on the '''Import''' button'''.'''<br />
<br />
Select '''Cancel''' when asked to delete models, that will keep the rest of the map intact.<br />
<br />
If the model was created not far from the center of coordinates in Trenchbroom it will be placed somewhere around 0,0,0 coordinates in the game, which is the center of the map. The newly imported object should be there.<br />
<br />
[[File:Mm6 trenchbroom mmeditor import.png|frameless|740x740px]]<br />
<br />
====Moving the object====<br />
<br />
<br />
Many building in the game are considered to be a single object by the engine. Those had many shapes merged in one using 3D software. In Trenchbroom objects are built using brushes and usually there are many brushes that constitute one object. When Trenchbroom exports a model it keeps the shapes separate. That means that the object can not be selected all at once.<br />
<br />
To move imported object:<br />
<br />
#Click on any face on the model<br />
#Press the '''Model''' button<br />
#Hold the '''Left Shift''' key and select the other parts<br />
<br />
<br />
[[File:Mm6 trenchbroom mmeditor object selected.png|frameless|740x740px]]<br />
<br />
<br />
<br />
Now there are 2 options:<br />
<br />
*Use arrow keys + Page Up / Down to move the object around<br />
*Move the party to the destination and press the '''Move To Party''' button<br />
<br />
! Note that the '''Land''' function will not help to align the object to the ground since it will align every segment individually and not the entire group.<br />
<br />
The result:<br />
<br />
<br />
[[File:Mm6 trenchbroom ingame.png|frameless|641x641px]]<br />
<br />
===Importing objects (indoor)===<br />
<br />
==Sample maps==<br />
<br />
===Minecraft===<br />
<youtube>rBuNyAvVqfE</youtube><br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/minecraft.bitmaps.lod minecraft.bitmaps.lod] - LOD with map textures<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/map.dat map.dat] - MMEditor project file<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/Minecraft.map Minecraft.map] - Trenchbroom map file<br />
<br />
Texture collection for Trenchbroom used to make this map can be found in the section above.</div>AlpacaNoxhttps://mm6.wiki/index.php?title=Making_Might_and_Magic_maps_with_Trenchbroom&diff=5906Making Might and Magic maps with Trenchbroom2020-07-12T13:41:12Z<p>AlpacaNox: /* Making outdoor maps */</p>
<hr />
<div><seo title="Making Might and Magic Maps with Trenchbroom" metakeywords="Might and Magic, Trenchbroom, Making maps for Might and Magic" metadescription="Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor which is used to edit Might and Magic maps can import 3D models in OBJ format, that means that any program that can export such models can be used for making objects or even entire maps for the game." /><br />
<br />
Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor is used to edit Might and Magic maps. It can import 3D models in OBJ format. That means that any program that can export such models can be used for making objects or even entire maps for the games.<br />
[[category: modding]]<br />
<br />
<br />
[https://kristianduske.com/trenchbroom/ Trenchbroom] is a map editor for Quake-based games.<br />
<br />
<br /><br />
<br />
==Setting up the editor==<br />
<br />
<br />
There are pre-made texture collections for Trenchbroom:<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM6_Trenchbroom.zip Might and Magic VI]<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM7_Trenchbroom.zip Might and Magic VII]<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/Minecraft_Trenchbroom.zip Minecraft]<br />
<br />
Select one of depending on the game. Then extract it somewhere.<br />
<br />
''More information on how to make a custom texture pack can be found on the [[Talk:Making Might and Magic maps with Trenchbroom|Discussion]] page.''<br />
<br />
===Trenchbroom configuration===<br />
By default it seems that BMP image support in Trenchbroom is not enabled. That can be solved by creating a custom game configuration file.<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/MM_Trenchbroom_gameconfig.zip Might and Magic game config]<br />
<br />
To add this configuration: extract the ZIP file into the '''Trenchbroom/Games''' directory.<br />
If the configuration files worked then the new entry will be visible when creating a new map:<br />
<br />
<br />[[File:Mm6 trenchbroom select game.png|frameless|700x528px]]<br />
<br />
<br />
Now Trenchbroom needs a path where the textures are stored. To set it, press the '''Open preferences...''' button. And set the path for '''Might and Magic''' preset to the texture pack (the folder that contains the '''textures''' directory).<br />
<br />
<br />[[File:Mm6 trenchbroom configure engines.png|frameless|928x755px]]<br /><br />
<br /><br />
<br /><br />
[[File:Mm6 trenchbroom adding texture group.png|alt=|right|frameless|973x973px]]<br />
<br />
<br />
After the path to textures is set Trenchbroom will be able to load all the texture collections within the directory. <br />
<br />
<br />
The textures will be added once at least one texture collection is imported. Open the '''Face''' tab and in the '''Texture Collections''' section double click on any available texture collection. Once the texture collection is loaded the textures should be visible in the Texture Browser.<br />
<br />
<br />
''From now on the process is very similar to making a custom map for Quake, so the general tutorials for Trenchbroom apply.''<br />
<br />
==Creating maps with Trenchbroom==<br />
<br />
===Introduction===<br />
<br />
====Mapping limitations====<br />
<br />
Might and Magic engine has its own limitations that are not present in Quake engine. Most of them are tied to texture mapping.<br />
<br />
<br /><br />
<br />
*The textures can not be rotated<br />
*The textures can not be flipped<br />
*The textures can not be scaled<br />
<br />
<br />
None of that will be applied after the model is exported. Importing a model like that will lead to inconsistent results between the editor and the game.<br />
<br />
<br />
(As a workaround for all that a duplicate of the texture is usually created and altered in some editor to get a rotated / flipped / scaled version of the texture)<br />
<br />
<br />
<br />To get the most consistent results untick '''Texture Lock''' and '''UV lock''' in the '''Edit''' menu:<br />
<br />
<br />
[[File:Mm6 trenchbroom texture lock.png|frameless|599x599px]]<br />
<br />
[[File:Mm6 trenchbroom object ready.png|1899x1899px|frameless]]<br /><br />
<br /><br />
<br />
====Making invisible walls====<br />
<br />
Hiding faces is a nice way to make invisible walls and movement helpers (like ramps for example). Marking faces using texture named "_Invisible_" will ensure that the face is not visible in the game. The texture is already included in the pre-made texture pack, it is in the texture collection named '''mmeditor'''.<br />
<br />
''<br />''<br />
''The texture itself can be anything, the only rule is that it has to be named exactly like that. The texture can be made in any image editor and then loaded within any texture collection.''<br />
<br />
[[File:Mm6 trenchbroom object ready 2.png|frameless|1899x1899px]]<br />
<br />
===Making outdoor maps===<br />
<br />
Since MMEditor handles making terrain that is compatible with Might and Magic out of box then making outdoor maps completely in Trenchbroom is not really necessary. Instead it may be better to just make objects one by one and then import and place them using MMEditor. The example of pipeline will be something like that:<br />
Make a house / building in Trenchbroom -> Import in MMEditor -> Place it manually -> repeat<br />
<br />
<br />
Faces / segments of the object that are really close to each other will blink / flicker / disappear in-game. To solve that the colliding parts can be masked using _Invisible_ texture. More information can be found in the '''Making invisible walls''' section.<br />
<br />
===Making indoor maps===<br />
<br />
===Export to MMEditor===<br />
<br />
Once the object is finished export the model by using '''File -> Export -> Wavefront OBJ ...'''. That will export the entire map regardless of what is selected.<br />
<br />
Doing that will create 2 files: .OBJ and .MTL<br />
<br />
<br /><br />
<br />
==Setting up MMEditor==<br />
<br />
[https://github.com/GrayFace/MMExtension MMEditor] is used for editing maps in the game. Follow the steps for installation of MMEditor, afterwards run the game once to generate the required files and directories. <br />
<br />
<br />
For MMEditor to correctly process the model the following script: [https://mm6.wiki/files/mods/trenchbroom/mtl.lua mtl.lua]<br />
<br />
needs to be placed at the '''/Scripts/General''' directory.<br />
<br />
Once the game is loaded press '''alt + F1''' and open any internal map.<br />
<br />
===Importing objects (outdoor)===<br />
<br />
To import the model click on the '''Import''' button'''.'''<br />
<br />
Select '''Cancel''' when asked to delete models, that will keep the rest of the map intact.<br />
<br />
If the model was created not far from the center of coordinates in Trenchbroom it will be placed somewhere around 0,0,0 coordinates in the game, which is the center of the map. The newly imported object should be there.<br />
<br />
[[File:Mm6 trenchbroom mmeditor import.png|frameless|740x740px]]<br />
<br />
====Moving the object====<br />
<br />
<br />
Many building in the game are considered to be a single object by the engine. Those had many shapes merged in one using 3D software. In Trenchbroom objects are built using brushes and usually there are many brushes that constitute one object. When Trenchbroom exports a model it keeps the shapes separate. That means that the object can not be selected all at once.<br />
<br />
To move imported object:<br />
<br />
#Click on any face on the model<br />
#Press the '''Model''' button<br />
#Hold the '''Left Shift''' key and select the other parts<br />
<br />
<br />
[[File:Mm6 trenchbroom mmeditor object selected.png|frameless|740x740px]]<br />
<br />
<br />
<br />
Now there are 2 options:<br />
<br />
*Use arrow keys + Page Up / Down to move the object around<br />
*Move the party to the destination and press the '''Move To Party''' button<br />
<br />
! Note that the '''Land''' function will not help to align the object to the ground since it will align every segment individually and not the entire group.<br />
<br />
The result:<br />
<br />
<br />
[[File:Mm6 trenchbroom ingame.png|frameless|641x641px]]<br />
<br />
===Importing objects (indoor)===<br />
<br />
==Sample maps==<br />
<br />
===Minecraft===<br />
<youtube>rBuNyAvVqfE</youtube><br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/minecraft.bitmaps.lod minecraft.bitmaps.lod] - LOD with map textures<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/map.dat map.dat] - MMEditor project file<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/Minecraft.map Minecraft.map] - Trenchbroom map file<br />
<br />
Texture collection for Trenchbroom used to make this map can be found in the section above.</div>AlpacaNoxhttps://mm6.wiki/index.php?title=Making_Might_and_Magic_maps_with_Trenchbroom&diff=5905Making Might and Magic maps with Trenchbroom2020-07-12T13:40:44Z<p>AlpacaNox: /* Making outdoor maps */</p>
<hr />
<div><seo title="Making Might and Magic Maps with Trenchbroom" metakeywords="Might and Magic, Trenchbroom, Making maps for Might and Magic" metadescription="Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor which is used to edit Might and Magic maps can import 3D models in OBJ format, that means that any program that can export such models can be used for making objects or even entire maps for the game." /><br />
<br />
Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor is used to edit Might and Magic maps. It can import 3D models in OBJ format. That means that any program that can export such models can be used for making objects or even entire maps for the games.<br />
[[category: modding]]<br />
<br />
<br />
[https://kristianduske.com/trenchbroom/ Trenchbroom] is a map editor for Quake-based games.<br />
<br />
<br /><br />
<br />
==Setting up the editor==<br />
<br />
<br />
There are pre-made texture collections for Trenchbroom:<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM6_Trenchbroom.zip Might and Magic VI]<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM7_Trenchbroom.zip Might and Magic VII]<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/Minecraft_Trenchbroom.zip Minecraft]<br />
<br />
Select one of depending on the game. Then extract it somewhere.<br />
<br />
''More information on how to make a custom texture pack can be found on the [[Talk:Making Might and Magic maps with Trenchbroom|Discussion]] page.''<br />
<br />
===Trenchbroom configuration===<br />
By default it seems that BMP image support in Trenchbroom is not enabled. That can be solved by creating a custom game configuration file.<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/MM_Trenchbroom_gameconfig.zip Might and Magic game config]<br />
<br />
To add this configuration: extract the ZIP file into the '''Trenchbroom/Games''' directory.<br />
If the configuration files worked then the new entry will be visible when creating a new map:<br />
<br />
<br />[[File:Mm6 trenchbroom select game.png|frameless|700x528px]]<br />
<br />
<br />
Now Trenchbroom needs a path where the textures are stored. To set it, press the '''Open preferences...''' button. And set the path for '''Might and Magic''' preset to the texture pack (the folder that contains the '''textures''' directory).<br />
<br />
<br />[[File:Mm6 trenchbroom configure engines.png|frameless|928x755px]]<br /><br />
<br /><br />
<br /><br />
[[File:Mm6 trenchbroom adding texture group.png|alt=|right|frameless|973x973px]]<br />
<br />
<br />
After the path to textures is set Trenchbroom will be able to load all the texture collections within the directory. <br />
<br />
<br />
The textures will be added once at least one texture collection is imported. Open the '''Face''' tab and in the '''Texture Collections''' section double click on any available texture collection. Once the texture collection is loaded the textures should be visible in the Texture Browser.<br />
<br />
<br />
''From now on the process is very similar to making a custom map for Quake, so the general tutorials for Trenchbroom apply.''<br />
<br />
==Creating maps with Trenchbroom==<br />
<br />
===Introduction===<br />
<br />
====Mapping limitations====<br />
<br />
Might and Magic engine has its own limitations that are not present in Quake engine. Most of them are tied to texture mapping.<br />
<br />
<br /><br />
<br />
*The textures can not be rotated<br />
*The textures can not be flipped<br />
*The textures can not be scaled<br />
<br />
<br />
None of that will be applied after the model is exported. Importing a model like that will lead to inconsistent results between the editor and the game.<br />
<br />
<br />
(As a workaround for all that a duplicate of the texture is usually created and altered in some editor to get a rotated / flipped / scaled version of the texture)<br />
<br />
<br />
<br />To get the most consistent results untick '''Texture Lock''' and '''UV lock''' in the '''Edit''' menu:<br />
<br />
<br />
[[File:Mm6 trenchbroom texture lock.png|frameless|599x599px]]<br />
<br />
[[File:Mm6 trenchbroom object ready.png|1899x1899px|frameless]]<br /><br />
<br /><br />
<br />
====Making invisible walls====<br />
<br />
Hiding faces is a nice way to make invisible walls and movement helpers (like ramps for example). Marking faces using texture named "_Invisible_" will ensure that the face is not visible in the game. The texture is already included in the pre-made texture pack, it is in the texture collection named '''mmeditor'''.<br />
<br />
''<br />''<br />
''The texture itself can be anything, the only rule is that it has to be named exactly like that. The texture can be made in any image editor and then loaded within any texture collection.''<br />
<br />
[[File:Mm6 trenchbroom object ready 2.png|frameless|1899x1899px]]<br />
<br />
===Making outdoor maps===<br />
<br />
Since MMEditor handles making terrain that is compatible with Might and Magic out of box then making outdoor maps completely in Trenchbroom is not really necessary. Instead it may be better to just make objects one by one and then import and places them using MMEditor. The example of pipeline will be something like that:<br />
Make a house / building in Trenchbroom -> Import in MMEditor -> Place it manually -> repeat<br />
<br />
<br />
Faces / segments of the object that are really close to each other will blink / flicker / disappear in-game. To solve that the colliding parts can be masked using _Invisible_ texture. More information can be found in the '''Making invisible walls''' section.<br />
<br />
===Making indoor maps===<br />
<br />
===Export to MMEditor===<br />
<br />
Once the object is finished export the model by using '''File -> Export -> Wavefront OBJ ...'''. That will export the entire map regardless of what is selected.<br />
<br />
Doing that will create 2 files: .OBJ and .MTL<br />
<br />
<br /><br />
<br />
==Setting up MMEditor==<br />
<br />
[https://github.com/GrayFace/MMExtension MMEditor] is used for editing maps in the game. Follow the steps for installation of MMEditor, afterwards run the game once to generate the required files and directories. <br />
<br />
<br />
For MMEditor to correctly process the model the following script: [https://mm6.wiki/files/mods/trenchbroom/mtl.lua mtl.lua]<br />
<br />
needs to be placed at the '''/Scripts/General''' directory.<br />
<br />
Once the game is loaded press '''alt + F1''' and open any internal map.<br />
<br />
===Importing objects (outdoor)===<br />
<br />
To import the model click on the '''Import''' button'''.'''<br />
<br />
Select '''Cancel''' when asked to delete models, that will keep the rest of the map intact.<br />
<br />
If the model was created not far from the center of coordinates in Trenchbroom it will be placed somewhere around 0,0,0 coordinates in the game, which is the center of the map. The newly imported object should be there.<br />
<br />
[[File:Mm6 trenchbroom mmeditor import.png|frameless|740x740px]]<br />
<br />
====Moving the object====<br />
<br />
<br />
Many building in the game are considered to be a single object by the engine. Those had many shapes merged in one using 3D software. In Trenchbroom objects are built using brushes and usually there are many brushes that constitute one object. When Trenchbroom exports a model it keeps the shapes separate. That means that the object can not be selected all at once.<br />
<br />
To move imported object:<br />
<br />
#Click on any face on the model<br />
#Press the '''Model''' button<br />
#Hold the '''Left Shift''' key and select the other parts<br />
<br />
<br />
[[File:Mm6 trenchbroom mmeditor object selected.png|frameless|740x740px]]<br />
<br />
<br />
<br />
Now there are 2 options:<br />
<br />
*Use arrow keys + Page Up / Down to move the object around<br />
*Move the party to the destination and press the '''Move To Party''' button<br />
<br />
! Note that the '''Land''' function will not help to align the object to the ground since it will align every segment individually and not the entire group.<br />
<br />
The result:<br />
<br />
<br />
[[File:Mm6 trenchbroom ingame.png|frameless|641x641px]]<br />
<br />
===Importing objects (indoor)===<br />
<br />
==Sample maps==<br />
<br />
===Minecraft===<br />
<youtube>rBuNyAvVqfE</youtube><br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/minecraft.bitmaps.lod minecraft.bitmaps.lod] - LOD with map textures<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/map.dat map.dat] - MMEditor project file<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/Minecraft.map Minecraft.map] - Trenchbroom map file<br />
<br />
Texture collection for Trenchbroom used to make this map can be found in the section above.</div>AlpacaNoxhttps://mm6.wiki/index.php?title=Making_Might_and_Magic_maps_with_Trenchbroom&diff=5904Making Might and Magic maps with Trenchbroom2020-07-12T13:14:14Z<p>AlpacaNox: /* Mapping limitations */</p>
<hr />
<div><seo title="Making Might and Magic Maps with Trenchbroom" metakeywords="Might and Magic, Trenchbroom, Making maps for Might and Magic" metadescription="Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor which is used to edit Might and Magic maps can import 3D models in OBJ format, that means that any program that can export such models can be used for making objects or even entire maps for the game." /><br />
<br />
Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor is used to edit Might and Magic maps. It can import 3D models in OBJ format. That means that any program that can export such models can be used for making objects or even entire maps for the games.<br />
[[category: modding]]<br />
<br />
<br />
[https://kristianduske.com/trenchbroom/ Trenchbroom] is a map editor for Quake-based games.<br />
<br />
<br /><br />
<br />
==Setting up the editor==<br />
<br />
<br />
There are pre-made texture collections for Trenchbroom:<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM6_Trenchbroom.zip Might and Magic VI]<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM7_Trenchbroom.zip Might and Magic VII]<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/Minecraft_Trenchbroom.zip Minecraft]<br />
<br />
Select one of depending on the game. Then extract it somewhere.<br />
<br />
''More information on how to make a custom texture pack can be found on the [[Talk:Making Might and Magic maps with Trenchbroom|Discussion]] page.''<br />
<br />
===Trenchbroom configuration===<br />
By default it seems that BMP image support in Trenchbroom is not enabled. That can be solved by creating a custom game configuration file.<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/MM_Trenchbroom_gameconfig.zip Might and Magic game config]<br />
<br />
To add this configuration: extract the ZIP file into the '''Trenchbroom/Games''' directory.<br />
If the configuration files worked then the new entry will be visible when creating a new map:<br />
<br />
<br />[[File:Mm6 trenchbroom select game.png|frameless|700x528px]]<br />
<br />
<br />
Now Trenchbroom needs a path where the textures are stored. To set it, press the '''Open preferences...''' button. And set the path for '''Might and Magic''' preset to the texture pack (the folder that contains the '''textures''' directory).<br />
<br />
<br />[[File:Mm6 trenchbroom configure engines.png|frameless|928x755px]]<br /><br />
<br /><br />
<br /><br />
[[File:Mm6 trenchbroom adding texture group.png|alt=|right|frameless|973x973px]]<br />
<br />
<br />
After the path to textures is set Trenchbroom will be able to load all the texture collections within the directory. <br />
<br />
<br />
The textures will be added once at least one texture collection is imported. Open the '''Face''' tab and in the '''Texture Collections''' section double click on any available texture collection. Once the texture collection is loaded the textures should be visible in the Texture Browser.<br />
<br />
<br />
''From now on the process is very similar to making a custom map for Quake, so the general tutorials for Trenchbroom apply.''<br />
<br />
==Creating maps with Trenchbroom==<br />
<br />
===Introduction===<br />
<br />
====Mapping limitations====<br />
<br />
Might and Magic engine has its own limitations that are not present in Quake engine. Most of them are tied to texture mapping.<br />
<br />
<br /><br />
<br />
*The textures can not be rotated<br />
*The textures can not be flipped<br />
*The textures can not be scaled<br />
<br />
<br />
None of that will be applied after the model is exported. Importing a model like that will lead to inconsistent results between the editor and the game.<br />
<br />
<br />
(As a workaround for all that a duplicate of the texture is usually created and altered in some editor to get a rotated / flipped / scaled version of the texture)<br />
<br />
<br />
<br />To get the most consistent results untick '''Texture Lock''' and '''UV lock''' in the '''Edit''' menu:<br />
<br />
<br />
[[File:Mm6 trenchbroom texture lock.png|frameless|599x599px]]<br />
<br />
[[File:Mm6 trenchbroom object ready.png|1899x1899px|frameless]]<br /><br />
<br /><br />
<br />
====Making invisible walls====<br />
<br />
Hiding faces is a nice way to make invisible walls and movement helpers (like ramps for example). Marking faces using texture named "_Invisible_" will ensure that the face is not visible in the game. The texture is already included in the pre-made texture pack, it is in the texture collection named '''mmeditor'''.<br />
<br />
''<br />''<br />
''The texture itself can be anything, the only rule is that it has to be named exactly like that. The texture can be made in any image editor and then loaded within any texture collection.''<br />
<br />
[[File:Mm6 trenchbroom object ready 2.png|frameless|1899x1899px]]<br />
<br />
===Making outdoor maps===<br />
<br />
===Making indoor maps===<br />
<br />
===Export to MMEditor===<br />
<br />
Once the object is finished export the model by using '''File -> Export -> Wavefront OBJ ...'''. That will export the entire map regardless of what is selected.<br />
<br />
Doing that will create 2 files: .OBJ and .MTL<br />
<br />
<br /><br />
<br />
==Setting up MMEditor==<br />
<br />
[https://github.com/GrayFace/MMExtension MMEditor] is used for editing maps in the game. Follow the steps for installation of MMEditor, afterwards run the game once to generate the required files and directories. <br />
<br />
<br />
For MMEditor to correctly process the model the following script: [https://mm6.wiki/files/mods/trenchbroom/mtl.lua mtl.lua]<br />
<br />
needs to be placed at the '''/Scripts/General''' directory.<br />
<br />
Once the game is loaded press '''alt + F1''' and open any internal map.<br />
<br />
===Importing objects (outdoor)===<br />
<br />
To import the model click on the '''Import''' button'''.'''<br />
<br />
Select '''Cancel''' when asked to delete models, that will keep the rest of the map intact.<br />
<br />
If the model was created not far from the center of coordinates in Trenchbroom it will be placed somewhere around 0,0,0 coordinates in the game, which is the center of the map. The newly imported object should be there.<br />
<br />
[[File:Mm6 trenchbroom mmeditor import.png|frameless|740x740px]]<br />
<br />
====Moving the object====<br />
<br />
<br />
Many building in the game are considered to be a single object by the engine. Those had many shapes merged in one using 3D software. In Trenchbroom objects are built using brushes and usually there are many brushes that constitute one object. When Trenchbroom exports a model it keeps the shapes separate. That means that the object can not be selected all at once.<br />
<br />
To move imported object:<br />
<br />
#Click on any face on the model<br />
#Press the '''Model''' button<br />
#Hold the '''Left Shift''' key and select the other parts<br />
<br />
<br />
[[File:Mm6 trenchbroom mmeditor object selected.png|frameless|740x740px]]<br />
<br />
<br />
<br />
Now there are 2 options:<br />
<br />
*Use arrow keys + Page Up / Down to move the object around<br />
*Move the party to the destination and press the '''Move To Party''' button<br />
<br />
! Note that the '''Land''' function will not help to align the object to the ground since it will align every segment individually and not the entire group.<br />
<br />
The result:<br />
<br />
<br />
[[File:Mm6 trenchbroom ingame.png|frameless|641x641px]]<br />
<br />
===Importing objects (indoor)===<br />
<br />
==Sample maps==<br />
<br />
===Minecraft===<br />
<youtube>rBuNyAvVqfE</youtube><br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/minecraft.bitmaps.lod minecraft.bitmaps.lod] - LOD with map textures<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/map.dat map.dat] - MMEditor project file<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/Minecraft.map Minecraft.map] - Trenchbroom map file<br />
<br />
Texture collection for Trenchbroom used to make this map can be found in the section above.</div>AlpacaNoxhttps://mm6.wiki/index.php?title=Making_Might_and_Magic_maps_with_Trenchbroom&diff=5903Making Might and Magic maps with Trenchbroom2020-07-12T13:12:55Z<p>AlpacaNox: /* Trenchbroom configuration */</p>
<hr />
<div><seo title="Making Might and Magic Maps with Trenchbroom" metakeywords="Might and Magic, Trenchbroom, Making maps for Might and Magic" metadescription="Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor which is used to edit Might and Magic maps can import 3D models in OBJ format, that means that any program that can export such models can be used for making objects or even entire maps for the game." /><br />
<br />
Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor is used to edit Might and Magic maps. It can import 3D models in OBJ format. That means that any program that can export such models can be used for making objects or even entire maps for the games.<br />
[[category: modding]]<br />
<br />
<br />
[https://kristianduske.com/trenchbroom/ Trenchbroom] is a map editor for Quake-based games.<br />
<br />
<br /><br />
<br />
==Setting up the editor==<br />
<br />
<br />
There are pre-made texture collections for Trenchbroom:<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM6_Trenchbroom.zip Might and Magic VI]<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM7_Trenchbroom.zip Might and Magic VII]<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/Minecraft_Trenchbroom.zip Minecraft]<br />
<br />
Select one of depending on the game. Then extract it somewhere.<br />
<br />
''More information on how to make a custom texture pack can be found on the [[Talk:Making Might and Magic maps with Trenchbroom|Discussion]] page.''<br />
<br />
===Trenchbroom configuration===<br />
By default it seems that BMP image support in Trenchbroom is not enabled. That can be solved by creating a custom game configuration file.<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/MM_Trenchbroom_gameconfig.zip Might and Magic game config]<br />
<br />
To add this configuration: extract the ZIP file into the '''Trenchbroom/Games''' directory.<br />
If the configuration files worked then the new entry will be visible when creating a new map:<br />
<br />
<br />[[File:Mm6 trenchbroom select game.png|frameless|700x528px]]<br />
<br />
<br />
Now Trenchbroom needs a path where the textures are stored. To set it, press the '''Open preferences...''' button. And set the path for '''Might and Magic''' preset to the texture pack (the folder that contains the '''textures''' directory).<br />
<br />
<br />[[File:Mm6 trenchbroom configure engines.png|frameless|928x755px]]<br /><br />
<br /><br />
<br /><br />
[[File:Mm6 trenchbroom adding texture group.png|alt=|right|frameless|973x973px]]<br />
<br />
<br />
After the path to textures is set Trenchbroom will be able to load all the texture collections within the directory. <br />
<br />
<br />
The textures will be added once at least one texture collection is imported. Open the '''Face''' tab and in the '''Texture Collections''' section double click on any available texture collection. Once the texture collection is loaded the textures should be visible in the Texture Browser.<br />
<br />
<br />
''From now on the process is very similar to making a custom map for Quake, so the general tutorials for Trenchbroom apply.''<br />
<br />
==Creating maps with Trenchbroom==<br />
<br />
===Introduction===<br />
<br />
====Mapping limitations====<br />
<br />
Might and Magic engine has its own limitations that are not present in Quake engine.<br />
<br />
<br /><br />
<br />
*The textures can not be rotated<br />
*The textures can not be flipped<br />
*The textures can not be scaled<br />
<br />
<br />
None of that will be applied after the model is exported. Importing a model like that will lead to inconsistent results between the editor and the game.<br />
<br />
<br />
(As a workaround for all that a duplicate of the texture is usually created and altered in some editor to get a rotated / flipped / scaled version of the texture)<br />
<br />
<br />
<br />To get the most consistent results untick '''Texture Lock''' and '''UV lock''' in the '''Edit''' menu:<br />
<br />
<br />
[[File:Mm6 trenchbroom texture lock.png|frameless|599x599px]]<br />
<br />
[[File:Mm6 trenchbroom object ready.png|1899x1899px|frameless]]<br /><br />
<br /><br />
<br />
====Making invisible walls====<br />
<br />
Hiding faces is a nice way to make invisible walls and movement helpers (like ramps for example). Marking faces using texture named "_Invisible_" will ensure that the face is not visible in the game. The texture is already included in the pre-made texture pack, it is in the texture collection named '''mmeditor'''.<br />
<br />
''<br />''<br />
''The texture itself can be anything, the only rule is that it has to be named exactly like that. The texture can be made in any image editor and then loaded within any texture collection.''<br />
<br />
[[File:Mm6 trenchbroom object ready 2.png|frameless|1899x1899px]]<br />
<br />
===Making outdoor maps===<br />
<br />
===Making indoor maps===<br />
<br />
===Export to MMEditor===<br />
<br />
Once the object is finished export the model by using '''File -> Export -> Wavefront OBJ ...'''. That will export the entire map regardless of what is selected.<br />
<br />
Doing that will create 2 files: .OBJ and .MTL<br />
<br />
<br /><br />
<br />
==Setting up MMEditor==<br />
<br />
[https://github.com/GrayFace/MMExtension MMEditor] is used for editing maps in the game. Follow the steps for installation of MMEditor, afterwards run the game once to generate the required files and directories. <br />
<br />
<br />
For MMEditor to correctly process the model the following script: [https://mm6.wiki/files/mods/trenchbroom/mtl.lua mtl.lua]<br />
<br />
needs to be placed at the '''/Scripts/General''' directory.<br />
<br />
Once the game is loaded press '''alt + F1''' and open any internal map.<br />
<br />
===Importing objects (outdoor)===<br />
<br />
To import the model click on the '''Import''' button'''.'''<br />
<br />
Select '''Cancel''' when asked to delete models, that will keep the rest of the map intact.<br />
<br />
If the model was created not far from the center of coordinates in Trenchbroom it will be placed somewhere around 0,0,0 coordinates in the game, which is the center of the map. The newly imported object should be there.<br />
<br />
[[File:Mm6 trenchbroom mmeditor import.png|frameless|740x740px]]<br />
<br />
====Moving the object====<br />
<br />
<br />
Many building in the game are considered to be a single object by the engine. Those had many shapes merged in one using 3D software. In Trenchbroom objects are built using brushes and usually there are many brushes that constitute one object. When Trenchbroom exports a model it keeps the shapes separate. That means that the object can not be selected all at once.<br />
<br />
To move imported object:<br />
<br />
#Click on any face on the model<br />
#Press the '''Model''' button<br />
#Hold the '''Left Shift''' key and select the other parts<br />
<br />
<br />
[[File:Mm6 trenchbroom mmeditor object selected.png|frameless|740x740px]]<br />
<br />
<br />
<br />
Now there are 2 options:<br />
<br />
*Use arrow keys + Page Up / Down to move the object around<br />
*Move the party to the destination and press the '''Move To Party''' button<br />
<br />
! Note that the '''Land''' function will not help to align the object to the ground since it will align every segment individually and not the entire group.<br />
<br />
The result:<br />
<br />
<br />
[[File:Mm6 trenchbroom ingame.png|frameless|641x641px]]<br />
<br />
===Importing objects (indoor)===<br />
<br />
==Sample maps==<br />
<br />
===Minecraft===<br />
<youtube>rBuNyAvVqfE</youtube><br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/minecraft.bitmaps.lod minecraft.bitmaps.lod] - LOD with map textures<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/map.dat map.dat] - MMEditor project file<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/Minecraft.map Minecraft.map] - Trenchbroom map file<br />
<br />
Texture collection for Trenchbroom used to make this map can be found in the section above.</div>AlpacaNoxhttps://mm6.wiki/index.php?title=Making_Might_and_Magic_maps_with_Trenchbroom&diff=5902Making Might and Magic maps with Trenchbroom2020-07-12T13:09:48Z<p>AlpacaNox: /* Trenchbroom configuration */</p>
<hr />
<div><seo title="Making Might and Magic Maps with Trenchbroom" metakeywords="Might and Magic, Trenchbroom, Making maps for Might and Magic" metadescription="Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor which is used to edit Might and Magic maps can import 3D models in OBJ format, that means that any program that can export such models can be used for making objects or even entire maps for the game." /><br />
<br />
Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor is used to edit Might and Magic maps. It can import 3D models in OBJ format. That means that any program that can export such models can be used for making objects or even entire maps for the games.<br />
[[category: modding]]<br />
<br />
<br />
[https://kristianduske.com/trenchbroom/ Trenchbroom] is a map editor for Quake-based games.<br />
<br />
<br /><br />
<br />
==Setting up the editor==<br />
<br />
<br />
There are pre-made texture collections for Trenchbroom:<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM6_Trenchbroom.zip Might and Magic VI]<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM7_Trenchbroom.zip Might and Magic VII]<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/Minecraft_Trenchbroom.zip Minecraft]<br />
<br />
Select one of depending on the game. Then extract it somewhere.<br />
<br />
''More information on how to make a custom texture pack can be found on the [[Talk:Making Might and Magic maps with Trenchbroom|Discussion]] page.''<br />
<br />
===Trenchbroom configuration===<br />
By default it seems that BMP image support in Trenchbroom is not enabled. That can be solved by creating a custom game configuration file.<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/MM_Trenchbroom_gameconfig.zip Might and Magic game config]<br />
<br />
To add this configuration: extract the ZIP file into the '''Trenchbroom/Games''' directory.<br />
If the configuration files worked then the new entry will be visible when creating a new map:<br />
<br />
<br />[[File:Mm6 trenchbroom select game.png|frameless|700x528px]]<br />
<br />
<br />
Now Trenchbroom needs a path where the textures are stored. To set it, press the '''Open preferences...''' button. And set the path for '''Might and Magic''' to the folder that contains the '''textures''' directory.<br />
<br />
<br />[[File:Mm6 trenchbroom configure engines.png|frameless|928x755px]]<br /><br />
<br /><br />
<br /><br />
[[File:Mm6 trenchbroom adding texture group.png|alt=|right|frameless|973x973px]]<br />
<br />
<br />
After the path to textures is set Trenchbroom will be able to load all the texture collections within the directory. <br />
<br />
<br />
The textures will be added once at least one texture collection is imported. Open the '''Face''' tab and in the '''Texture Collections''' section double click on any available texture collection. Once the texture collection is loaded the textures should be visible in the Texture Browser.<br />
<br />
<br />
''From now on the process is very similar to making a custom map for Quake, so the general tutorials for Trenchbroom apply.''<br />
<br />
==Creating maps with Trenchbroom==<br />
<br />
===Introduction===<br />
<br />
====Mapping limitations====<br />
<br />
Might and Magic engine has its own limitations that are not present in Quake engine.<br />
<br />
<br /><br />
<br />
*The textures can not be rotated<br />
*The textures can not be flipped<br />
*The textures can not be scaled<br />
<br />
<br />
None of that will be applied after the model is exported. Importing a model like that will lead to inconsistent results between the editor and the game.<br />
<br />
<br />
(As a workaround for all that a duplicate of the texture is usually created and altered in some editor to get a rotated / flipped / scaled version of the texture)<br />
<br />
<br />
<br />To get the most consistent results untick '''Texture Lock''' and '''UV lock''' in the '''Edit''' menu:<br />
<br />
<br />
[[File:Mm6 trenchbroom texture lock.png|frameless|599x599px]]<br />
<br />
[[File:Mm6 trenchbroom object ready.png|1899x1899px|frameless]]<br /><br />
<br /><br />
<br />
====Making invisible walls====<br />
<br />
Hiding faces is a nice way to make invisible walls and movement helpers (like ramps for example). Marking faces using texture named "_Invisible_" will ensure that the face is not visible in the game. The texture is already included in the pre-made texture pack, it is in the texture collection named '''mmeditor'''.<br />
<br />
''<br />''<br />
''The texture itself can be anything, the only rule is that it has to be named exactly like that. The texture can be made in any image editor and then loaded within any texture collection.''<br />
<br />
[[File:Mm6 trenchbroom object ready 2.png|frameless|1899x1899px]]<br />
<br />
===Making outdoor maps===<br />
<br />
===Making indoor maps===<br />
<br />
===Export to MMEditor===<br />
<br />
Once the object is finished export the model by using '''File -> Export -> Wavefront OBJ ...'''. That will export the entire map regardless of what is selected.<br />
<br />
Doing that will create 2 files: .OBJ and .MTL<br />
<br />
<br /><br />
<br />
==Setting up MMEditor==<br />
<br />
[https://github.com/GrayFace/MMExtension MMEditor] is used for editing maps in the game. Follow the steps for installation of MMEditor, afterwards run the game once to generate the required files and directories. <br />
<br />
<br />
For MMEditor to correctly process the model the following script: [https://mm6.wiki/files/mods/trenchbroom/mtl.lua mtl.lua]<br />
<br />
needs to be placed at the '''/Scripts/General''' directory.<br />
<br />
Once the game is loaded press '''alt + F1''' and open any internal map.<br />
<br />
===Importing objects (outdoor)===<br />
<br />
To import the model click on the '''Import''' button'''.'''<br />
<br />
Select '''Cancel''' when asked to delete models, that will keep the rest of the map intact.<br />
<br />
If the model was created not far from the center of coordinates in Trenchbroom it will be placed somewhere around 0,0,0 coordinates in the game, which is the center of the map. The newly imported object should be there.<br />
<br />
[[File:Mm6 trenchbroom mmeditor import.png|frameless|740x740px]]<br />
<br />
====Moving the object====<br />
<br />
<br />
Many building in the game are considered to be a single object by the engine. Those had many shapes merged in one using 3D software. In Trenchbroom objects are built using brushes and usually there are many brushes that constitute one object. When Trenchbroom exports a model it keeps the shapes separate. That means that the object can not be selected all at once.<br />
<br />
To move imported object:<br />
<br />
#Click on any face on the model<br />
#Press the '''Model''' button<br />
#Hold the '''Left Shift''' key and select the other parts<br />
<br />
<br />
[[File:Mm6 trenchbroom mmeditor object selected.png|frameless|740x740px]]<br />
<br />
<br />
<br />
Now there are 2 options:<br />
<br />
*Use arrow keys + Page Up / Down to move the object around<br />
*Move the party to the destination and press the '''Move To Party''' button<br />
<br />
! Note that the '''Land''' function will not help to align the object to the ground since it will align every segment individually and not the entire group.<br />
<br />
The result:<br />
<br />
<br />
[[File:Mm6 trenchbroom ingame.png|frameless|641x641px]]<br />
<br />
===Importing objects (indoor)===<br />
<br />
==Sample maps==<br />
<br />
===Minecraft===<br />
<youtube>rBuNyAvVqfE</youtube><br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/minecraft.bitmaps.lod minecraft.bitmaps.lod] - LOD with map textures<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/map.dat map.dat] - MMEditor project file<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/Minecraft.map Minecraft.map] - Trenchbroom map file<br />
<br />
Texture collection for Trenchbroom used to make this map can be found in the section above.</div>AlpacaNoxhttps://mm6.wiki/index.php?title=Making_Might_and_Magic_maps_with_Trenchbroom&diff=5901Making Might and Magic maps with Trenchbroom2020-07-12T13:09:27Z<p>AlpacaNox: /* Trenchbroom configuration */</p>
<hr />
<div><seo title="Making Might and Magic Maps with Trenchbroom" metakeywords="Might and Magic, Trenchbroom, Making maps for Might and Magic" metadescription="Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor which is used to edit Might and Magic maps can import 3D models in OBJ format, that means that any program that can export such models can be used for making objects or even entire maps for the game." /><br />
<br />
Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor is used to edit Might and Magic maps. It can import 3D models in OBJ format. That means that any program that can export such models can be used for making objects or even entire maps for the games.<br />
[[category: modding]]<br />
<br />
<br />
[https://kristianduske.com/trenchbroom/ Trenchbroom] is a map editor for Quake-based games.<br />
<br />
<br /><br />
<br />
==Setting up the editor==<br />
<br />
<br />
There are pre-made texture collections for Trenchbroom:<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM6_Trenchbroom.zip Might and Magic VI]<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM7_Trenchbroom.zip Might and Magic VII]<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/Minecraft_Trenchbroom.zip Minecraft]<br />
<br />
Select one of depending on the game. Then extract it somewhere.<br />
<br />
''More information on how to make a custom texture pack can be found on the [[Talk:Making Might and Magic maps with Trenchbroom|Discussion]] page.''<br />
<br />
===Trenchbroom configuration===<br />
By default it seems that BMP image support in Trenchbroom is not enabled. That can be solved by creating a custom game configuration file.<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/MM_Trenchbroom_gameconfig.zip Download Might and Magic game config]<br />
<br />
To add this configuration: extract the ZIP file into the '''Trenchbroom/Games''' directory.<br />
If the configuration files worked then the new entry will be visible when creating a new map:<br />
<br />
<br />[[File:Mm6 trenchbroom select game.png|frameless|700x528px]]<br />
<br />
<br />
Now Trenchbroom needs a path where the textures are stored. To set it, press the '''Open preferences...''' button. And set the path for '''Might and Magic''' to the folder that contains the '''textures''' directory.<br />
<br />
<br />[[File:Mm6 trenchbroom configure engines.png|frameless|928x755px]]<br /><br />
<br /><br />
<br /><br />
[[File:Mm6 trenchbroom adding texture group.png|alt=|right|frameless|973x973px]]<br />
<br />
<br />
After the path to textures is set Trenchbroom will be able to load all the texture collections within the directory. <br />
<br />
<br />
The textures will be added once at least one texture collection is imported. Open the '''Face''' tab and in the '''Texture Collections''' section double click on any available texture collection. Once the texture collection is loaded the textures should be visible in the Texture Browser.<br />
<br />
<br />
''From now on the process is very similar to making a custom map for Quake, so the general tutorials for Trenchbroom apply.''<br />
<br />
==Creating maps with Trenchbroom==<br />
<br />
===Introduction===<br />
<br />
====Mapping limitations====<br />
<br />
Might and Magic engine has its own limitations that are not present in Quake engine.<br />
<br />
<br /><br />
<br />
*The textures can not be rotated<br />
*The textures can not be flipped<br />
*The textures can not be scaled<br />
<br />
<br />
None of that will be applied after the model is exported. Importing a model like that will lead to inconsistent results between the editor and the game.<br />
<br />
<br />
(As a workaround for all that a duplicate of the texture is usually created and altered in some editor to get a rotated / flipped / scaled version of the texture)<br />
<br />
<br />
<br />To get the most consistent results untick '''Texture Lock''' and '''UV lock''' in the '''Edit''' menu:<br />
<br />
<br />
[[File:Mm6 trenchbroom texture lock.png|frameless|599x599px]]<br />
<br />
[[File:Mm6 trenchbroom object ready.png|1899x1899px|frameless]]<br /><br />
<br /><br />
<br />
====Making invisible walls====<br />
<br />
Hiding faces is a nice way to make invisible walls and movement helpers (like ramps for example). Marking faces using texture named "_Invisible_" will ensure that the face is not visible in the game. The texture is already included in the pre-made texture pack, it is in the texture collection named '''mmeditor'''.<br />
<br />
''<br />''<br />
''The texture itself can be anything, the only rule is that it has to be named exactly like that. The texture can be made in any image editor and then loaded within any texture collection.''<br />
<br />
[[File:Mm6 trenchbroom object ready 2.png|frameless|1899x1899px]]<br />
<br />
===Making outdoor maps===<br />
<br />
===Making indoor maps===<br />
<br />
===Export to MMEditor===<br />
<br />
Once the object is finished export the model by using '''File -> Export -> Wavefront OBJ ...'''. That will export the entire map regardless of what is selected.<br />
<br />
Doing that will create 2 files: .OBJ and .MTL<br />
<br />
<br /><br />
<br />
==Setting up MMEditor==<br />
<br />
[https://github.com/GrayFace/MMExtension MMEditor] is used for editing maps in the game. Follow the steps for installation of MMEditor, afterwards run the game once to generate the required files and directories. <br />
<br />
<br />
For MMEditor to correctly process the model the following script: [https://mm6.wiki/files/mods/trenchbroom/mtl.lua mtl.lua]<br />
<br />
needs to be placed at the '''/Scripts/General''' directory.<br />
<br />
Once the game is loaded press '''alt + F1''' and open any internal map.<br />
<br />
===Importing objects (outdoor)===<br />
<br />
To import the model click on the '''Import''' button'''.'''<br />
<br />
Select '''Cancel''' when asked to delete models, that will keep the rest of the map intact.<br />
<br />
If the model was created not far from the center of coordinates in Trenchbroom it will be placed somewhere around 0,0,0 coordinates in the game, which is the center of the map. The newly imported object should be there.<br />
<br />
[[File:Mm6 trenchbroom mmeditor import.png|frameless|740x740px]]<br />
<br />
====Moving the object====<br />
<br />
<br />
Many building in the game are considered to be a single object by the engine. Those had many shapes merged in one using 3D software. In Trenchbroom objects are built using brushes and usually there are many brushes that constitute one object. When Trenchbroom exports a model it keeps the shapes separate. That means that the object can not be selected all at once.<br />
<br />
To move imported object:<br />
<br />
#Click on any face on the model<br />
#Press the '''Model''' button<br />
#Hold the '''Left Shift''' key and select the other parts<br />
<br />
<br />
[[File:Mm6 trenchbroom mmeditor object selected.png|frameless|740x740px]]<br />
<br />
<br />
<br />
Now there are 2 options:<br />
<br />
*Use arrow keys + Page Up / Down to move the object around<br />
*Move the party to the destination and press the '''Move To Party''' button<br />
<br />
! Note that the '''Land''' function will not help to align the object to the ground since it will align every segment individually and not the entire group.<br />
<br />
The result:<br />
<br />
<br />
[[File:Mm6 trenchbroom ingame.png|frameless|641x641px]]<br />
<br />
===Importing objects (indoor)===<br />
<br />
==Sample maps==<br />
<br />
===Minecraft===<br />
<youtube>rBuNyAvVqfE</youtube><br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/minecraft.bitmaps.lod minecraft.bitmaps.lod] - LOD with map textures<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/map.dat map.dat] - MMEditor project file<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/Minecraft.map Minecraft.map] - Trenchbroom map file<br />
<br />
Texture collection for Trenchbroom used to make this map can be found in the section above.</div>AlpacaNoxhttps://mm6.wiki/index.php?title=Making_Might_and_Magic_maps_with_Trenchbroom&diff=5900Making Might and Magic maps with Trenchbroom2020-07-12T13:08:49Z<p>AlpacaNox: /* Trenchbroom configuration */</p>
<hr />
<div><seo title="Making Might and Magic Maps with Trenchbroom" metakeywords="Might and Magic, Trenchbroom, Making maps for Might and Magic" metadescription="Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor which is used to edit Might and Magic maps can import 3D models in OBJ format, that means that any program that can export such models can be used for making objects or even entire maps for the game." /><br />
<br />
Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor is used to edit Might and Magic maps. It can import 3D models in OBJ format. That means that any program that can export such models can be used for making objects or even entire maps for the games.<br />
[[category: modding]]<br />
<br />
<br />
[https://kristianduske.com/trenchbroom/ Trenchbroom] is a map editor for Quake-based games.<br />
<br />
<br /><br />
<br />
==Setting up the editor==<br />
<br />
<br />
There are pre-made texture collections for Trenchbroom:<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM6_Trenchbroom.zip Might and Magic VI]<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM7_Trenchbroom.zip Might and Magic VII]<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/Minecraft_Trenchbroom.zip Minecraft]<br />
<br />
Select one of depending on the game. Then extract it somewhere.<br />
<br />
''More information on how to make a custom texture pack can be found on the [[Talk:Making Might and Magic maps with Trenchbroom|Discussion]] page.''<br />
<br />
===Trenchbroom configuration===<br />
By default it seems that BMP image support in Trenchbroom is not enabled. That can be solved by creating a custom game configuration file.<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/MM_Trenchbroom_gameconfig.zip pre-made Might and Magic game config]<br />
<br />
To add this configuration: extract the ZIP file into the '''Trenchbroom/Games''' directory.<br />
If the configuration files worked then the new entry will be visible when creating a new map:<br />
<br />
<br />[[File:Mm6 trenchbroom select game.png|frameless|700x528px]]<br />
<br />
<br />
Now Trenchbroom needs a path where the textures are stored. To set it, press the '''Open preferences...''' button. And set the path for '''Might and Magic''' to the folder that contains the '''textures''' directory.<br />
<br />
<br />[[File:Mm6 trenchbroom configure engines.png|frameless|928x755px]]<br /><br />
<br /><br />
<br /><br />
[[File:Mm6 trenchbroom adding texture group.png|alt=|right|frameless|973x973px]]<br />
<br />
<br />
After the path to textures is set Trenchbroom will be able to load all the texture collections within the directory. <br />
<br />
<br />
The textures will be added once at least one texture collection is imported. Open the '''Face''' tab and in the '''Texture Collections''' section double click on any available texture collection. Once the texture collection is loaded the textures should be visible in the Texture Browser.<br />
<br />
<br />
''From now on the process is very similar to making a custom map for Quake, so the general tutorials for Trenchbroom apply.''<br />
<br />
==Creating maps with Trenchbroom==<br />
<br />
===Introduction===<br />
<br />
====Mapping limitations====<br />
<br />
Might and Magic engine has its own limitations that are not present in Quake engine.<br />
<br />
<br /><br />
<br />
*The textures can not be rotated<br />
*The textures can not be flipped<br />
*The textures can not be scaled<br />
<br />
<br />
None of that will be applied after the model is exported. Importing a model like that will lead to inconsistent results between the editor and the game.<br />
<br />
<br />
(As a workaround for all that a duplicate of the texture is usually created and altered in some editor to get a rotated / flipped / scaled version of the texture)<br />
<br />
<br />
<br />To get the most consistent results untick '''Texture Lock''' and '''UV lock''' in the '''Edit''' menu:<br />
<br />
<br />
[[File:Mm6 trenchbroom texture lock.png|frameless|599x599px]]<br />
<br />
[[File:Mm6 trenchbroom object ready.png|1899x1899px|frameless]]<br /><br />
<br /><br />
<br />
====Making invisible walls====<br />
<br />
Hiding faces is a nice way to make invisible walls and movement helpers (like ramps for example). Marking faces using texture named "_Invisible_" will ensure that the face is not visible in the game. The texture is already included in the pre-made texture pack, it is in the texture collection named '''mmeditor'''.<br />
<br />
''<br />''<br />
''The texture itself can be anything, the only rule is that it has to be named exactly like that. The texture can be made in any image editor and then loaded within any texture collection.''<br />
<br />
[[File:Mm6 trenchbroom object ready 2.png|frameless|1899x1899px]]<br />
<br />
===Making outdoor maps===<br />
<br />
===Making indoor maps===<br />
<br />
===Export to MMEditor===<br />
<br />
Once the object is finished export the model by using '''File -> Export -> Wavefront OBJ ...'''. That will export the entire map regardless of what is selected.<br />
<br />
Doing that will create 2 files: .OBJ and .MTL<br />
<br />
<br /><br />
<br />
==Setting up MMEditor==<br />
<br />
[https://github.com/GrayFace/MMExtension MMEditor] is used for editing maps in the game. Follow the steps for installation of MMEditor, afterwards run the game once to generate the required files and directories. <br />
<br />
<br />
For MMEditor to correctly process the model the following script: [https://mm6.wiki/files/mods/trenchbroom/mtl.lua mtl.lua]<br />
<br />
needs to be placed at the '''/Scripts/General''' directory.<br />
<br />
Once the game is loaded press '''alt + F1''' and open any internal map.<br />
<br />
===Importing objects (outdoor)===<br />
<br />
To import the model click on the '''Import''' button'''.'''<br />
<br />
Select '''Cancel''' when asked to delete models, that will keep the rest of the map intact.<br />
<br />
If the model was created not far from the center of coordinates in Trenchbroom it will be placed somewhere around 0,0,0 coordinates in the game, which is the center of the map. The newly imported object should be there.<br />
<br />
[[File:Mm6 trenchbroom mmeditor import.png|frameless|740x740px]]<br />
<br />
====Moving the object====<br />
<br />
<br />
Many building in the game are considered to be a single object by the engine. Those had many shapes merged in one using 3D software. In Trenchbroom objects are built using brushes and usually there are many brushes that constitute one object. When Trenchbroom exports a model it keeps the shapes separate. That means that the object can not be selected all at once.<br />
<br />
To move imported object:<br />
<br />
#Click on any face on the model<br />
#Press the '''Model''' button<br />
#Hold the '''Left Shift''' key and select the other parts<br />
<br />
<br />
[[File:Mm6 trenchbroom mmeditor object selected.png|frameless|740x740px]]<br />
<br />
<br />
<br />
Now there are 2 options:<br />
<br />
*Use arrow keys + Page Up / Down to move the object around<br />
*Move the party to the destination and press the '''Move To Party''' button<br />
<br />
! Note that the '''Land''' function will not help to align the object to the ground since it will align every segment individually and not the entire group.<br />
<br />
The result:<br />
<br />
<br />
[[File:Mm6 trenchbroom ingame.png|frameless|641x641px]]<br />
<br />
===Importing objects (indoor)===<br />
<br />
==Sample maps==<br />
<br />
===Minecraft===<br />
<youtube>rBuNyAvVqfE</youtube><br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/minecraft.bitmaps.lod minecraft.bitmaps.lod] - LOD with map textures<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/map.dat map.dat] - MMEditor project file<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/Minecraft.map Minecraft.map] - Trenchbroom map file<br />
<br />
Texture collection for Trenchbroom used to make this map can be found in the section above.</div>AlpacaNoxhttps://mm6.wiki/index.php?title=Making_Might_and_Magic_maps_with_Trenchbroom&diff=5899Making Might and Magic maps with Trenchbroom2020-07-12T13:07:50Z<p>AlpacaNox: /* Setting up the editor */</p>
<hr />
<div><seo title="Making Might and Magic Maps with Trenchbroom" metakeywords="Might and Magic, Trenchbroom, Making maps for Might and Magic" metadescription="Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor which is used to edit Might and Magic maps can import 3D models in OBJ format, that means that any program that can export such models can be used for making objects or even entire maps for the game." /><br />
<br />
Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor is used to edit Might and Magic maps. It can import 3D models in OBJ format. That means that any program that can export such models can be used for making objects or even entire maps for the games.<br />
[[category: modding]]<br />
<br />
<br />
[https://kristianduske.com/trenchbroom/ Trenchbroom] is a map editor for Quake-based games.<br />
<br />
<br /><br />
<br />
==Setting up the editor==<br />
<br />
<br />
There are pre-made texture collections for Trenchbroom:<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM6_Trenchbroom.zip Might and Magic VI]<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM7_Trenchbroom.zip Might and Magic VII]<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/Minecraft_Trenchbroom.zip Minecraft]<br />
<br />
Select one of depending on the game. Then extract it somewhere.<br />
<br />
''More information on how to make a custom texture pack can be found on the [[Talk:Making Might and Magic maps with Trenchbroom|Discussion]] page.''<br />
<br />
===Trenchbroom configuration===<br />
By default it seems that BMP image support in Trenchbroom is not enabled. That can be solved by creating a custom game configuration file.<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/MM_Trenchbroom_gameconfig.zip Trenchbroom game config]<br />
<br />
To add this configuration: extract the ZIP file into the '''Trenchbroom/Games''' directory.<br />
If the configuration files worked then the new entry will be visible when creating a new map:<br />
<br />
<br />[[File:Mm6 trenchbroom select game.png|frameless|700x528px]]<br />
<br />
<br />
Now Trenchbroom needs a path where the textures are stored. To set it, press the '''Open preferences...''' button. And set the path for '''Might and Magic''' to the folder that contains the '''textures''' directory.<br />
<br />
<br />[[File:Mm6 trenchbroom configure engines.png|frameless|928x755px]]<br /><br />
<br /><br />
<br /><br />
[[File:Mm6 trenchbroom adding texture group.png|alt=|right|frameless|973x973px]]<br />
<br />
<br />
After the path to textures is set Trenchbroom will be able to load all the texture collections within the directory. <br />
<br />
<br />
The textures will be added once at least one texture collection is imported. Open the '''Face''' tab and in the '''Texture Collections''' section double click on any available texture collection. Once the texture collection is loaded the textures should be visible in the Texture Browser.<br />
<br />
<br />
''From now on the process is very similar to making a custom map for Quake, so the general tutorials for Trenchbroom apply.''<br />
<br />
==Creating maps with Trenchbroom==<br />
<br />
===Introduction===<br />
<br />
====Mapping limitations====<br />
<br />
Might and Magic engine has its own limitations that are not present in Quake engine.<br />
<br />
<br /><br />
<br />
*The textures can not be rotated<br />
*The textures can not be flipped<br />
*The textures can not be scaled<br />
<br />
<br />
None of that will be applied after the model is exported. Importing a model like that will lead to inconsistent results between the editor and the game.<br />
<br />
<br />
(As a workaround for all that a duplicate of the texture is usually created and altered in some editor to get a rotated / flipped / scaled version of the texture)<br />
<br />
<br />
<br />To get the most consistent results untick '''Texture Lock''' and '''UV lock''' in the '''Edit''' menu:<br />
<br />
<br />
[[File:Mm6 trenchbroom texture lock.png|frameless|599x599px]]<br />
<br />
[[File:Mm6 trenchbroom object ready.png|1899x1899px|frameless]]<br /><br />
<br /><br />
<br />
====Making invisible walls====<br />
<br />
Hiding faces is a nice way to make invisible walls and movement helpers (like ramps for example). Marking faces using texture named "_Invisible_" will ensure that the face is not visible in the game. The texture is already included in the pre-made texture pack, it is in the texture collection named '''mmeditor'''.<br />
<br />
''<br />''<br />
''The texture itself can be anything, the only rule is that it has to be named exactly like that. The texture can be made in any image editor and then loaded within any texture collection.''<br />
<br />
[[File:Mm6 trenchbroom object ready 2.png|frameless|1899x1899px]]<br />
<br />
===Making outdoor maps===<br />
<br />
===Making indoor maps===<br />
<br />
===Export to MMEditor===<br />
<br />
Once the object is finished export the model by using '''File -> Export -> Wavefront OBJ ...'''. That will export the entire map regardless of what is selected.<br />
<br />
Doing that will create 2 files: .OBJ and .MTL<br />
<br />
<br /><br />
<br />
==Setting up MMEditor==<br />
<br />
[https://github.com/GrayFace/MMExtension MMEditor] is used for editing maps in the game. Follow the steps for installation of MMEditor, afterwards run the game once to generate the required files and directories. <br />
<br />
<br />
For MMEditor to correctly process the model the following script: [https://mm6.wiki/files/mods/trenchbroom/mtl.lua mtl.lua]<br />
<br />
needs to be placed at the '''/Scripts/General''' directory.<br />
<br />
Once the game is loaded press '''alt + F1''' and open any internal map.<br />
<br />
===Importing objects (outdoor)===<br />
<br />
To import the model click on the '''Import''' button'''.'''<br />
<br />
Select '''Cancel''' when asked to delete models, that will keep the rest of the map intact.<br />
<br />
If the model was created not far from the center of coordinates in Trenchbroom it will be placed somewhere around 0,0,0 coordinates in the game, which is the center of the map. The newly imported object should be there.<br />
<br />
[[File:Mm6 trenchbroom mmeditor import.png|frameless|740x740px]]<br />
<br />
====Moving the object====<br />
<br />
<br />
Many building in the game are considered to be a single object by the engine. Those had many shapes merged in one using 3D software. In Trenchbroom objects are built using brushes and usually there are many brushes that constitute one object. When Trenchbroom exports a model it keeps the shapes separate. That means that the object can not be selected all at once.<br />
<br />
To move imported object:<br />
<br />
#Click on any face on the model<br />
#Press the '''Model''' button<br />
#Hold the '''Left Shift''' key and select the other parts<br />
<br />
<br />
[[File:Mm6 trenchbroom mmeditor object selected.png|frameless|740x740px]]<br />
<br />
<br />
<br />
Now there are 2 options:<br />
<br />
*Use arrow keys + Page Up / Down to move the object around<br />
*Move the party to the destination and press the '''Move To Party''' button<br />
<br />
! Note that the '''Land''' function will not help to align the object to the ground since it will align every segment individually and not the entire group.<br />
<br />
The result:<br />
<br />
<br />
[[File:Mm6 trenchbroom ingame.png|frameless|641x641px]]<br />
<br />
===Importing objects (indoor)===<br />
<br />
==Sample maps==<br />
<br />
===Minecraft===<br />
<youtube>rBuNyAvVqfE</youtube><br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/minecraft.bitmaps.lod minecraft.bitmaps.lod] - LOD with map textures<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/map.dat map.dat] - MMEditor project file<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/Minecraft.map Minecraft.map] - Trenchbroom map file<br />
<br />
Texture collection for Trenchbroom used to make this map can be found in the section above.</div>AlpacaNoxhttps://mm6.wiki/index.php?title=Making_Might_and_Magic_maps_with_Trenchbroom&diff=5898Making Might and Magic maps with Trenchbroom2020-07-12T13:07:39Z<p>AlpacaNox: /* Setting up the editor */</p>
<hr />
<div><seo title="Making Might and Magic Maps with Trenchbroom" metakeywords="Might and Magic, Trenchbroom, Making maps for Might and Magic" metadescription="Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor which is used to edit Might and Magic maps can import 3D models in OBJ format, that means that any program that can export such models can be used for making objects or even entire maps for the game." /><br />
<br />
Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor is used to edit Might and Magic maps. It can import 3D models in OBJ format. That means that any program that can export such models can be used for making objects or even entire maps for the games.<br />
[[category: modding]]<br />
<br />
<br />
[https://kristianduske.com/trenchbroom/ Trenchbroom] is a map editor for Quake-based games.<br />
<br />
<br /><br />
<br />
==Setting up the editor==<br />
<br />
<br />
There are pre-made texture collections for Trenchbroom:<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM6_Trenchbroom.zip Might and Magic VI]<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM7_Trenchbroom.zip Might and Magic VII]<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/Minecraft_Trenchbroom.zip Minecraft]<br />
<br />
<br />
Select one of depending on the game. Then extract it somewhere.<br />
<br />
''More information on how to make a custom texture pack can be found on the [[Talk:Making Might and Magic maps with Trenchbroom|Discussion]] page.''<br />
<br />
===Trenchbroom configuration===<br />
By default it seems that BMP image support in Trenchbroom is not enabled. That can be solved by creating a custom game configuration file.<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/MM_Trenchbroom_gameconfig.zip Trenchbroom game config]<br />
<br />
To add this configuration: extract the ZIP file into the '''Trenchbroom/Games''' directory.<br />
If the configuration files worked then the new entry will be visible when creating a new map:<br />
<br />
<br />[[File:Mm6 trenchbroom select game.png|frameless|700x528px]]<br />
<br />
<br />
Now Trenchbroom needs a path where the textures are stored. To set it, press the '''Open preferences...''' button. And set the path for '''Might and Magic''' to the folder that contains the '''textures''' directory.<br />
<br />
<br />[[File:Mm6 trenchbroom configure engines.png|frameless|928x755px]]<br /><br />
<br /><br />
<br /><br />
[[File:Mm6 trenchbroom adding texture group.png|alt=|right|frameless|973x973px]]<br />
<br />
<br />
After the path to textures is set Trenchbroom will be able to load all the texture collections within the directory. <br />
<br />
<br />
The textures will be added once at least one texture collection is imported. Open the '''Face''' tab and in the '''Texture Collections''' section double click on any available texture collection. Once the texture collection is loaded the textures should be visible in the Texture Browser.<br />
<br />
<br />
''From now on the process is very similar to making a custom map for Quake, so the general tutorials for Trenchbroom apply.''<br />
<br />
==Creating maps with Trenchbroom==<br />
<br />
===Introduction===<br />
<br />
====Mapping limitations====<br />
<br />
Might and Magic engine has its own limitations that are not present in Quake engine.<br />
<br />
<br /><br />
<br />
*The textures can not be rotated<br />
*The textures can not be flipped<br />
*The textures can not be scaled<br />
<br />
<br />
None of that will be applied after the model is exported. Importing a model like that will lead to inconsistent results between the editor and the game.<br />
<br />
<br />
(As a workaround for all that a duplicate of the texture is usually created and altered in some editor to get a rotated / flipped / scaled version of the texture)<br />
<br />
<br />
<br />To get the most consistent results untick '''Texture Lock''' and '''UV lock''' in the '''Edit''' menu:<br />
<br />
<br />
[[File:Mm6 trenchbroom texture lock.png|frameless|599x599px]]<br />
<br />
[[File:Mm6 trenchbroom object ready.png|1899x1899px|frameless]]<br /><br />
<br /><br />
<br />
====Making invisible walls====<br />
<br />
Hiding faces is a nice way to make invisible walls and movement helpers (like ramps for example). Marking faces using texture named "_Invisible_" will ensure that the face is not visible in the game. The texture is already included in the pre-made texture pack, it is in the texture collection named '''mmeditor'''.<br />
<br />
''<br />''<br />
''The texture itself can be anything, the only rule is that it has to be named exactly like that. The texture can be made in any image editor and then loaded within any texture collection.''<br />
<br />
[[File:Mm6 trenchbroom object ready 2.png|frameless|1899x1899px]]<br />
<br />
===Making outdoor maps===<br />
<br />
===Making indoor maps===<br />
<br />
===Export to MMEditor===<br />
<br />
Once the object is finished export the model by using '''File -> Export -> Wavefront OBJ ...'''. That will export the entire map regardless of what is selected.<br />
<br />
Doing that will create 2 files: .OBJ and .MTL<br />
<br />
<br /><br />
<br />
==Setting up MMEditor==<br />
<br />
[https://github.com/GrayFace/MMExtension MMEditor] is used for editing maps in the game. Follow the steps for installation of MMEditor, afterwards run the game once to generate the required files and directories. <br />
<br />
<br />
For MMEditor to correctly process the model the following script: [https://mm6.wiki/files/mods/trenchbroom/mtl.lua mtl.lua]<br />
<br />
needs to be placed at the '''/Scripts/General''' directory.<br />
<br />
Once the game is loaded press '''alt + F1''' and open any internal map.<br />
<br />
===Importing objects (outdoor)===<br />
<br />
To import the model click on the '''Import''' button'''.'''<br />
<br />
Select '''Cancel''' when asked to delete models, that will keep the rest of the map intact.<br />
<br />
If the model was created not far from the center of coordinates in Trenchbroom it will be placed somewhere around 0,0,0 coordinates in the game, which is the center of the map. The newly imported object should be there.<br />
<br />
[[File:Mm6 trenchbroom mmeditor import.png|frameless|740x740px]]<br />
<br />
====Moving the object====<br />
<br />
<br />
Many building in the game are considered to be a single object by the engine. Those had many shapes merged in one using 3D software. In Trenchbroom objects are built using brushes and usually there are many brushes that constitute one object. When Trenchbroom exports a model it keeps the shapes separate. That means that the object can not be selected all at once.<br />
<br />
To move imported object:<br />
<br />
#Click on any face on the model<br />
#Press the '''Model''' button<br />
#Hold the '''Left Shift''' key and select the other parts<br />
<br />
<br />
[[File:Mm6 trenchbroom mmeditor object selected.png|frameless|740x740px]]<br />
<br />
<br />
<br />
Now there are 2 options:<br />
<br />
*Use arrow keys + Page Up / Down to move the object around<br />
*Move the party to the destination and press the '''Move To Party''' button<br />
<br />
! Note that the '''Land''' function will not help to align the object to the ground since it will align every segment individually and not the entire group.<br />
<br />
The result:<br />
<br />
<br />
[[File:Mm6 trenchbroom ingame.png|frameless|641x641px]]<br />
<br />
===Importing objects (indoor)===<br />
<br />
==Sample maps==<br />
<br />
===Minecraft===<br />
<youtube>rBuNyAvVqfE</youtube><br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/minecraft.bitmaps.lod minecraft.bitmaps.lod] - LOD with map textures<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/map.dat map.dat] - MMEditor project file<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/Minecraft.map Minecraft.map] - Trenchbroom map file<br />
<br />
Texture collection for Trenchbroom used to make this map can be found in the section above.</div>AlpacaNoxhttps://mm6.wiki/index.php?title=Making_Might_and_Magic_maps_with_Trenchbroom&diff=5897Making Might and Magic maps with Trenchbroom2020-07-12T13:07:29Z<p>AlpacaNox: /* Setting up the editor */</p>
<hr />
<div><seo title="Making Might and Magic Maps with Trenchbroom" metakeywords="Might and Magic, Trenchbroom, Making maps for Might and Magic" metadescription="Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor which is used to edit Might and Magic maps can import 3D models in OBJ format, that means that any program that can export such models can be used for making objects or even entire maps for the game." /><br />
<br />
Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor is used to edit Might and Magic maps. It can import 3D models in OBJ format. That means that any program that can export such models can be used for making objects or even entire maps for the games.<br />
[[category: modding]]<br />
<br />
<br />
[https://kristianduske.com/trenchbroom/ Trenchbroom] is a map editor for Quake-based games.<br />
<br />
<br /><br />
<br />
==Setting up the editor==<br />
<br />
<br />
There are pre-made texture collections for Trenchbroom:<br />
<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM6_Trenchbroom.zip Might and Magic VI]<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM7_Trenchbroom.zip Might and Magic VII]<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/Minecraft_Trenchbroom.zip Minecraft]<br />
<br />
<br />
Select one of depending on the game. Then extract it somewhere.<br />
<br />
''More information on how to make a custom texture pack can be found on the [[Talk:Making Might and Magic maps with Trenchbroom|Discussion]] page.''<br />
<br />
===Trenchbroom configuration===<br />
By default it seems that BMP image support in Trenchbroom is not enabled. That can be solved by creating a custom game configuration file.<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/MM_Trenchbroom_gameconfig.zip Trenchbroom game config]<br />
<br />
To add this configuration: extract the ZIP file into the '''Trenchbroom/Games''' directory.<br />
If the configuration files worked then the new entry will be visible when creating a new map:<br />
<br />
<br />[[File:Mm6 trenchbroom select game.png|frameless|700x528px]]<br />
<br />
<br />
Now Trenchbroom needs a path where the textures are stored. To set it, press the '''Open preferences...''' button. And set the path for '''Might and Magic''' to the folder that contains the '''textures''' directory.<br />
<br />
<br />[[File:Mm6 trenchbroom configure engines.png|frameless|928x755px]]<br /><br />
<br /><br />
<br /><br />
[[File:Mm6 trenchbroom adding texture group.png|alt=|right|frameless|973x973px]]<br />
<br />
<br />
After the path to textures is set Trenchbroom will be able to load all the texture collections within the directory. <br />
<br />
<br />
The textures will be added once at least one texture collection is imported. Open the '''Face''' tab and in the '''Texture Collections''' section double click on any available texture collection. Once the texture collection is loaded the textures should be visible in the Texture Browser.<br />
<br />
<br />
''From now on the process is very similar to making a custom map for Quake, so the general tutorials for Trenchbroom apply.''<br />
<br />
==Creating maps with Trenchbroom==<br />
<br />
===Introduction===<br />
<br />
====Mapping limitations====<br />
<br />
Might and Magic engine has its own limitations that are not present in Quake engine.<br />
<br />
<br /><br />
<br />
*The textures can not be rotated<br />
*The textures can not be flipped<br />
*The textures can not be scaled<br />
<br />
<br />
None of that will be applied after the model is exported. Importing a model like that will lead to inconsistent results between the editor and the game.<br />
<br />
<br />
(As a workaround for all that a duplicate of the texture is usually created and altered in some editor to get a rotated / flipped / scaled version of the texture)<br />
<br />
<br />
<br />To get the most consistent results untick '''Texture Lock''' and '''UV lock''' in the '''Edit''' menu:<br />
<br />
<br />
[[File:Mm6 trenchbroom texture lock.png|frameless|599x599px]]<br />
<br />
[[File:Mm6 trenchbroom object ready.png|1899x1899px|frameless]]<br /><br />
<br /><br />
<br />
====Making invisible walls====<br />
<br />
Hiding faces is a nice way to make invisible walls and movement helpers (like ramps for example). Marking faces using texture named "_Invisible_" will ensure that the face is not visible in the game. The texture is already included in the pre-made texture pack, it is in the texture collection named '''mmeditor'''.<br />
<br />
''<br />''<br />
''The texture itself can be anything, the only rule is that it has to be named exactly like that. The texture can be made in any image editor and then loaded within any texture collection.''<br />
<br />
[[File:Mm6 trenchbroom object ready 2.png|frameless|1899x1899px]]<br />
<br />
===Making outdoor maps===<br />
<br />
===Making indoor maps===<br />
<br />
===Export to MMEditor===<br />
<br />
Once the object is finished export the model by using '''File -> Export -> Wavefront OBJ ...'''. That will export the entire map regardless of what is selected.<br />
<br />
Doing that will create 2 files: .OBJ and .MTL<br />
<br />
<br /><br />
<br />
==Setting up MMEditor==<br />
<br />
[https://github.com/GrayFace/MMExtension MMEditor] is used for editing maps in the game. Follow the steps for installation of MMEditor, afterwards run the game once to generate the required files and directories. <br />
<br />
<br />
For MMEditor to correctly process the model the following script: [https://mm6.wiki/files/mods/trenchbroom/mtl.lua mtl.lua]<br />
<br />
needs to be placed at the '''/Scripts/General''' directory.<br />
<br />
Once the game is loaded press '''alt + F1''' and open any internal map.<br />
<br />
===Importing objects (outdoor)===<br />
<br />
To import the model click on the '''Import''' button'''.'''<br />
<br />
Select '''Cancel''' when asked to delete models, that will keep the rest of the map intact.<br />
<br />
If the model was created not far from the center of coordinates in Trenchbroom it will be placed somewhere around 0,0,0 coordinates in the game, which is the center of the map. The newly imported object should be there.<br />
<br />
[[File:Mm6 trenchbroom mmeditor import.png|frameless|740x740px]]<br />
<br />
====Moving the object====<br />
<br />
<br />
Many building in the game are considered to be a single object by the engine. Those had many shapes merged in one using 3D software. In Trenchbroom objects are built using brushes and usually there are many brushes that constitute one object. When Trenchbroom exports a model it keeps the shapes separate. That means that the object can not be selected all at once.<br />
<br />
To move imported object:<br />
<br />
#Click on any face on the model<br />
#Press the '''Model''' button<br />
#Hold the '''Left Shift''' key and select the other parts<br />
<br />
<br />
[[File:Mm6 trenchbroom mmeditor object selected.png|frameless|740x740px]]<br />
<br />
<br />
<br />
Now there are 2 options:<br />
<br />
*Use arrow keys + Page Up / Down to move the object around<br />
*Move the party to the destination and press the '''Move To Party''' button<br />
<br />
! Note that the '''Land''' function will not help to align the object to the ground since it will align every segment individually and not the entire group.<br />
<br />
The result:<br />
<br />
<br />
[[File:Mm6 trenchbroom ingame.png|frameless|641x641px]]<br />
<br />
===Importing objects (indoor)===<br />
<br />
==Sample maps==<br />
<br />
===Minecraft===<br />
<youtube>rBuNyAvVqfE</youtube><br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/minecraft.bitmaps.lod minecraft.bitmaps.lod] - LOD with map textures<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/map.dat map.dat] - MMEditor project file<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/Minecraft.map Minecraft.map] - Trenchbroom map file<br />
<br />
Texture collection for Trenchbroom used to make this map can be found in the section above.</div>AlpacaNoxhttps://mm6.wiki/index.php?title=Making_Might_and_Magic_maps_with_Trenchbroom&diff=5896Making Might and Magic maps with Trenchbroom2020-07-12T13:07:14Z<p>AlpacaNox: /* Creating maps with Trenchbroom */</p>
<hr />
<div><seo title="Making Might and Magic Maps with Trenchbroom" metakeywords="Might and Magic, Trenchbroom, Making maps for Might and Magic" metadescription="Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor which is used to edit Might and Magic maps can import 3D models in OBJ format, that means that any program that can export such models can be used for making objects or even entire maps for the game." /><br />
<br />
Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor is used to edit Might and Magic maps. It can import 3D models in OBJ format. That means that any program that can export such models can be used for making objects or even entire maps for the games.<br />
[[category: modding]]<br />
<br />
<br />
[https://kristianduske.com/trenchbroom/ Trenchbroom] is a map editor for Quake-based games.<br />
<br />
<br /><br />
<br />
==Setting up the editor==<br />
<br />
<br />
There are pre-made texture collections for Trenchbroom:<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM6_Trenchbroom.zip Might and Magic VI]<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM7_Trenchbroom.zip Might and Magic VII]<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/Minecraft_Trenchbroom.zip Minecraft]<br />
<br />
Select one of depending on the game. Then extract it somewhere.<br />
<br />
''More information on how to make a custom texture pack can be found on the [[Talk:Making Might and Magic maps with Trenchbroom|Discussion]] page.''<br />
<br />
===Trenchbroom configuration===<br />
By default it seems that BMP image support in Trenchbroom is not enabled. That can be solved by creating a custom game configuration file.<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/MM_Trenchbroom_gameconfig.zip Trenchbroom game config]<br />
<br />
To add this configuration: extract the ZIP file into the '''Trenchbroom/Games''' directory.<br />
If the configuration files worked then the new entry will be visible when creating a new map:<br />
<br />
<br />[[File:Mm6 trenchbroom select game.png|frameless|700x528px]]<br />
<br />
<br />
Now Trenchbroom needs a path where the textures are stored. To set it, press the '''Open preferences...''' button. And set the path for '''Might and Magic''' to the folder that contains the '''textures''' directory.<br />
<br />
<br />[[File:Mm6 trenchbroom configure engines.png|frameless|928x755px]]<br /><br />
<br /><br />
<br /><br />
[[File:Mm6 trenchbroom adding texture group.png|alt=|right|frameless|973x973px]]<br />
<br />
<br />
After the path to textures is set Trenchbroom will be able to load all the texture collections within the directory. <br />
<br />
<br />
The textures will be added once at least one texture collection is imported. Open the '''Face''' tab and in the '''Texture Collections''' section double click on any available texture collection. Once the texture collection is loaded the textures should be visible in the Texture Browser.<br />
<br />
<br />
''From now on the process is very similar to making a custom map for Quake, so the general tutorials for Trenchbroom apply.''<br />
<br />
<br />
==Creating maps with Trenchbroom==<br />
<br />
===Introduction===<br />
<br />
====Mapping limitations====<br />
<br />
Might and Magic engine has its own limitations that are not present in Quake engine.<br />
<br />
<br /><br />
<br />
*The textures can not be rotated<br />
*The textures can not be flipped<br />
*The textures can not be scaled<br />
<br />
<br />
None of that will be applied after the model is exported. Importing a model like that will lead to inconsistent results between the editor and the game.<br />
<br />
<br />
(As a workaround for all that a duplicate of the texture is usually created and altered in some editor to get a rotated / flipped / scaled version of the texture)<br />
<br />
<br />
<br />To get the most consistent results untick '''Texture Lock''' and '''UV lock''' in the '''Edit''' menu:<br />
<br />
<br />
[[File:Mm6 trenchbroom texture lock.png|frameless|599x599px]]<br />
<br />
[[File:Mm6 trenchbroom object ready.png|1899x1899px|frameless]]<br /><br />
<br /><br />
<br />
====Making invisible walls====<br />
<br />
Hiding faces is a nice way to make invisible walls and movement helpers (like ramps for example). Marking faces using texture named "_Invisible_" will ensure that the face is not visible in the game. The texture is already included in the pre-made texture pack, it is in the texture collection named '''mmeditor'''.<br />
<br />
''<br />''<br />
''The texture itself can be anything, the only rule is that it has to be named exactly like that. The texture can be made in any image editor and then loaded within any texture collection.''<br />
<br />
[[File:Mm6 trenchbroom object ready 2.png|frameless|1899x1899px]]<br />
<br />
===Making outdoor maps===<br />
<br />
===Making indoor maps===<br />
<br />
===Export to MMEditor===<br />
<br />
Once the object is finished export the model by using '''File -> Export -> Wavefront OBJ ...'''. That will export the entire map regardless of what is selected.<br />
<br />
Doing that will create 2 files: .OBJ and .MTL<br />
<br />
<br /><br />
<br />
==Setting up MMEditor==<br />
<br />
[https://github.com/GrayFace/MMExtension MMEditor] is used for editing maps in the game. Follow the steps for installation of MMEditor, afterwards run the game once to generate the required files and directories. <br />
<br />
<br />
For MMEditor to correctly process the model the following script: [https://mm6.wiki/files/mods/trenchbroom/mtl.lua mtl.lua]<br />
<br />
needs to be placed at the '''/Scripts/General''' directory.<br />
<br />
Once the game is loaded press '''alt + F1''' and open any internal map.<br />
<br />
===Importing objects (outdoor)===<br />
<br />
To import the model click on the '''Import''' button'''.'''<br />
<br />
Select '''Cancel''' when asked to delete models, that will keep the rest of the map intact.<br />
<br />
If the model was created not far from the center of coordinates in Trenchbroom it will be placed somewhere around 0,0,0 coordinates in the game, which is the center of the map. The newly imported object should be there.<br />
<br />
[[File:Mm6 trenchbroom mmeditor import.png|frameless|740x740px]]<br />
<br />
====Moving the object====<br />
<br />
<br />
Many building in the game are considered to be a single object by the engine. Those had many shapes merged in one using 3D software. In Trenchbroom objects are built using brushes and usually there are many brushes that constitute one object. When Trenchbroom exports a model it keeps the shapes separate. That means that the object can not be selected all at once.<br />
<br />
To move imported object:<br />
<br />
#Click on any face on the model<br />
#Press the '''Model''' button<br />
#Hold the '''Left Shift''' key and select the other parts<br />
<br />
<br />
[[File:Mm6 trenchbroom mmeditor object selected.png|frameless|740x740px]]<br />
<br />
<br />
<br />
Now there are 2 options:<br />
<br />
*Use arrow keys + Page Up / Down to move the object around<br />
*Move the party to the destination and press the '''Move To Party''' button<br />
<br />
! Note that the '''Land''' function will not help to align the object to the ground since it will align every segment individually and not the entire group.<br />
<br />
The result:<br />
<br />
<br />
[[File:Mm6 trenchbroom ingame.png|frameless|641x641px]]<br />
<br />
===Importing objects (indoor)===<br />
<br />
==Sample maps==<br />
<br />
===Minecraft===<br />
<youtube>rBuNyAvVqfE</youtube><br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/minecraft.bitmaps.lod minecraft.bitmaps.lod] - LOD with map textures<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/map.dat map.dat] - MMEditor project file<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/Minecraft.map Minecraft.map] - Trenchbroom map file<br />
<br />
Texture collection for Trenchbroom used to make this map can be found in the section above.</div>AlpacaNoxhttps://mm6.wiki/index.php?title=Making_Might_and_Magic_maps_with_Trenchbroom&diff=5895Making Might and Magic maps with Trenchbroom2020-07-12T13:07:05Z<p>AlpacaNox: /* Mapping limitations */</p>
<hr />
<div><seo title="Making Might and Magic Maps with Trenchbroom" metakeywords="Might and Magic, Trenchbroom, Making maps for Might and Magic" metadescription="Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor which is used to edit Might and Magic maps can import 3D models in OBJ format, that means that any program that can export such models can be used for making objects or even entire maps for the game." /><br />
<br />
Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor is used to edit Might and Magic maps. It can import 3D models in OBJ format. That means that any program that can export such models can be used for making objects or even entire maps for the games.<br />
[[category: modding]]<br />
<br />
<br />
[https://kristianduske.com/trenchbroom/ Trenchbroom] is a map editor for Quake-based games.<br />
<br />
<br /><br />
<br />
==Setting up the editor==<br />
<br />
<br />
There are pre-made texture collections for Trenchbroom:<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM6_Trenchbroom.zip Might and Magic VI]<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM7_Trenchbroom.zip Might and Magic VII]<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/Minecraft_Trenchbroom.zip Minecraft]<br />
<br />
Select one of depending on the game. Then extract it somewhere.<br />
<br />
''More information on how to make a custom texture pack can be found on the [[Talk:Making Might and Magic maps with Trenchbroom|Discussion]] page.''<br />
<br />
===Trenchbroom configuration===<br />
By default it seems that BMP image support in Trenchbroom is not enabled. That can be solved by creating a custom game configuration file.<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/MM_Trenchbroom_gameconfig.zip Trenchbroom game config]<br />
<br />
To add this configuration: extract the ZIP file into the '''Trenchbroom/Games''' directory.<br />
If the configuration files worked then the new entry will be visible when creating a new map:<br />
<br />
<br />[[File:Mm6 trenchbroom select game.png|frameless|700x528px]]<br />
<br />
<br />
Now Trenchbroom needs a path where the textures are stored. To set it, press the '''Open preferences...''' button. And set the path for '''Might and Magic''' to the folder that contains the '''textures''' directory.<br />
<br />
<br />[[File:Mm6 trenchbroom configure engines.png|frameless|928x755px]]<br /><br />
<br /><br />
<br /><br />
[[File:Mm6 trenchbroom adding texture group.png|alt=|right|frameless|973x973px]]<br />
<br />
<br />
After the path to textures is set Trenchbroom will be able to load all the texture collections within the directory. <br />
<br />
<br />
The textures will be added once at least one texture collection is imported. Open the '''Face''' tab and in the '''Texture Collections''' section double click on any available texture collection. Once the texture collection is loaded the textures should be visible in the Texture Browser.<br />
<br />
<br />
''From now on the process is very similar to making a custom map for Quake, so the general tutorials for Trenchbroom apply.''<br />
<br />
<br />
==Creating maps with Trenchbroom==<br />
<br />
===Introduction===<br />
<br />
====Mapping limitations====<br />
<br />
Might and Magic engine has its own limitations that are not present in Quake engine.<br />
<br />
<br /><br />
<br />
*The textures can not be rotated<br />
*The textures can not be flipped<br />
*The textures can not be scaled<br />
None of that will be applied after the model is exported. Importing a model like that will lead to inconsistent results between the editor and the game.<br />
<br />
<br />
(As a workaround for all that a duplicate of the texture is usually created and altered in some editor to get a rotated / flipped / scaled version of the texture)<br />
<br />
<br />
<br />To get the most consistent results untick '''Texture Lock''' and '''UV lock''' in the '''Edit''' menu:<br />
<br />
<br />
[[File:Mm6 trenchbroom texture lock.png|frameless|599x599px]]<br />
<br />
[[File:Mm6 trenchbroom object ready.png|1899x1899px|frameless]]<br /><br />
<br /><br />
<br />
====Making invisible walls====<br />
<br />
Hiding faces is a nice way to make invisible walls and movement helpers (like ramps for example). Marking faces using texture named "_Invisible_" will ensure that the face is not visible in the game. The texture is already included in the pre-made texture pack, it is in the texture collection named '''mmeditor'''.<br />
<br />
''<br />''<br />
''The texture itself can be anything, the only rule is that it has to be named exactly like that. The texture can be made in any image editor and then loaded within any texture collection.''<br />
<br />
[[File:Mm6 trenchbroom object ready 2.png|frameless|1899x1899px]]<br />
<br />
===Making outdoor maps===<br />
<br />
===Making indoor maps===<br />
<br />
===Export to MMEditor===<br />
<br />
Once the object is finished export the model by using '''File -> Export -> Wavefront OBJ ...'''. That will export the entire map regardless of what is selected.<br />
<br />
Doing that will create 2 files: .OBJ and .MTL<br />
<br />
<br /><br />
<br />
==Setting up MMEditor==<br />
<br />
[https://github.com/GrayFace/MMExtension MMEditor] is used for editing maps in the game. Follow the steps for installation of MMEditor, afterwards run the game once to generate the required files and directories. <br />
<br />
<br />
For MMEditor to correctly process the model the following script: [https://mm6.wiki/files/mods/trenchbroom/mtl.lua mtl.lua]<br />
<br />
needs to be placed at the '''/Scripts/General''' directory.<br />
<br />
Once the game is loaded press '''alt + F1''' and open any internal map.<br />
<br />
===Importing objects (outdoor)===<br />
<br />
To import the model click on the '''Import''' button'''.'''<br />
<br />
Select '''Cancel''' when asked to delete models, that will keep the rest of the map intact.<br />
<br />
If the model was created not far from the center of coordinates in Trenchbroom it will be placed somewhere around 0,0,0 coordinates in the game, which is the center of the map. The newly imported object should be there.<br />
<br />
[[File:Mm6 trenchbroom mmeditor import.png|frameless|740x740px]]<br />
<br />
====Moving the object====<br />
<br />
<br />
Many building in the game are considered to be a single object by the engine. Those had many shapes merged in one using 3D software. In Trenchbroom objects are built using brushes and usually there are many brushes that constitute one object. When Trenchbroom exports a model it keeps the shapes separate. That means that the object can not be selected all at once.<br />
<br />
To move imported object:<br />
<br />
#Click on any face on the model<br />
#Press the '''Model''' button<br />
#Hold the '''Left Shift''' key and select the other parts<br />
<br />
<br />
[[File:Mm6 trenchbroom mmeditor object selected.png|frameless|740x740px]]<br />
<br />
<br />
<br />
Now there are 2 options:<br />
<br />
*Use arrow keys + Page Up / Down to move the object around<br />
*Move the party to the destination and press the '''Move To Party''' button<br />
<br />
! Note that the '''Land''' function will not help to align the object to the ground since it will align every segment individually and not the entire group.<br />
<br />
The result:<br />
<br />
<br />
[[File:Mm6 trenchbroom ingame.png|frameless|641x641px]]<br />
<br />
===Importing objects (indoor)===<br />
<br />
==Sample maps==<br />
<br />
===Minecraft===<br />
<youtube>rBuNyAvVqfE</youtube><br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/minecraft.bitmaps.lod minecraft.bitmaps.lod] - LOD with map textures<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/map.dat map.dat] - MMEditor project file<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/Minecraft.map Minecraft.map] - Trenchbroom map file<br />
<br />
Texture collection for Trenchbroom used to make this map can be found in the section above.</div>AlpacaNoxhttps://mm6.wiki/index.php?title=Making_Might_and_Magic_maps_with_Trenchbroom&diff=5894Making Might and Magic maps with Trenchbroom2020-07-12T13:06:33Z<p>AlpacaNox: /* Creating maps with Trenchbroom */</p>
<hr />
<div><seo title="Making Might and Magic Maps with Trenchbroom" metakeywords="Might and Magic, Trenchbroom, Making maps for Might and Magic" metadescription="Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor which is used to edit Might and Magic maps can import 3D models in OBJ format, that means that any program that can export such models can be used for making objects or even entire maps for the game." /><br />
<br />
Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor is used to edit Might and Magic maps. It can import 3D models in OBJ format. That means that any program that can export such models can be used for making objects or even entire maps for the games.<br />
[[category: modding]]<br />
<br />
<br />
[https://kristianduske.com/trenchbroom/ Trenchbroom] is a map editor for Quake-based games.<br />
<br />
<br /><br />
<br />
==Setting up the editor==<br />
<br />
<br />
There are pre-made texture collections for Trenchbroom:<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM6_Trenchbroom.zip Might and Magic VI]<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM7_Trenchbroom.zip Might and Magic VII]<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/Minecraft_Trenchbroom.zip Minecraft]<br />
<br />
Select one of depending on the game. Then extract it somewhere.<br />
<br />
''More information on how to make a custom texture pack can be found on the [[Talk:Making Might and Magic maps with Trenchbroom|Discussion]] page.''<br />
<br />
===Trenchbroom configuration===<br />
By default it seems that BMP image support in Trenchbroom is not enabled. That can be solved by creating a custom game configuration file.<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/MM_Trenchbroom_gameconfig.zip Trenchbroom game config]<br />
<br />
To add this configuration: extract the ZIP file into the '''Trenchbroom/Games''' directory.<br />
If the configuration files worked then the new entry will be visible when creating a new map:<br />
<br />
<br />[[File:Mm6 trenchbroom select game.png|frameless|700x528px]]<br />
<br />
<br />
Now Trenchbroom needs a path where the textures are stored. To set it, press the '''Open preferences...''' button. And set the path for '''Might and Magic''' to the folder that contains the '''textures''' directory.<br />
<br />
<br />[[File:Mm6 trenchbroom configure engines.png|frameless|928x755px]]<br /><br />
<br /><br />
<br /><br />
[[File:Mm6 trenchbroom adding texture group.png|alt=|right|frameless|973x973px]]<br />
<br />
<br />
After the path to textures is set Trenchbroom will be able to load all the texture collections within the directory. <br />
<br />
<br />
The textures will be added once at least one texture collection is imported. Open the '''Face''' tab and in the '''Texture Collections''' section double click on any available texture collection. Once the texture collection is loaded the textures should be visible in the Texture Browser.<br />
<br />
<br />
''From now on the process is very similar to making a custom map for Quake, so the general tutorials for Trenchbroom apply.''<br />
<br />
<br />
==Creating maps with Trenchbroom==<br />
<br />
===Introduction===<br />
<br />
====Mapping limitations====<br />
<br />
Might and Magic engine has its own limitations that are not present in Quake engine.<br />
<br />
<br /><br />
<br />
*The textures can not be rotated<br />
*The textures can not be flipped<br />
*The textures can not be scaled<br />
None of that will be applied after the model is exported and will lead to inconsistent results between the editor and the game.<br />
<br />
<br />
(As a workaround for all that a duplicate of the texture is usually created and altered in some editor to get a rotated / flipped / scaled version of the texture)<br />
<br />
<br />
<br />To get the most consistent results untick '''Texture Lock''' and '''UV lock''' in the '''Edit''' menu:<br />
<br />
<br />
[[File:Mm6 trenchbroom texture lock.png|frameless|599x599px]]<br />
<br />
[[File:Mm6 trenchbroom object ready.png|1899x1899px|frameless]]<br /><br />
<br /><br />
<br />
<br />
====Making invisible walls====<br />
<br />
Hiding faces is a nice way to make invisible walls and movement helpers (like ramps for example). Marking faces using texture named "_Invisible_" will ensure that the face is not visible in the game. The texture is already included in the pre-made texture pack, it is in the texture collection named '''mmeditor'''.<br />
<br />
''<br />''<br />
''The texture itself can be anything, the only rule is that it has to be named exactly like that. The texture can be made in any image editor and then loaded within any texture collection.''<br />
<br />
[[File:Mm6 trenchbroom object ready 2.png|frameless|1899x1899px]]<br />
<br />
===Making outdoor maps===<br />
<br />
===Making indoor maps===<br />
<br />
===Export to MMEditor===<br />
<br />
Once the object is finished export the model by using '''File -> Export -> Wavefront OBJ ...'''. That will export the entire map regardless of what is selected.<br />
<br />
Doing that will create 2 files: .OBJ and .MTL<br />
<br />
<br /><br />
<br />
==Setting up MMEditor==<br />
<br />
[https://github.com/GrayFace/MMExtension MMEditor] is used for editing maps in the game. Follow the steps for installation of MMEditor, afterwards run the game once to generate the required files and directories. <br />
<br />
<br />
For MMEditor to correctly process the model the following script: [https://mm6.wiki/files/mods/trenchbroom/mtl.lua mtl.lua]<br />
<br />
needs to be placed at the '''/Scripts/General''' directory.<br />
<br />
Once the game is loaded press '''alt + F1''' and open any internal map.<br />
<br />
===Importing objects (outdoor)===<br />
<br />
To import the model click on the '''Import''' button'''.'''<br />
<br />
Select '''Cancel''' when asked to delete models, that will keep the rest of the map intact.<br />
<br />
If the model was created not far from the center of coordinates in Trenchbroom it will be placed somewhere around 0,0,0 coordinates in the game, which is the center of the map. The newly imported object should be there.<br />
<br />
[[File:Mm6 trenchbroom mmeditor import.png|frameless|740x740px]]<br />
<br />
====Moving the object====<br />
<br />
<br />
Many building in the game are considered to be a single object by the engine. Those had many shapes merged in one using 3D software. In Trenchbroom objects are built using brushes and usually there are many brushes that constitute one object. When Trenchbroom exports a model it keeps the shapes separate. That means that the object can not be selected all at once.<br />
<br />
To move imported object:<br />
<br />
#Click on any face on the model<br />
#Press the '''Model''' button<br />
#Hold the '''Left Shift''' key and select the other parts<br />
<br />
<br />
[[File:Mm6 trenchbroom mmeditor object selected.png|frameless|740x740px]]<br />
<br />
<br />
<br />
Now there are 2 options:<br />
<br />
*Use arrow keys + Page Up / Down to move the object around<br />
*Move the party to the destination and press the '''Move To Party''' button<br />
<br />
! Note that the '''Land''' function will not help to align the object to the ground since it will align every segment individually and not the entire group.<br />
<br />
The result:<br />
<br />
<br />
[[File:Mm6 trenchbroom ingame.png|frameless|641x641px]]<br />
<br />
===Importing objects (indoor)===<br />
<br />
==Sample maps==<br />
<br />
===Minecraft===<br />
<youtube>rBuNyAvVqfE</youtube><br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/minecraft.bitmaps.lod minecraft.bitmaps.lod] - LOD with map textures<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/map.dat map.dat] - MMEditor project file<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/Minecraft.map Minecraft.map] - Trenchbroom map file<br />
<br />
Texture collection for Trenchbroom used to make this map can be found in the section above.</div>AlpacaNoxhttps://mm6.wiki/index.php?title=Making_Might_and_Magic_maps_with_Trenchbroom&diff=5893Making Might and Magic maps with Trenchbroom2020-07-12T13:06:19Z<p>AlpacaNox: /* Creating maps with Trenchbroom */</p>
<hr />
<div><seo title="Making Might and Magic Maps with Trenchbroom" metakeywords="Might and Magic, Trenchbroom, Making maps for Might and Magic" metadescription="Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor which is used to edit Might and Magic maps can import 3D models in OBJ format, that means that any program that can export such models can be used for making objects or even entire maps for the game." /><br />
<br />
Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor is used to edit Might and Magic maps. It can import 3D models in OBJ format. That means that any program that can export such models can be used for making objects or even entire maps for the games.<br />
[[category: modding]]<br />
<br />
<br />
[https://kristianduske.com/trenchbroom/ Trenchbroom] is a map editor for Quake-based games.<br />
<br />
<br /><br />
<br />
==Setting up the editor==<br />
<br />
<br />
There are pre-made texture collections for Trenchbroom:<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM6_Trenchbroom.zip Might and Magic VI]<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM7_Trenchbroom.zip Might and Magic VII]<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/Minecraft_Trenchbroom.zip Minecraft]<br />
<br />
Select one of depending on the game. Then extract it somewhere.<br />
<br />
''More information on how to make a custom texture pack can be found on the [[Talk:Making Might and Magic maps with Trenchbroom|Discussion]] page.''<br />
<br />
===Trenchbroom configuration===<br />
By default it seems that BMP image support in Trenchbroom is not enabled. That can be solved by creating a custom game configuration file.<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/MM_Trenchbroom_gameconfig.zip Trenchbroom game config]<br />
<br />
To add this configuration: extract the ZIP file into the '''Trenchbroom/Games''' directory.<br />
If the configuration files worked then the new entry will be visible when creating a new map:<br />
<br />
<br />[[File:Mm6 trenchbroom select game.png|frameless|700x528px]]<br />
<br />
<br />
Now Trenchbroom needs a path where the textures are stored. To set it, press the '''Open preferences...''' button. And set the path for '''Might and Magic''' to the folder that contains the '''textures''' directory.<br />
<br />
<br />[[File:Mm6 trenchbroom configure engines.png|frameless|928x755px]]<br /><br />
<br /><br />
<br /><br />
[[File:Mm6 trenchbroom adding texture group.png|alt=|right|frameless|973x973px]]<br />
<br />
<br />
After the path to textures is set Trenchbroom will be able to load all the texture collections within the directory. <br />
<br />
<br />
The textures will be added once at least one texture collection is imported. Open the '''Face''' tab and in the '''Texture Collections''' section double click on any available texture collection. Once the texture collection is loaded the textures should be visible in the Texture Browser.<br />
<br />
<br />
''From now on the process is very similar to making a custom map for Quake, so the general tutorials for Trenchbroom apply.''<br />
<br />
<br />
==Creating maps with Trenchbroom==<br />
<br />
===Introduction===<br />
<br />
====Mapping limitations====<br />
<br />
Might and Magic engine has its own limitations that are not present in Quake engine.<br />
<br />
<br /><br />
<br />
*The textures can not be rotated<br />
*The textures can not be flipped<br />
*The textures can not be scaled<br />
(As a workaround for all that a duplicate of the texture is usually created and altered in some editor to get a rotated / flipped / scaled version of the texture)<br />
<br />
None of that will be applied after the model is exported and will lead to inconsistent results between the editor and the game.<br />
<br />
<br />To get the most consistent results untick '''Texture Lock''' and '''UV lock''' in the '''Edit''' menu:<br />
<br />
<br />
[[File:Mm6 trenchbroom texture lock.png|frameless|599x599px]]<br />
<br />
[[File:Mm6 trenchbroom object ready.png|1899x1899px|frameless]]<br /><br />
<br /><br />
<br />
<br />
====Making invisible walls====<br />
<br />
Hiding faces is a nice way to make invisible walls and movement helpers (like ramps for example). Marking faces using texture named "_Invisible_" will ensure that the face is not visible in the game. The texture is already included in the pre-made texture pack, it is in the texture collection named '''mmeditor'''.<br />
<br />
''<br />''<br />
''The texture itself can be anything, the only rule is that it has to be named exactly like that. The texture can be made in any image editor and then loaded within any texture collection.''<br />
<br />
[[File:Mm6 trenchbroom object ready 2.png|frameless|1899x1899px]]<br />
<br />
===Making outdoor maps===<br />
<br />
===Making indoor maps===<br />
<br />
===Export to MMEditor===<br />
<br />
Once the object is finished export the model by using '''File -> Export -> Wavefront OBJ ...'''. That will export the entire map regardless of what is selected.<br />
<br />
Doing that will create 2 files: .OBJ and .MTL<br />
<br />
<br /><br />
<br />
==Setting up MMEditor==<br />
<br />
[https://github.com/GrayFace/MMExtension MMEditor] is used for editing maps in the game. Follow the steps for installation of MMEditor, afterwards run the game once to generate the required files and directories. <br />
<br />
<br />
For MMEditor to correctly process the model the following script: [https://mm6.wiki/files/mods/trenchbroom/mtl.lua mtl.lua]<br />
<br />
needs to be placed at the '''/Scripts/General''' directory.<br />
<br />
Once the game is loaded press '''alt + F1''' and open any internal map.<br />
<br />
===Importing objects (outdoor)===<br />
<br />
To import the model click on the '''Import''' button'''.'''<br />
<br />
Select '''Cancel''' when asked to delete models, that will keep the rest of the map intact.<br />
<br />
If the model was created not far from the center of coordinates in Trenchbroom it will be placed somewhere around 0,0,0 coordinates in the game, which is the center of the map. The newly imported object should be there.<br />
<br />
[[File:Mm6 trenchbroom mmeditor import.png|frameless|740x740px]]<br />
<br />
====Moving the object====<br />
<br />
<br />
Many building in the game are considered to be a single object by the engine. Those had many shapes merged in one using 3D software. In Trenchbroom objects are built using brushes and usually there are many brushes that constitute one object. When Trenchbroom exports a model it keeps the shapes separate. That means that the object can not be selected all at once.<br />
<br />
To move imported object:<br />
<br />
#Click on any face on the model<br />
#Press the '''Model''' button<br />
#Hold the '''Left Shift''' key and select the other parts<br />
<br />
<br />
[[File:Mm6 trenchbroom mmeditor object selected.png|frameless|740x740px]]<br />
<br />
<br />
<br />
Now there are 2 options:<br />
<br />
*Use arrow keys + Page Up / Down to move the object around<br />
*Move the party to the destination and press the '''Move To Party''' button<br />
<br />
! Note that the '''Land''' function will not help to align the object to the ground since it will align every segment individually and not the entire group.<br />
<br />
The result:<br />
<br />
<br />
[[File:Mm6 trenchbroom ingame.png|frameless|641x641px]]<br />
<br />
===Importing objects (indoor)===<br />
<br />
==Sample maps==<br />
<br />
===Minecraft===<br />
<youtube>rBuNyAvVqfE</youtube><br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/minecraft.bitmaps.lod minecraft.bitmaps.lod] - LOD with map textures<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/map.dat map.dat] - MMEditor project file<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/Minecraft.map Minecraft.map] - Trenchbroom map file<br />
<br />
Texture collection for Trenchbroom used to make this map can be found in the section above.</div>AlpacaNoxhttps://mm6.wiki/index.php?title=Making_Might_and_Magic_maps_with_Trenchbroom&diff=5892Making Might and Magic maps with Trenchbroom2020-07-12T13:01:26Z<p>AlpacaNox: /* Hiding faces using the _Invisible_ texture */</p>
<hr />
<div><seo title="Making Might and Magic Maps with Trenchbroom" metakeywords="Might and Magic, Trenchbroom, Making maps for Might and Magic" metadescription="Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor which is used to edit Might and Magic maps can import 3D models in OBJ format, that means that any program that can export such models can be used for making objects or even entire maps for the game." /><br />
<br />
Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor is used to edit Might and Magic maps. It can import 3D models in OBJ format. That means that any program that can export such models can be used for making objects or even entire maps for the games.<br />
[[category: modding]]<br />
<br />
<br />
[https://kristianduske.com/trenchbroom/ Trenchbroom] is a map editor for Quake-based games.<br />
<br />
<br /><br />
<br />
==Setting up the editor==<br />
<br />
<br />
There are pre-made texture collections for Trenchbroom:<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM6_Trenchbroom.zip Might and Magic VI]<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM7_Trenchbroom.zip Might and Magic VII]<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/Minecraft_Trenchbroom.zip Minecraft]<br />
<br />
Select one of depending on the game. Then extract it somewhere.<br />
<br />
''More information on how to make a custom texture pack can be found on the [[Talk:Making Might and Magic maps with Trenchbroom|Discussion]] page.''<br />
<br />
===Trenchbroom configuration===<br />
By default it seems that BMP image support in Trenchbroom is not enabled. That can be solved by creating a custom game configuration file.<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/MM_Trenchbroom_gameconfig.zip Trenchbroom game config]<br />
<br />
To add this configuration: extract the ZIP file into the '''Trenchbroom/Games''' directory.<br />
If the configuration files worked then the new entry will be visible when creating a new map:<br />
<br />
<br />[[File:Mm6 trenchbroom select game.png|frameless|700x528px]]<br />
<br />
<br />
Now Trenchbroom needs a path where the textures are stored. To set it, press the '''Open preferences...''' button. And set the path for '''Might and Magic''' to the folder that contains the '''textures''' directory.<br />
<br />
<br />[[File:Mm6 trenchbroom configure engines.png|frameless|928x755px]]<br /><br />
<br /><br />
<br /><br />
[[File:Mm6 trenchbroom adding texture group.png|alt=|right|frameless|973x973px]]<br />
<br />
<br />
After the path to textures is set Trenchbroom will be able to load all the texture collections within the directory. <br />
<br />
<br />
The textures will be added once at least one texture collection is imported. Open the '''Face''' tab and in the '''Texture Collections''' section double click on any available texture collection. Once the texture collection is loaded the textures should be visible in the Texture Browser.<br />
<br />
<br />
''From now on the process is very similar to making a custom map for Quake, so the general tutorials for Trenchbroom apply.''<br />
<br />
<br />
==Creating maps with Trenchbroom==<br />
<br />
===Introduction===<br />
<br />
====Mapping limitations====<br />
<br />
Might and Magic engine has its own limitations that are not present in Quake engine.<br />
<br />
<br /><br />
<br />
*The textures can not be rotated<br />
*The textures can not be flipped<br />
*The textures can not be scaled<br />
<br />
<br />
None of that will be applied after the model is exported and will lead to inconsistent results between the editor and the game.<br />
<br />
<br />To get the most consistent results untick '''Texture Lock''' and '''UV lock''' in the '''Edit''' menu:<br />
<br />
<br />
[[File:Mm6 trenchbroom texture lock.png|frameless|599x599px]]<br />
<br />
[[File:Mm6 trenchbroom object ready.png|1899x1899px|frameless]]<br /><br />
<br /><br />
<br />
<br />
====Making invisible walls====<br />
<br />
Hiding faces is a nice way to make invisible walls and movement helpers (like ramps for example). Marking faces using texture named "_Invisible_" will ensure that the face is not visible in the game. The texture is already included in the pre-made texture pack, it is in the texture collection named '''mmeditor'''.<br />
<br />
''<br />''<br />
''The texture itself can be anything, the only rule is that it has to be named exactly like that. The texture can be made in any image editor and then loaded within any texture collection.''<br />
<br />
[[File:Mm6 trenchbroom object ready 2.png|frameless|1899x1899px]]<br />
<br />
===Making outdoor maps===<br />
<br />
===Making indoor maps===<br />
<br />
===Export to MMEditor===<br />
<br />
Once the object is finished export the model by using '''File -> Export -> Wavefront OBJ ...'''. That will export the entire map regardless of what is selected.<br />
<br />
Doing that will create 2 files: .OBJ and .MTL<br />
<br />
<br /><br />
<br />
==Setting up MMEditor==<br />
<br />
[https://github.com/GrayFace/MMExtension MMEditor] is used for editing maps in the game. Follow the steps for installation of MMEditor, afterwards run the game once to generate the required files and directories. <br />
<br />
<br />
For MMEditor to correctly process the model the following script: [https://mm6.wiki/files/mods/trenchbroom/mtl.lua mtl.lua]<br />
<br />
needs to be placed at the '''/Scripts/General''' directory.<br />
<br />
Once the game is loaded press '''alt + F1''' and open any internal map.<br />
<br />
===Importing objects (outdoor)===<br />
<br />
To import the model click on the '''Import''' button'''.'''<br />
<br />
Select '''Cancel''' when asked to delete models, that will keep the rest of the map intact.<br />
<br />
If the model was created not far from the center of coordinates in Trenchbroom it will be placed somewhere around 0,0,0 coordinates in the game, which is the center of the map. The newly imported object should be there.<br />
<br />
[[File:Mm6 trenchbroom mmeditor import.png|frameless|740x740px]]<br />
<br />
====Moving the object====<br />
<br />
<br />
Many building in the game are considered to be a single object by the engine. Those had many shapes merged in one using 3D software. In Trenchbroom objects are built using brushes and usually there are many brushes that constitute one object. When Trenchbroom exports a model it keeps the shapes separate. That means that the object can not be selected all at once.<br />
<br />
To move imported object:<br />
<br />
#Click on any face on the model<br />
#Press the '''Model''' button<br />
#Hold the '''Left Shift''' key and select the other parts<br />
<br />
<br />
[[File:Mm6 trenchbroom mmeditor object selected.png|frameless|740x740px]]<br />
<br />
<br />
<br />
Now there are 2 options:<br />
<br />
*Use arrow keys + Page Up / Down to move the object around<br />
*Move the party to the destination and press the '''Move To Party''' button<br />
<br />
! Note that the '''Land''' function will not help to align the object to the ground since it will align every segment individually and not the entire group.<br />
<br />
The result:<br />
<br />
<br />
[[File:Mm6 trenchbroom ingame.png|frameless|641x641px]]<br />
<br />
===Importing objects (indoor)===<br />
<br />
==Sample maps==<br />
<br />
===Minecraft===<br />
<youtube>rBuNyAvVqfE</youtube><br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/minecraft.bitmaps.lod minecraft.bitmaps.lod] - LOD with map textures<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/map.dat map.dat] - MMEditor project file<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/Minecraft.map Minecraft.map] - Trenchbroom map file<br />
<br />
Texture collection for Trenchbroom used to make this map can be found in the section above.</div>AlpacaNoxhttps://mm6.wiki/index.php?title=Making_Might_and_Magic_maps_with_Trenchbroom&diff=5891Making Might and Magic maps with Trenchbroom2020-07-12T12:59:06Z<p>AlpacaNox: </p>
<hr />
<div><seo title="Making Might and Magic Maps with Trenchbroom" metakeywords="Might and Magic, Trenchbroom, Making maps for Might and Magic" metadescription="Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor which is used to edit Might and Magic maps can import 3D models in OBJ format, that means that any program that can export such models can be used for making objects or even entire maps for the game." /><br />
<br />
Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor is used to edit Might and Magic maps. It can import 3D models in OBJ format. That means that any program that can export such models can be used for making objects or even entire maps for the games.<br />
[[category: modding]]<br />
<br />
<br />
[https://kristianduske.com/trenchbroom/ Trenchbroom] is a map editor for Quake-based games.<br />
<br />
<br /><br />
<br />
==Setting up the editor==<br />
<br />
<br />
There are pre-made texture collections for Trenchbroom:<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM6_Trenchbroom.zip Might and Magic VI]<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM7_Trenchbroom.zip Might and Magic VII]<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/Minecraft_Trenchbroom.zip Minecraft]<br />
<br />
Select one of depending on the game. Then extract it somewhere.<br />
<br />
''More information on how to make a custom texture pack can be found on the [[Talk:Making Might and Magic maps with Trenchbroom|Discussion]] page.''<br />
<br />
===Trenchbroom configuration===<br />
By default it seems that BMP image support in Trenchbroom is not enabled. That can be solved by creating a custom game configuration file.<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/MM_Trenchbroom_gameconfig.zip Trenchbroom game config]<br />
<br />
To add this configuration: extract the ZIP file into the '''Trenchbroom/Games''' directory.<br />
If the configuration files worked then the new entry will be visible when creating a new map:<br />
<br />
<br />[[File:Mm6 trenchbroom select game.png|frameless|700x528px]]<br />
<br />
<br />
Now Trenchbroom needs a path where the textures are stored. To set it, press the '''Open preferences...''' button. And set the path for '''Might and Magic''' to the folder that contains the '''textures''' directory.<br />
<br />
<br />[[File:Mm6 trenchbroom configure engines.png|frameless|928x755px]]<br /><br />
<br /><br />
<br /><br />
[[File:Mm6 trenchbroom adding texture group.png|alt=|right|frameless|973x973px]]<br />
<br />
<br />
After the path to textures is set Trenchbroom will be able to load all the texture collections within the directory. <br />
<br />
<br />
The textures will be added once at least one texture collection is imported. Open the '''Face''' tab and in the '''Texture Collections''' section double click on any available texture collection. Once the texture collection is loaded the textures should be visible in the Texture Browser.<br />
<br />
<br />
''From now on the process is very similar to making a custom map for Quake, so the general tutorials for Trenchbroom apply.''<br />
<br />
<br />
==Creating maps with Trenchbroom==<br />
<br />
===Introduction===<br />
<br />
====Mapping limitations====<br />
<br />
Might and Magic engine has its own limitations that are not present in Quake engine.<br />
<br />
<br /><br />
<br />
*The textures can not be rotated<br />
*The textures can not be flipped<br />
*The textures can not be scaled<br />
<br />
<br />
None of that will be applied after the model is exported and will lead to inconsistent results between the editor and the game.<br />
<br />
<br />To get the most consistent results untick '''Texture Lock''' and '''UV lock''' in the '''Edit''' menu:<br />
<br />
<br />
[[File:Mm6 trenchbroom texture lock.png|frameless|599x599px]]<br />
<br />
[[File:Mm6 trenchbroom object ready.png|1899x1899px|frameless]]<br /><br />
<br /><br />
<br />
<br />
====Hiding faces using the _Invisible_ texture====<br />
<br />
When building with boxes (brushes) there are usually a lot of faces (segments) which are not necessary for the shape. The ones that are inside the object, or the ones that overlap. Generally these are the elements of the model that will not or should not be visible during gameplay. To remove them, they need to be marked with the texture named '''_Invisible_'''. With Might and Magic '''outdoor''' engine if two model faces overlap each other they will blink / flicker and such.<br />
<br />
<br />
Hiding colliding faces is only really necessary for the outdoor maps since those are the only areas that will have any issues rendering that. Indoor maps are rendered in a different way and will not have that issue.<br />
<br />
<br />
Hiding faces is a nice way to make invisible walls and movement helpers (like ramps for example). <br />
The texture is already included in the pre-made texture pack, it is in the texture collection named '''mmeditor'''.<br />
<br />
''<br />''<br />
''The texture itself can be anything, the only rule is that it has to be named exactly like that. The texture can be made in any image editor and then loaded within any texture collection.''<br />
<br />
[[File:Mm6 trenchbroom object ready 2.png|frameless|1899x1899px]]<br />
<br />
===Making outdoor maps===<br />
<br />
===Making indoor maps===<br />
<br />
===Export to MMEditor===<br />
<br />
Once the object is finished export the model by using '''File -> Export -> Wavefront OBJ ...'''. That will export the entire map regardless of what is selected.<br />
<br />
Doing that will create 2 files: .OBJ and .MTL<br />
<br />
<br /><br />
<br />
==Setting up MMEditor==<br />
<br />
[https://github.com/GrayFace/MMExtension MMEditor] is used for editing maps in the game. Follow the steps for installation of MMEditor, afterwards run the game once to generate the required files and directories. <br />
<br />
<br />
For MMEditor to correctly process the model the following script: [https://mm6.wiki/files/mods/trenchbroom/mtl.lua mtl.lua]<br />
<br />
needs to be placed at the '''/Scripts/General''' directory.<br />
<br />
Once the game is loaded press '''alt + F1''' and open any internal map.<br />
<br />
===Importing objects (outdoor)===<br />
<br />
To import the model click on the '''Import''' button'''.'''<br />
<br />
Select '''Cancel''' when asked to delete models, that will keep the rest of the map intact.<br />
<br />
If the model was created not far from the center of coordinates in Trenchbroom it will be placed somewhere around 0,0,0 coordinates in the game, which is the center of the map. The newly imported object should be there.<br />
<br />
[[File:Mm6 trenchbroom mmeditor import.png|frameless|740x740px]]<br />
<br />
====Moving the object====<br />
<br />
<br />
Many building in the game are considered to be a single object by the engine. Those had many shapes merged in one using 3D software. In Trenchbroom objects are built using brushes and usually there are many brushes that constitute one object. When Trenchbroom exports a model it keeps the shapes separate. That means that the object can not be selected all at once.<br />
<br />
To move imported object:<br />
<br />
#Click on any face on the model<br />
#Press the '''Model''' button<br />
#Hold the '''Left Shift''' key and select the other parts<br />
<br />
<br />
[[File:Mm6 trenchbroom mmeditor object selected.png|frameless|740x740px]]<br />
<br />
<br />
<br />
Now there are 2 options:<br />
<br />
*Use arrow keys + Page Up / Down to move the object around<br />
*Move the party to the destination and press the '''Move To Party''' button<br />
<br />
! Note that the '''Land''' function will not help to align the object to the ground since it will align every segment individually and not the entire group.<br />
<br />
The result:<br />
<br />
<br />
[[File:Mm6 trenchbroom ingame.png|frameless|641x641px]]<br />
<br />
===Importing objects (indoor)===<br />
<br />
==Sample maps==<br />
<br />
===Minecraft===<br />
<youtube>rBuNyAvVqfE</youtube><br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/minecraft.bitmaps.lod minecraft.bitmaps.lod] - LOD with map textures<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/map.dat map.dat] - MMEditor project file<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/Minecraft.map Minecraft.map] - Trenchbroom map file<br />
<br />
Texture collection for Trenchbroom used to make this map can be found in the section above.</div>AlpacaNoxhttps://mm6.wiki/index.php?title=Making_Might_and_Magic_maps_with_Trenchbroom&diff=5890Making Might and Magic maps with Trenchbroom2020-07-12T12:58:25Z<p>AlpacaNox: /* Creating maps with Trenchbroom */</p>
<hr />
<div><seo title="Making Might and Magic Maps with Trenchbroom" metakeywords="Might and Magic, Trenchbroom, Making maps for Might and Magic" metadescription="Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor which is used to edit Might and Magic maps can import 3D models in OBJ format, that means that any program that can export such models can be used for making objects or even entire maps for the game." /><br />
<br />
Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor is used to edit Might and Magic maps. It can import 3D models in OBJ format. That means that any program that can export such models can be used for making objects or even entire maps for the games.<br />
[[category: modding]]<br />
<br />
<br />
[https://kristianduske.com/trenchbroom/ Trenchbroom] is a map editor for Quake-based games.<br />
<br />
<br /><br />
<br />
==Setting up the editor==<br />
<br />
<br />
There are pre-made texture collections for Trenchbroom:<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM6_Trenchbroom.zip Might and Magic VI]<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM7_Trenchbroom.zip Might and Magic VII]<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/Minecraft_Trenchbroom.zip Minecraft]<br />
<br />
Select one of depending on the game. Then extract it somewhere.<br />
<br />
''More information on how to make a custom texture pack can be found on the [[Talk:Making Might and Magic maps with Trenchbroom|Discussion]] page.''<br />
<br />
===Trenchbroom configuration===<br />
By default it seems that BMP image support in Trenchbroom is not enabled. That can be solved by creating a custom game configuration file.<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/MM_Trenchbroom_gameconfig.zip Trenchbroom game config]<br />
<br />
To add this configuration: extract the ZIP file into the '''Trenchbroom/Games''' directory.<br />
If the configuration files worked then the new entry will be visible when creating a new map:<br />
<br />
<br />[[File:Mm6 trenchbroom select game.png|frameless|700x528px]]<br />
<br />
<br />
Now Trenchbroom needs a path where the textures are stored. To set it, press the '''Open preferences...''' button. And set the path for '''Might and Magic''' to the folder that contains the '''textures''' directory.<br />
<br />
<br />[[File:Mm6 trenchbroom configure engines.png|frameless|928x755px]]<br /><br />
<br /><br />
<br /><br />
[[File:Mm6 trenchbroom adding texture group.png|alt=|right|frameless|973x973px]]<br />
<br />
<br />
After the path to textures is set Trenchbroom will be able to load all the texture collections within the directory. <br />
<br />
<br />
The textures will be added once at least one texture collection is imported. Open the '''Face''' tab and in the '''Texture Collections''' section double click on any available texture collection. Once the texture collection is loaded the textures should be visible in the Texture Browser.<br />
<br />
<br />
''From now on the process is very similar to making a custom map for Quake, so the general tutorials for Trenchbroom apply.''<br />
<br />
===Mapping limitations===<br />
<br />
Might and Magic engine has its own limitations that are not present in Quake engine.<br />
<br />
<br /><br />
<br />
*The textures can not be rotated<br />
*The textures can not be flipped<br />
*The textures can not be scaled<br />
<br />
<br />
None of that will be applied after the model is exported and will lead to inconsistent results between the editor and the game.<br />
<br />
<br />To get the most consistent results untick '''Texture Lock''' and '''UV lock''' in the '''Edit''' menu:<br />
<br />
<br />
[[File:Mm6 trenchbroom texture lock.png|frameless|599x599px]]<br />
<br />
[[File:Mm6 trenchbroom object ready.png|1899x1899px|frameless]]<br /><br />
<br /><br />
<br />
<br />
===Hiding faces using the _Invisible_ texture===<br />
<br />
When building with boxes (brushes) there are usually a lot of faces (segments) which are not necessary for the shape. The ones that are inside the object, or the ones that overlap. Generally these are the elements of the model that will not or should not be visible during gameplay. To remove them, they need to be marked with the texture named '''_Invisible_'''. With Might and Magic '''outdoor''' engine if two model faces overlap each other they will blink / flicker and such.<br />
<br />
<br />
Hiding colliding faces is only really necessary for the outdoor maps since those are the only areas that will have any issues rendering that. Indoor maps are rendered in a different way and will not have that issue.<br />
<br />
<br />
Hiding faces is a nice way to make invisible walls and movement helpers (like ramps for example). <br />
The texture is already included in the pre-made texture pack, it is in the texture collection named '''mmeditor'''.<br />
<br />
''<br />''<br />
''The texture itself can be anything, the only rule is that it has to be named exactly like that. The texture can be made in any image editor and then loaded within any texture collection.''<br />
<br />
[[File:Mm6 trenchbroom object ready 2.png|frameless|1899x1899px]]<br />
<br />
==Creating maps with Trenchbroom==<br />
<br />
===Introduction===<br />
<br />
===Making outdoor maps===<br />
<br />
===Making indoor maps===<br />
<br />
===Export to MMEditor===<br />
<br />
Once the object is finished export the model by using '''File -> Export -> Wavefront OBJ ...'''. That will export the entire map regardless of what is selected.<br />
<br />
Doing that will create 2 files: .OBJ and .MTL<br />
<br />
<br /><br />
<br />
==Setting up MMEditor==<br />
<br />
[https://github.com/GrayFace/MMExtension MMEditor] is used for editing maps in the game. Follow the steps for installation of MMEditor, afterwards run the game once to generate the required files and directories. <br />
<br />
<br />
For MMEditor to correctly process the model the following script: [https://mm6.wiki/files/mods/trenchbroom/mtl.lua mtl.lua]<br />
<br />
needs to be placed at the '''/Scripts/General''' directory.<br />
<br />
Once the game is loaded press '''alt + F1''' and open any internal map.<br />
<br />
===Importing objects (outdoor)===<br />
<br />
To import the model click on the '''Import''' button'''.'''<br />
<br />
Select '''Cancel''' when asked to delete models, that will keep the rest of the map intact.<br />
<br />
If the model was created not far from the center of coordinates in Trenchbroom it will be placed somewhere around 0,0,0 coordinates in the game, which is the center of the map. The newly imported object should be there.<br />
<br />
[[File:Mm6 trenchbroom mmeditor import.png|frameless|740x740px]]<br />
<br />
====Moving the object====<br />
<br />
<br />
Many building in the game are considered to be a single object by the engine. Those had many shapes merged in one using 3D software. In Trenchbroom objects are built using brushes and usually there are many brushes that constitute one object. When Trenchbroom exports a model it keeps the shapes separate. That means that the object can not be selected all at once.<br />
<br />
To move imported object:<br />
<br />
#Click on any face on the model<br />
#Press the '''Model''' button<br />
#Hold the '''Left Shift''' key and select the other parts<br />
<br />
<br />
[[File:Mm6 trenchbroom mmeditor object selected.png|frameless|740x740px]]<br />
<br />
<br />
<br />
Now there are 2 options:<br />
<br />
*Use arrow keys + Page Up / Down to move the object around<br />
*Move the party to the destination and press the '''Move To Party''' button<br />
<br />
! Note that the '''Land''' function will not help to align the object to the ground since it will align every segment individually and not the entire group.<br />
<br />
The result:<br />
<br />
<br />
[[File:Mm6 trenchbroom ingame.png|frameless|641x641px]]<br />
<br />
===Importing objects (indoor)===<br />
<br />
==Sample maps==<br />
<br />
===Minecraft===<br />
<youtube>rBuNyAvVqfE</youtube><br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/minecraft.bitmaps.lod minecraft.bitmaps.lod] - LOD with map textures<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/map.dat map.dat] - MMEditor project file<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/Minecraft.map Minecraft.map] - Trenchbroom map file<br />
<br />
Texture collection for Trenchbroom used to make this map can be found in the section above.</div>AlpacaNoxhttps://mm6.wiki/index.php?title=Making_Might_and_Magic_maps_with_Trenchbroom&diff=5889Making Might and Magic maps with Trenchbroom2020-07-12T12:57:32Z<p>AlpacaNox: </p>
<hr />
<div><seo title="Making Might and Magic Maps with Trenchbroom" metakeywords="Might and Magic, Trenchbroom, Making maps for Might and Magic" metadescription="Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor which is used to edit Might and Magic maps can import 3D models in OBJ format, that means that any program that can export such models can be used for making objects or even entire maps for the game." /><br />
<br />
Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor is used to edit Might and Magic maps. It can import 3D models in OBJ format. That means that any program that can export such models can be used for making objects or even entire maps for the games.<br />
[[category: modding]]<br />
<br />
<br />
[https://kristianduske.com/trenchbroom/ Trenchbroom] is a map editor for Quake-based games.<br />
<br />
<br /><br />
<br />
==Setting up the editor==<br />
<br />
<br />
There are pre-made texture collections for Trenchbroom:<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM6_Trenchbroom.zip Might and Magic VI]<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM7_Trenchbroom.zip Might and Magic VII]<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/Minecraft_Trenchbroom.zip Minecraft]<br />
<br />
Select one of depending on the game. Then extract it somewhere.<br />
<br />
''More information on how to make a custom texture pack can be found on the [[Talk:Making Might and Magic maps with Trenchbroom|Discussion]] page.''<br />
<br />
===Trenchbroom configuration===<br />
By default it seems that BMP image support in Trenchbroom is not enabled. That can be solved by creating a custom game configuration file.<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/MM_Trenchbroom_gameconfig.zip Trenchbroom game config]<br />
<br />
To add this configuration: extract the ZIP file into the '''Trenchbroom/Games''' directory.<br />
If the configuration files worked then the new entry will be visible when creating a new map:<br />
<br />
<br />[[File:Mm6 trenchbroom select game.png|frameless|700x528px]]<br />
<br />
<br />
Now Trenchbroom needs a path where the textures are stored. To set it, press the '''Open preferences...''' button. And set the path for '''Might and Magic''' to the folder that contains the '''textures''' directory.<br />
<br />
<br />[[File:Mm6 trenchbroom configure engines.png|frameless|928x755px]]<br /><br />
<br /><br />
<br /><br />
[[File:Mm6 trenchbroom adding texture group.png|alt=|right|frameless|973x973px]]<br />
<br />
<br />
After the path to textures is set Trenchbroom will be able to load all the texture collections within the directory. <br />
<br />
<br />
The textures will be added once at least one texture collection is imported. Open the '''Face''' tab and in the '''Texture Collections''' section double click on any available texture collection. Once the texture collection is loaded the textures should be visible in the Texture Browser.<br />
<br />
<br />
''From now on the process is very similar to making a custom map for Quake, so the general tutorials for Trenchbroom apply.''<br />
<br />
===Mapping limitations===<br />
<br />
Might and Magic engine has its own limitations that are not present in Quake engine.<br />
<br />
<br /><br />
<br />
*The textures can not be rotated<br />
*The textures can not be flipped<br />
*The textures can not be scaled<br />
<br />
<br />
None of that will be applied after the model is exported and will lead to inconsistent results between the editor and the game.<br />
<br />
<br />To get the most consistent results untick '''Texture Lock''' and '''UV lock''' in the '''Edit''' menu:<br />
<br />
<br />
[[File:Mm6 trenchbroom texture lock.png|frameless|599x599px]]<br />
<br />
[[File:Mm6 trenchbroom object ready.png|1899x1899px|frameless]]<br /><br />
<br /><br />
<br />
<br />
===Hiding faces using the _Invisible_ texture===<br />
<br />
When building with boxes (brushes) there are usually a lot of faces (segments) which are not necessary for the shape. The ones that are inside the object, or the ones that overlap. Generally these are the elements of the model that will not or should not be visible during gameplay. To remove them, they need to be marked with the texture named '''_Invisible_'''. With Might and Magic '''outdoor''' engine if two model faces overlap each other they will blink / flicker and such.<br />
<br />
<br />
Hiding colliding faces is only really necessary for the outdoor maps since those are the only areas that will have any issues rendering that. Indoor maps are rendered in a different way and will not have that issue.<br />
<br />
<br />
Hiding faces is a nice way to make invisible walls and movement helpers (like ramps for example). <br />
The texture is already included in the pre-made texture pack, it is in the texture collection named '''mmeditor'''.<br />
<br />
''<br />''<br />
''The texture itself can be anything, the only rule is that it has to be named exactly like that. The texture can be made in any image editor and then loaded within any texture collection.''<br />
<br />
[[File:Mm6 trenchbroom object ready 2.png|frameless|1899x1899px]]<br />
<br />
==Creating maps with Trenchbroom==<br />
===Making outdoor maps===<br />
<br />
===Making indoor maps===<br />
<br />
===Export to MMEditor===<br />
<br />
Once the object is finished export the model by using '''File -> Export -> Wavefront OBJ ...'''. That will export the entire map regardless of what is selected.<br />
<br />
Doing that will create 2 files: .OBJ and .MTL<br />
<br />
<br /><br />
<br />
==Setting up MMEditor==<br />
<br />
[https://github.com/GrayFace/MMExtension MMEditor] is used for editing maps in the game. Follow the steps for installation of MMEditor, afterwards run the game once to generate the required files and directories. <br />
<br />
<br />
For MMEditor to correctly process the model the following script: [https://mm6.wiki/files/mods/trenchbroom/mtl.lua mtl.lua]<br />
<br />
needs to be placed at the '''/Scripts/General''' directory.<br />
<br />
Once the game is loaded press '''alt + F1''' and open any internal map.<br />
<br />
===Importing objects (outdoor)===<br />
<br />
To import the model click on the '''Import''' button'''.'''<br />
<br />
Select '''Cancel''' when asked to delete models, that will keep the rest of the map intact.<br />
<br />
If the model was created not far from the center of coordinates in Trenchbroom it will be placed somewhere around 0,0,0 coordinates in the game, which is the center of the map. The newly imported object should be there.<br />
<br />
[[File:Mm6 trenchbroom mmeditor import.png|frameless|740x740px]]<br />
<br />
====Moving the object====<br />
<br />
<br />
Many building in the game are considered to be a single object by the engine. Those had many shapes merged in one using 3D software. In Trenchbroom objects are built using brushes and usually there are many brushes that constitute one object. When Trenchbroom exports a model it keeps the shapes separate. That means that the object can not be selected all at once.<br />
<br />
To move imported object:<br />
<br />
#Click on any face on the model<br />
#Press the '''Model''' button<br />
#Hold the '''Left Shift''' key and select the other parts<br />
<br />
<br />
[[File:Mm6 trenchbroom mmeditor object selected.png|frameless|740x740px]]<br />
<br />
<br />
<br />
Now there are 2 options:<br />
<br />
*Use arrow keys + Page Up / Down to move the object around<br />
*Move the party to the destination and press the '''Move To Party''' button<br />
<br />
! Note that the '''Land''' function will not help to align the object to the ground since it will align every segment individually and not the entire group.<br />
<br />
The result:<br />
<br />
<br />
[[File:Mm6 trenchbroom ingame.png|frameless|641x641px]]<br />
<br />
===Importing objects (indoor)===<br />
<br />
==Sample maps==<br />
<br />
===Minecraft===<br />
<youtube>rBuNyAvVqfE</youtube><br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/minecraft.bitmaps.lod minecraft.bitmaps.lod] - LOD with map textures<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/map.dat map.dat] - MMEditor project file<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/Minecraft.map Minecraft.map] - Trenchbroom map file<br />
<br />
Texture collection for Trenchbroom used to make this map can be found in the section above.</div>AlpacaNoxhttps://mm6.wiki/index.php?title=Making_Might_and_Magic_maps_with_Trenchbroom&diff=5888Making Might and Magic maps with Trenchbroom2020-07-12T12:56:12Z<p>AlpacaNox: </p>
<hr />
<div><seo title="Making Might and Magic Maps with Trenchbroom" metakeywords="Might and Magic, Trenchbroom, Making maps for Might and Magic" metadescription="Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor which is used to edit Might and Magic maps can import 3D models in OBJ format, that means that any program that can export such models can be used for making objects or even entire maps for the game." /><br />
<br />
Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor is used to edit Might and Magic maps. It can import 3D models in OBJ format. That means that any program that can export such models can be used for making objects or even entire maps for the games.<br />
[[category: modding]]<br />
<br />
<br />
[https://kristianduske.com/trenchbroom/ Trenchbroom] is a map editor for Quake-based games.<br />
<br />
<br /><br />
<br />
==Setting up the editor==<br />
<br />
<br />
There are pre-made texture collections for Trenchbroom:<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM6_Trenchbroom.zip Might and Magic VI]<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM7_Trenchbroom.zip Might and Magic VII]<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/Minecraft_Trenchbroom.zip Minecraft]<br />
<br />
Select one of depending on the game. Then extract it somewhere.<br />
<br />
''More information on how to make a custom texture pack can be found on the [[Talk:Making Might and Magic maps with Trenchbroom|Discussion]] page.''<br />
<br />
===Trenchbroom configuration===<br />
By default it seems that BMP image support in Trenchbroom is not enabled. That can be solved by creating a custom game configuration file.<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/MM_Trenchbroom_gameconfig.zip Trenchbroom game config]<br />
<br />
To add this configuration: extract the ZIP file into the '''Trenchbroom/Games''' directory.<br />
If the configuration files worked then the new entry will be visible when creating a new map:<br />
<br />
<br />[[File:Mm6 trenchbroom select game.png|frameless|700x528px]]<br />
<br />
<br />
Now Trenchbroom needs a path where the textures are stored. To set it, press the '''Open preferences...''' button. And set the path for '''Might and Magic''' to the folder that contains the '''textures''' directory.<br />
<br />
<br />[[File:Mm6 trenchbroom configure engines.png|frameless|928x755px]]<br /><br />
<br /><br />
<br /><br />
[[File:Mm6 trenchbroom adding texture group.png|alt=|right|frameless|973x973px]]<br />
<br />
<br />
After the path to textures is set Trenchbroom will be able to load all the texture collections within the directory. <br />
<br />
<br />
The textures will be added once at least one texture collection is imported. Open the '''Face''' tab and in the '''Texture Collections''' section double click on any available texture collection. Once the texture collection is loaded the textures should be visible in the Texture Browser.<br />
<br />
<br />
''From now on the process is very similar to making a custom map for Quake, so the general tutorials for Trenchbroom apply.''<br />
<br />
===Mapping limitations===<br />
<br />
Might and Magic engine has its own limitations that are not present in Quake engine.<br />
<br />
<br /><br />
<br />
*The textures can not be rotated<br />
*The textures can not be flipped<br />
*The textures can not be scaled<br />
<br />
<br />
None of that will be applied after the model is exported and will lead to inconsistent results between the editor and the game.<br />
<br />
<br />To get the most consistent results untick '''Texture Lock''' and '''UV lock''' in the '''Edit''' menu:<br />
<br />
<br />
[[File:Mm6 trenchbroom texture lock.png|frameless|599x599px]]<br />
<br />
[[File:Mm6 trenchbroom object ready.png|1899x1899px|frameless]]<br /><br />
<br /><br />
<br />
<br />
===Hiding faces using the _Invisible_ texture===<br />
<br />
When building with boxes (brushes) there are usually a lot of faces (segments) which are not necessary for the shape. The ones that are inside the object, or the ones that overlap. Generally these are the elements of the model that will not or should not be visible during gameplay. To remove them, they need to be marked with the texture named '''_Invisible_'''. With Might and Magic '''outdoor''' engine if two model faces overlap each other they will blink / flicker and such.<br />
<br />
<br />
Hiding colliding faces is only really necessary for the outdoor maps since those are the only areas that will have any issues rendering that. Indoor maps are rendered in a different way and will not have that issue.<br />
<br />
<br />
Hiding faces is a nice way to make invisible walls and movement helpers (like ramps for example). <br />
The texture is already included in the pre-made texture pack, it is in the texture collection named '''mmeditor'''.<br />
<br />
''<br />''<br />
''The texture itself can be anything, the only rule is that it has to be named exactly like that. The texture can be made in any image editor and then loaded within any texture collection.''<br />
<br />
[[File:Mm6 trenchbroom object ready 2.png|frameless|1899x1899px]]<br />
<br />
<br />
==Making outdoor maps==<br />
<br />
==Making indoor maps==<br />
<br />
==Export to MMEditor==<br />
<br />
Once the object is finished export the model by using '''File -> Export -> Wavefront OBJ ...'''. That will export the entire map regardless of what is selected.<br />
<br />
Doing that will create 2 files: .OBJ and .MTL<br />
<br />
<br /><br />
<br />
==Setting up MMEditor==<br />
<br />
[https://github.com/GrayFace/MMExtension MMEditor] is used for editing maps in the game. Follow the steps for installation of MMEditor, afterwards run the game once to generate the required files and directories. <br />
<br />
<br />
For MMEditor to correctly process the model the following script: [https://mm6.wiki/files/mods/trenchbroom/mtl.lua mtl.lua]<br />
<br />
needs to be placed at the '''/Scripts/General''' directory.<br />
<br />
Once the game is loaded press '''alt + F1''' and open any internal map.<br />
<br />
===Importing objects (outdoor)===<br />
<br />
To import the model click on the '''Import''' button'''.'''<br />
<br />
Select '''Cancel''' when asked to delete models, that will keep the rest of the map intact.<br />
<br />
If the model was created not far from the center of coordinates in Trenchbroom it will be placed somewhere around 0,0,0 coordinates in the game, which is the center of the map. The newly imported object should be there.<br />
<br />
[[File:Mm6 trenchbroom mmeditor import.png|frameless|740x740px]]<br />
<br />
====Moving the object====<br />
<br />
<br />
Many building in the game are considered to be a single object by the engine. Those had many shapes merged in one using 3D software. In Trenchbroom objects are built using brushes and usually there are many brushes that constitute one object. When Trenchbroom exports a model it keeps the shapes separate. That means that the object can not be selected all at once.<br />
<br />
To move imported object:<br />
<br />
#Click on any face on the model<br />
#Press the '''Model''' button<br />
#Hold the '''Left Shift''' key and select the other parts<br />
<br />
<br />
[[File:Mm6 trenchbroom mmeditor object selected.png|frameless|740x740px]]<br />
<br />
<br />
<br />
Now there are 2 options:<br />
<br />
*Use arrow keys + Page Up / Down to move the object around<br />
*Move the party to the destination and press the '''Move To Party''' button<br />
<br />
! Note that the '''Land''' function will not help to align the object to the ground since it will align every segment individually and not the entire group.<br />
<br />
The result:<br />
<br />
<br />
[[File:Mm6 trenchbroom ingame.png|frameless|641x641px]]<br />
<br />
===Importing objects (indoor)===<br />
<br />
==Sample maps==<br />
<br />
===Minecraft===<br />
<youtube>rBuNyAvVqfE</youtube><br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/minecraft.bitmaps.lod minecraft.bitmaps.lod] - LOD with map textures<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/map.dat map.dat] - MMEditor project file<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/Minecraft.map Minecraft.map] - Trenchbroom map file<br />
<br />
Texture collection for Trenchbroom used to make this map can be found in the section above.</div>AlpacaNoxhttps://mm6.wiki/index.php?title=Making_Might_and_Magic_maps_with_Trenchbroom&diff=5887Making Might and Magic maps with Trenchbroom2020-07-12T12:54:46Z<p>AlpacaNox: /* Importing object (indoor) */</p>
<hr />
<div><seo title="Making Might and Magic Maps with Trenchbroom" metakeywords="Might and Magic, Trenchbroom, Making maps for Might and Magic" metadescription="Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor which is used to edit Might and Magic maps can import 3D models in OBJ format, that means that any program that can export such models can be used for making objects or even entire maps for the game." /><br />
<br />
Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor is used to edit Might and Magic maps. It can import 3D models in OBJ format. That means that any program that can export such models can be used for making objects or even entire maps for the games.<br />
[[category: modding]]<br />
<br />
<br />
[https://kristianduske.com/trenchbroom/ Trenchbroom] is a map editor for Quake-based games.<br />
<br />
<br /><br />
<br />
==Setting up the editor==<br />
<br />
<br />
There are pre-made texture collections for Trenchbroom:<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM6_Trenchbroom.zip Might and Magic VI]<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM7_Trenchbroom.zip Might and Magic VII]<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/Minecraft_Trenchbroom.zip Minecraft]<br />
<br />
Select one of depending on the game. Then extract it somewhere.<br />
<br />
''More information on how to make a custom texture pack can be found on the [[Talk:Making Might and Magic maps with Trenchbroom|Discussion]] page.''<br />
<br />
===Trenchbroom configuration===<br />
By default it seems that BMP image support in Trenchbroom is not enabled. That can be solved by creating a custom game configuration file.<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/MM_Trenchbroom_gameconfig.zip Trenchbroom game config]<br />
<br />
To add this configuration: extract the ZIP file into the '''Trenchbroom/Games''' directory.<br />
If the configuration files worked then the new entry will be visible when creating a new map:<br />
<br />
<br />[[File:Mm6 trenchbroom select game.png|frameless|700x528px]]<br />
<br />
<br />
Now Trenchbroom needs a path where the textures are stored. To set it, press the '''Open preferences...''' button. And set the path for '''Might and Magic''' to the folder that contains the '''textures''' directory.<br />
<br />
<br />[[File:Mm6 trenchbroom configure engines.png|frameless|928x755px]]<br /><br />
<br /><br />
<br /><br />
[[File:Mm6 trenchbroom adding texture group.png|alt=|right|frameless|973x973px]]<br />
<br />
<br />
After the path to textures is set Trenchbroom will be able to load all the texture collections within the directory. <br />
<br />
<br />
The textures will be added once at least one texture collection is imported. Open the '''Face''' tab and in the '''Texture Collections''' section double click on any available texture collection. Once the texture collection is loaded the textures should be visible in the Texture Browser.<br />
<br />
<br />
''From now on the process is very similar to making a custom map for Quake, so the general tutorials for Trenchbroom apply.''<br />
<br />
===Mapping limitations===<br />
<br />
Might and Magic engine has its own limitations that are not present in Quake engine.<br />
<br />
<br /><br />
<br />
*The textures can not be rotated<br />
*The textures can not be flipped<br />
*The textures can not be scaled<br />
<br />
<br />
None of that will be applied after the model is exported and will lead to inconsistent results between the editor and the game.<br />
<br />
<br />To get the most consistent results untick '''Texture Lock''' and '''UV lock''' in the '''Edit''' menu:<br />
<br />
<br />
[[File:Mm6 trenchbroom texture lock.png|frameless|599x599px]]<br />
<br />
[[File:Mm6 trenchbroom object ready.png|1899x1899px|frameless]]<br /><br />
<br /><br />
<br />
<br />
===Hiding faces using the _Invisible_ texture===<br />
<br />
When building with boxes (brushes) there are usually a lot of faces (segments) which are not necessary for the shape. The ones that are inside the object, or the ones that overlap. Generally these are the elements of the model that will not or should not be visible during gameplay. To remove them, they need to be marked with the texture named '''_Invisible_'''. With Might and Magic '''outdoor''' engine if two model faces overlap each other they will blink / flicker and such.<br />
<br />
<br />
Hiding colliding faces is only really necessary for the outdoor maps since those are the only areas that will have any issues rendering that. Indoor maps are rendered in a different way and will not have that issue.<br />
<br />
<br />
Hiding faces is a nice way to make invisible walls and movement helpers (like ramps for example). <br />
The texture is already included in the pre-made texture pack, it is in the texture collection named '''mmeditor'''.<br />
<br />
''<br />''<br />
''The texture itself can be anything, the only rule is that it has to be named exactly like that. The texture can be made in any image editor and then loaded within any texture collection.''<br />
<br />
[[File:Mm6 trenchbroom object ready 2.png|frameless|1899x1899px]]<br />
<br />
<br />
===Export to MMEditor===<br />
<br />
Once the object is finished export the model by using '''File -> Export -> Wavefront OBJ ...'''. That will export the entire map regardless of what is selected.<br />
<br />
Doing that will create 2 files: .OBJ and .MTL<br />
<br />
<br /><br />
<br />
==Making outdoor maps==<br />
<br />
==Making indoor maps==<br />
<br />
<br />
==Setting up MMEditor==<br />
<br />
[https://github.com/GrayFace/MMExtension MMEditor] is used for editing maps in the game. Follow the steps for installation of MMEditor, afterwards run the game once to generate the required files and directories. <br />
<br />
<br />
For MMEditor to correctly process the model the following script: [https://mm6.wiki/files/mods/trenchbroom/mtl.lua mtl.lua]<br />
<br />
needs to be placed at the '''/Scripts/General''' directory.<br />
<br />
Once the game is loaded press '''alt + F1''' and open any internal map.<br />
<br />
===Importing objects (outdoor)===<br />
<br />
To import the model click on the '''Import''' button'''.'''<br />
<br />
Select '''Cancel''' when asked to delete models, that will keep the rest of the map intact.<br />
<br />
If the model was created not far from the center of coordinates in Trenchbroom it will be placed somewhere around 0,0,0 coordinates in the game, which is the center of the map. The newly imported object should be there.<br />
<br />
[[File:Mm6 trenchbroom mmeditor import.png|frameless|740x740px]]<br />
<br />
====Moving the object====<br />
<br />
<br />
Many building in the game are considered to be a single object by the engine. Those had many shapes merged in one using 3D software. In Trenchbroom objects are built using brushes and usually there are many brushes that constitute one object. When Trenchbroom exports a model it keeps the shapes separate. That means that the object can not be selected all at once.<br />
<br />
To move imported object:<br />
<br />
#Click on any face on the model<br />
#Press the '''Model''' button<br />
#Hold the '''Left Shift''' key and select the other parts<br />
<br />
<br />
[[File:Mm6 trenchbroom mmeditor object selected.png|frameless|740x740px]]<br />
<br />
<br />
<br />
Now there are 2 options:<br />
<br />
*Use arrow keys + Page Up / Down to move the object around<br />
*Move the party to the destination and press the '''Move To Party''' button<br />
<br />
! Note that the '''Land''' function will not help to align the object to the ground since it will align every segment individually and not the entire group.<br />
<br />
The result:<br />
<br />
<br />
[[File:Mm6 trenchbroom ingame.png|frameless|641x641px]]<br />
<br />
===Importing objects (indoor)===<br />
<br />
==Sample maps==<br />
<br />
===Minecraft===<br />
<youtube>rBuNyAvVqfE</youtube><br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/minecraft.bitmaps.lod minecraft.bitmaps.lod] - LOD with map textures<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/map.dat map.dat] - MMEditor project file<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/Minecraft.map Minecraft.map] - Trenchbroom map file<br />
<br />
Texture collection for Trenchbroom used to make this map can be found in the section above.</div>AlpacaNoxhttps://mm6.wiki/index.php?title=Making_Might_and_Magic_maps_with_Trenchbroom&diff=5886Making Might and Magic maps with Trenchbroom2020-07-12T12:54:21Z<p>AlpacaNox: </p>
<hr />
<div><seo title="Making Might and Magic Maps with Trenchbroom" metakeywords="Might and Magic, Trenchbroom, Making maps for Might and Magic" metadescription="Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor which is used to edit Might and Magic maps can import 3D models in OBJ format, that means that any program that can export such models can be used for making objects or even entire maps for the game." /><br />
<br />
Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor is used to edit Might and Magic maps. It can import 3D models in OBJ format. That means that any program that can export such models can be used for making objects or even entire maps for the games.<br />
[[category: modding]]<br />
<br />
<br />
[https://kristianduske.com/trenchbroom/ Trenchbroom] is a map editor for Quake-based games.<br />
<br />
<br /><br />
<br />
==Setting up the editor==<br />
<br />
<br />
There are pre-made texture collections for Trenchbroom:<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM6_Trenchbroom.zip Might and Magic VI]<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM7_Trenchbroom.zip Might and Magic VII]<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/Minecraft_Trenchbroom.zip Minecraft]<br />
<br />
Select one of depending on the game. Then extract it somewhere.<br />
<br />
''More information on how to make a custom texture pack can be found on the [[Talk:Making Might and Magic maps with Trenchbroom|Discussion]] page.''<br />
<br />
===Trenchbroom configuration===<br />
By default it seems that BMP image support in Trenchbroom is not enabled. That can be solved by creating a custom game configuration file.<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/MM_Trenchbroom_gameconfig.zip Trenchbroom game config]<br />
<br />
To add this configuration: extract the ZIP file into the '''Trenchbroom/Games''' directory.<br />
If the configuration files worked then the new entry will be visible when creating a new map:<br />
<br />
<br />[[File:Mm6 trenchbroom select game.png|frameless|700x528px]]<br />
<br />
<br />
Now Trenchbroom needs a path where the textures are stored. To set it, press the '''Open preferences...''' button. And set the path for '''Might and Magic''' to the folder that contains the '''textures''' directory.<br />
<br />
<br />[[File:Mm6 trenchbroom configure engines.png|frameless|928x755px]]<br /><br />
<br /><br />
<br /><br />
[[File:Mm6 trenchbroom adding texture group.png|alt=|right|frameless|973x973px]]<br />
<br />
<br />
After the path to textures is set Trenchbroom will be able to load all the texture collections within the directory. <br />
<br />
<br />
The textures will be added once at least one texture collection is imported. Open the '''Face''' tab and in the '''Texture Collections''' section double click on any available texture collection. Once the texture collection is loaded the textures should be visible in the Texture Browser.<br />
<br />
<br />
''From now on the process is very similar to making a custom map for Quake, so the general tutorials for Trenchbroom apply.''<br />
<br />
===Mapping limitations===<br />
<br />
Might and Magic engine has its own limitations that are not present in Quake engine.<br />
<br />
<br /><br />
<br />
*The textures can not be rotated<br />
*The textures can not be flipped<br />
*The textures can not be scaled<br />
<br />
<br />
None of that will be applied after the model is exported and will lead to inconsistent results between the editor and the game.<br />
<br />
<br />To get the most consistent results untick '''Texture Lock''' and '''UV lock''' in the '''Edit''' menu:<br />
<br />
<br />
[[File:Mm6 trenchbroom texture lock.png|frameless|599x599px]]<br />
<br />
[[File:Mm6 trenchbroom object ready.png|1899x1899px|frameless]]<br /><br />
<br /><br />
<br />
<br />
===Hiding faces using the _Invisible_ texture===<br />
<br />
When building with boxes (brushes) there are usually a lot of faces (segments) which are not necessary for the shape. The ones that are inside the object, or the ones that overlap. Generally these are the elements of the model that will not or should not be visible during gameplay. To remove them, they need to be marked with the texture named '''_Invisible_'''. With Might and Magic '''outdoor''' engine if two model faces overlap each other they will blink / flicker and such.<br />
<br />
<br />
Hiding colliding faces is only really necessary for the outdoor maps since those are the only areas that will have any issues rendering that. Indoor maps are rendered in a different way and will not have that issue.<br />
<br />
<br />
Hiding faces is a nice way to make invisible walls and movement helpers (like ramps for example). <br />
The texture is already included in the pre-made texture pack, it is in the texture collection named '''mmeditor'''.<br />
<br />
''<br />''<br />
''The texture itself can be anything, the only rule is that it has to be named exactly like that. The texture can be made in any image editor and then loaded within any texture collection.''<br />
<br />
[[File:Mm6 trenchbroom object ready 2.png|frameless|1899x1899px]]<br />
<br />
<br />
===Export to MMEditor===<br />
<br />
Once the object is finished export the model by using '''File -> Export -> Wavefront OBJ ...'''. That will export the entire map regardless of what is selected.<br />
<br />
Doing that will create 2 files: .OBJ and .MTL<br />
<br />
<br /><br />
<br />
==Making outdoor maps==<br />
<br />
==Making indoor maps==<br />
<br />
<br />
==Setting up MMEditor==<br />
<br />
[https://github.com/GrayFace/MMExtension MMEditor] is used for editing maps in the game. Follow the steps for installation of MMEditor, afterwards run the game once to generate the required files and directories. <br />
<br />
<br />
For MMEditor to correctly process the model the following script: [https://mm6.wiki/files/mods/trenchbroom/mtl.lua mtl.lua]<br />
<br />
needs to be placed at the '''/Scripts/General''' directory.<br />
<br />
Once the game is loaded press '''alt + F1''' and open any internal map.<br />
<br />
===Importing objects (outdoor)===<br />
<br />
To import the model click on the '''Import''' button'''.'''<br />
<br />
Select '''Cancel''' when asked to delete models, that will keep the rest of the map intact.<br />
<br />
If the model was created not far from the center of coordinates in Trenchbroom it will be placed somewhere around 0,0,0 coordinates in the game, which is the center of the map. The newly imported object should be there.<br />
<br />
[[File:Mm6 trenchbroom mmeditor import.png|frameless|740x740px]]<br />
<br />
====Moving the object====<br />
<br />
<br />
Many building in the game are considered to be a single object by the engine. Those had many shapes merged in one using 3D software. In Trenchbroom objects are built using brushes and usually there are many brushes that constitute one object. When Trenchbroom exports a model it keeps the shapes separate. That means that the object can not be selected all at once.<br />
<br />
To move imported object:<br />
<br />
#Click on any face on the model<br />
#Press the '''Model''' button<br />
#Hold the '''Left Shift''' key and select the other parts<br />
<br />
<br />
[[File:Mm6 trenchbroom mmeditor object selected.png|frameless|740x740px]]<br />
<br />
<br />
<br />
Now there are 2 options:<br />
<br />
*Use arrow keys + Page Up / Down to move the object around<br />
*Move the party to the destination and press the '''Move To Party''' button<br />
<br />
! Note that the '''Land''' function will not help to align the object to the ground since it will align every segment individually and not the entire group.<br />
<br />
The result:<br />
<br />
<br />
[[File:Mm6 trenchbroom ingame.png|frameless|641x641px]]<br />
<br />
===Importing object (indoor)===<br />
<br />
==Sample maps==<br />
<br />
===Minecraft===<br />
<youtube>rBuNyAvVqfE</youtube><br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/minecraft.bitmaps.lod minecraft.bitmaps.lod] - LOD with map textures<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/map.dat map.dat] - MMEditor project file<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/Minecraft.map Minecraft.map] - Trenchbroom map file<br />
<br />
Texture collection for Trenchbroom used to make this map can be found in the section above.</div>AlpacaNoxhttps://mm6.wiki/index.php?title=Making_Might_and_Magic_maps_with_Trenchbroom&diff=5885Making Might and Magic maps with Trenchbroom2020-07-12T12:39:00Z<p>AlpacaNox: </p>
<hr />
<div><seo title="Making Might and Magic Maps with Trenchbroom" metakeywords="Might and Magic, Trenchbroom, Making maps for Might and Magic" metadescription="Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor which is used to edit Might and Magic maps can import 3D models in OBJ format, that means that any program that can export such models can be used for making objects or even entire maps for the game." /><br />
<br />
Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor is used to edit Might and Magic maps. It can import 3D models in OBJ format. That means that any program that can export such models can be used for making objects or even entire maps for the games.<br />
[[category: modding]]<br />
<br />
<br />
[https://kristianduske.com/trenchbroom/ Trenchbroom] is a map editor for Quake-based games.<br />
<br />
<br /><br />
<br />
===Setting up the editor===<br />
<br />
<br />
There are pre-made texture collections for Trenchbroom:<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM6_Trenchbroom.zip Might and Magic VI]<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM7_Trenchbroom.zip Might and Magic VII]<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/Minecraft_Trenchbroom.zip Minecraft]<br />
<br />
Select one of depending on the game. Then extract it somewhere.<br />
<br />
''More information on how to make a custom texture pack can be found on the [[Talk:Making Might and Magic maps with Trenchbroom|Discussion]] page.''<br />
<br />
====Trenchbroom configuration====<br />
By default it seems that BMP image support in Trenchbroom is not enabled. That can be solved by creating a custom game configuration file.<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/MM_Trenchbroom_gameconfig.zip Trenchbroom game config]<br />
<br />
To add this configuration: extract the ZIP file into the '''Trenchbroom/Games''' directory.<br />
If the configuration files worked then the new entry will be visible when creating a new map:<br />
<br />
<br />[[File:Mm6 trenchbroom select game.png|frameless|700x528px]]<br />
<br />
<br />
Now Trenchbroom needs a path where the textures are stored. To set it, press the '''Open preferences...''' button. And set the path for '''Might and Magic''' to the folder that contains the '''textures''' directory.<br />
<br />
<br />[[File:Mm6 trenchbroom configure engines.png|frameless|928x755px]]<br /><br />
<br /><br />
<br /><br />
[[File:Mm6 trenchbroom adding texture group.png|alt=|right|frameless|973x973px]]<br />
<br />
<br />
After the path to textures is set Trenchbroom will be able to load all the texture collections within the directory. <br />
<br />
<br />
The textures will be added once at least one texture collection is imported. Open the '''Face''' tab and in the '''Texture Collections''' section double click on any available texture collection. Once the texture collection is loaded the textures should be visible in the Texture Browser.<br />
<br />
<br />
''From now on the process is very similar to making a custom map for Quake, so the general tutorials for Trenchbroom apply.''<br />
<br />
===Mapping limitations===<br />
<br />
Might and Magic engine has its own limitations that are not present in Quake engine.<br />
<br />
<br /><br />
<br />
*The textures can not be rotated<br />
*The textures can not be flipped<br />
*The textures can not be scaled<br />
<br />
<br />
None of that will be applied after the model is exported and will lead to inconsistent results between the editor and the game.<br />
<br />
<br />To get the most consistent results untick '''Texture Lock''' and '''UV lock''' in the '''Edit''' menu:<br />
<br />
<br />
[[File:Mm6 trenchbroom texture lock.png|frameless|599x599px]]<br />
<br />
[[File:Mm6 trenchbroom object ready.png|1899x1899px|frameless]]<br /><br />
<br /><br />
<br />
<br />
===Hiding faces using the _Invisible_ texture===<br />
<br />
When building with boxes (brushes) there are usually a lot of faces (segments) which are not necessary for the shape. The ones that are inside the object, or the ones that overlap. Generally these are the elements of the model that will not or should not be visible during gameplay. To remove them, they need to be marked with the texture named '''_Invisible_'''. With Might and Magic '''outdoor''' engine if two model faces overlap each other they will blink / flicker and such.<br />
<br />
<br />
Hiding colliding faces is only really necessary for the outdoor maps since those are the only areas that will have any issues rendering that. Indoor maps are rendered in a different way and will not have that issue.<br />
<br />
<br />
Hiding faces is a nice way to make invisible walls and movement helpers (like ramps for example). <br />
The texture is already included in the pre-made texture pack, it is in the texture collection named '''mmeditor'''.<br />
<br />
''<br />''<br />
''The texture itself can be anything, the only rule is that it has to be named exactly like that. The texture can be made in any image editor and then loaded within any texture collection.''<br />
<br />
[[File:Mm6 trenchbroom object ready 2.png|frameless|1899x1899px]]<br />
<br />
<br />
===Making a map / object===<br />
<br />
<br />
===Export to MMEditor===<br />
<br />
Once the object is finished export the model by using '''File -> Export -> Wavefront OBJ ...'''<br />
<br />
Doing that will create 2 files: .OBJ and .MTL<br />
<br />
<br /><br />
<br />
====Importing the model====<br />
<br />
<br />
[https://github.com/GrayFace/MMExtension MMEditor] is used for editing maps in the game. Follow the steps for installation of MMEditor, afterwards run the game once to generate the required files and directories. <br />
<br />
<br />
For MMEditor to correctly process the model the following script: [https://mm6.wiki/files/mods/trenchbroom/mtl.lua mtl.lua]<br />
<br />
needs to be placed at the '''/Scripts/General''' directory.<br />
<br />
<br />
<br />
Once the game is loaded press '''alt + F1''' and open any internal map.<br />
<br />
To import the model click on the '''Import''' button'''.'''<br />
<br />
Select '''Cancel''' when asked to delete models, that will keep the rest of the map intact.<br />
<br />
If the model was created not far from the center of coordinates in Trenchbroom it will be placed somewhere around 0,0,0 coordinates in the game, which is the center of the map. The newly imported object should be there.<br />
<br />
<br />
<br />
[[File:Mm6 trenchbroom mmeditor import.png|frameless|740x740px]]<br />
<br />
<br />
====Moving the object====<br />
<br />
<br />
Many building in the game are considered to be a single object by the engine. Those had many shapes merged in one using 3D software. In Trenchbroom objects are built using brushes and usually there are many brushes that constitute one object. When Trenchbroom exports a model it keeps the shapes separate. That means that the object can not be selected all at once.<br />
<br />
To move imported object:<br />
<br />
#Click on any face on the model<br />
#Press the '''Model''' button<br />
#Hold the '''Left Shift''' key and select the other parts<br />
<br />
<br />
[[File:Mm6 trenchbroom mmeditor object selected.png|frameless|740x740px]]<br />
<br />
<br />
<br />
Now there are 2 options:<br />
<br />
*Use arrow keys + Page Up / Down to move the object around<br />
*Move the party to the destination and press the '''Move To Party''' button<br />
<br />
! Note that the '''Land''' function will not help to align the object to the ground since it will align every segment individually and not the entire group.<br />
<br />
The result:<br />
<br />
<br />
[[File:Mm6 trenchbroom ingame.png|frameless|641x641px]]<br />
<br />
==Sample maps==<br />
<br />
===Minecraft===<br />
<youtube>rBuNyAvVqfE</youtube><br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/minecraft.bitmaps.lod minecraft.bitmaps.lod] - LOD with map textures<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/map.dat map.dat] - MMEditor project file<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/Minecraft.map Minecraft.map] - Trenchbroom map file<br />
<br />
Texture collection for Trenchbroom used to make this map can be found in the section above.</div>AlpacaNoxhttps://mm6.wiki/index.php?title=Making_Might_and_Magic_maps_with_Trenchbroom&diff=5884Making Might and Magic maps with Trenchbroom2020-07-12T12:36:30Z<p>AlpacaNox: /* Making a map / object */</p>
<hr />
<div><seo title="Making Might and Magic Maps with Trenchbroom" metakeywords="Might and Magic, Trenchbroom, Making maps for Might and Magic" metadescription="Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor which is used to edit Might and Magic maps can import 3D models in OBJ format, that means that any program that can export such models can be used for making objects or even entire maps for the game." /><br />
<br />
Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor is used to edit Might and Magic maps. It can import 3D models in OBJ format. That means that any program that can export such models can be used for making objects or even entire maps for the games.<br />
[[category: modding]]<br />
<br />
<br />
[https://kristianduske.com/trenchbroom/ Trenchbroom] is a map editor for Quake-based games.<br />
<br />
<br /><br />
<br />
===Setting up the editor===<br />
<br />
<br />
There are pre-made texture collections for Trenchbroom:<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM6_Trenchbroom.zip Might and Magic VI]<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM7_Trenchbroom.zip Might and Magic VII]<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/Minecraft_Trenchbroom.zip Minecraft]<br />
<br />
Select one of depending on the game. Then extract it somewhere.<br />
<br />
''More information on how to make a custom texture pack can be found on the [[Talk:Making Might and Magic maps with Trenchbroom|Discussion]] page.''<br />
<br />
====Trenchbroom configuration====<br />
By default it seems that BMP image support in Trenchbroom is not enabled. That can be solved by creating a custom game configuration file.<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/MM_Trenchbroom_gameconfig.zip Trenchbroom game config]<br />
<br />
To add this configuration: extract the ZIP file into the '''Trenchbroom/Games''' directory.<br />
If the configuration files worked then the new entry will be visible when creating a new map:<br />
<br />
<br />[[File:Mm6 trenchbroom select game.png|frameless|700x528px]]<br />
<br />
<br />
Now Trenchbroom needs a path where the textures are stored. To set it, press the '''Open preferences...''' button. And set the path for '''Might and Magic''' to the folder that contains the '''textures''' directory.<br />
<br />
<br />[[File:Mm6 trenchbroom configure engines.png|frameless|928x755px]]<br /><br />
<br /><br />
<br /><br />
[[File:Mm6 trenchbroom adding texture group.png|alt=|right|frameless|973x973px]]<br />
<br />
===Mapping limitations===<br />
<br />
Might and Magic engine has its own limitations that are not present in Quake engine.<br />
<br />
<br /><br />
<br />
*The textures can not be rotated<br />
*The textures can not be flipped<br />
*The textures can not be scaled<br />
<br />
<br />
None of that will be applied after the model is exported and will lead to inconsistent results between the editor and the game.<br />
<br />
<br />To get the most consistent results untick '''Texture Lock''' and '''UV lock''' in the '''Edit''' menu:<br />
<br />
<br />
[[File:Mm6 trenchbroom texture lock.png|frameless|599x599px]]<br />
<br />
[[File:Mm6 trenchbroom object ready.png|1899x1899px|frameless]]<br /><br />
<br /><br />
<br />
===Making a map / object===<br />
<br />
<br />
After the path to textures is set Trenchbroom will be able to load all the texture collections within the directory. <br />
<br />
<br />
The textures will be added once at least one texture collection is imported. Open the '''Face''' tab and in the '''Texture Collections''' section double click on any available texture collection. Once the texture collection is loaded the textures should be visible in the Texture Browser.<br />
<br />
<br />
''From now on the process is very similar to making a custom map for Quake, so the general tutorials for Trenchbroom apply.''<br />
<br /><br />
<br />
====Hiding faces using the _Invisible_ texture====<br />
<br />
When building with boxes (brushes) there are usually a lot of faces (segments) which are not necessary for the shape. The ones that are inside the object, or the ones that overlap. Generally these are the elements of the model that will not or should not be visible during gameplay. To remove them, they need to be marked with the texture named '''_Invisible_'''. With Might and Magic '''outdoor''' engine if two model faces overlap each other they will blink / flicker and such.<br />
<br />
<br />
Hiding colliding faces is only really necessary for the outdoor maps since those are the only areas that will have any issues rendering that. Indoor maps are rendered in a different way and will not have that issue.<br />
<br />
<br />
Hiding faces is a nice way to make invisible walls and movement helpers (like ramps for example). <br />
The texture is already included in the pre-made texture pack, it is in the texture collection named '''mmeditor'''.<br />
<br />
''<br />''<br />
''The texture itself can be anything, the only rule is that it has to be named exactly like that. The texture can be made in any image editor and then loaded within any texture collection.''<br />
<br />
[[File:Mm6 trenchbroom object ready 2.png|frameless|1899x1899px]]<br />
<br />
===Export to MMEditor===<br />
<br />
Once the object is finished export the model by using '''File -> Export -> Wavefront OBJ ...'''<br />
<br />
Doing that will create 2 files: .OBJ and .MTL<br />
<br />
<br /><br />
<br />
====Importing the model====<br />
<br />
<br />
[https://github.com/GrayFace/MMExtension MMEditor] is used for editing maps in the game. Follow the steps for installation of MMEditor, afterwards run the game once to generate the required files and directories. <br />
<br />
<br />
For MMEditor to correctly process the model the following script: [https://mm6.wiki/files/mods/trenchbroom/mtl.lua mtl.lua]<br />
<br />
needs to be placed at the '''/Scripts/General''' directory.<br />
<br />
<br />
<br />
Once the game is loaded press '''alt + F1''' and open any internal map.<br />
<br />
To import the model click on the '''Import''' button'''.'''<br />
<br />
Select '''Cancel''' when asked to delete models, that will keep the rest of the map intact.<br />
<br />
If the model was created not far from the center of coordinates in Trenchbroom it will be placed somewhere around 0,0,0 coordinates in the game, which is the center of the map. The newly imported object should be there.<br />
<br />
<br />
<br />
[[File:Mm6 trenchbroom mmeditor import.png|frameless|740x740px]]<br />
<br />
<br />
====Moving the object====<br />
<br />
<br />
Many building in the game are considered to be a single object by the engine. Those had many shapes merged in one using 3D software. In Trenchbroom objects are built using brushes and usually there are many brushes that constitute one object. When Trenchbroom exports a model it keeps the shapes separate. That means that the object can not be selected all at once.<br />
<br />
To move imported object:<br />
<br />
#Click on any face on the model<br />
#Press the '''Model''' button<br />
#Hold the '''Left Shift''' key and select the other parts<br />
<br />
<br />
[[File:Mm6 trenchbroom mmeditor object selected.png|frameless|740x740px]]<br />
<br />
<br />
<br />
Now there are 2 options:<br />
<br />
*Use arrow keys + Page Up / Down to move the object around<br />
*Move the party to the destination and press the '''Move To Party''' button<br />
<br />
! Note that the '''Land''' function will not help to align the object to the ground since it will align every segment individually and not the entire group.<br />
<br />
The result:<br />
<br />
<br />
[[File:Mm6 trenchbroom ingame.png|frameless|641x641px]]<br />
<br />
==Sample maps==<br />
<br />
===Minecraft===<br />
<youtube>rBuNyAvVqfE</youtube><br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/minecraft.bitmaps.lod minecraft.bitmaps.lod] - LOD with map textures<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/map.dat map.dat] - MMEditor project file<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/Minecraft.map Minecraft.map] - Trenchbroom map file<br />
<br />
Texture collection for Trenchbroom used to make this map can be found in the section above.</div>AlpacaNoxhttps://mm6.wiki/index.php?title=Making_Might_and_Magic_maps_with_Trenchbroom&diff=5883Making Might and Magic maps with Trenchbroom2020-07-12T12:35:06Z<p>AlpacaNox: /* Hiding faces using the _Invisible_ texture */</p>
<hr />
<div><seo title="Making Might and Magic Maps with Trenchbroom" metakeywords="Might and Magic, Trenchbroom, Making maps for Might and Magic" metadescription="Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor which is used to edit Might and Magic maps can import 3D models in OBJ format, that means that any program that can export such models can be used for making objects or even entire maps for the game." /><br />
<br />
Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor is used to edit Might and Magic maps. It can import 3D models in OBJ format. That means that any program that can export such models can be used for making objects or even entire maps for the games.<br />
[[category: modding]]<br />
<br />
<br />
[https://kristianduske.com/trenchbroom/ Trenchbroom] is a map editor for Quake-based games.<br />
<br />
<br /><br />
<br />
===Setting up the editor===<br />
<br />
<br />
There are pre-made texture collections for Trenchbroom:<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM6_Trenchbroom.zip Might and Magic VI]<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM7_Trenchbroom.zip Might and Magic VII]<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/Minecraft_Trenchbroom.zip Minecraft]<br />
<br />
Select one of depending on the game. Then extract it somewhere.<br />
<br />
''More information on how to make a custom texture pack can be found on the [[Talk:Making Might and Magic maps with Trenchbroom|Discussion]] page.''<br />
<br />
====Trenchbroom configuration====<br />
By default it seems that BMP image support in Trenchbroom is not enabled. That can be solved by creating a custom game configuration file.<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/MM_Trenchbroom_gameconfig.zip Trenchbroom game config]<br />
<br />
To add this configuration: extract the ZIP file into the '''Trenchbroom/Games''' directory.<br />
If the configuration files worked then the new entry will be visible when creating a new map:<br />
<br />
<br />[[File:Mm6 trenchbroom select game.png|frameless|700x528px]]<br />
<br />
<br />
Now Trenchbroom needs a path where the textures are stored. To set it, press the '''Open preferences...''' button. And set the path for '''Might and Magic''' to the folder that contains the '''textures''' directory.<br />
<br />
<br />[[File:Mm6 trenchbroom configure engines.png|frameless|928x755px]]<br /><br />
<br /><br />
<br /><br />
[[File:Mm6 trenchbroom adding texture group.png|alt=|right|frameless|973x973px]]<br />
<br />
===Making a map / object===<br />
<br />
<br />
After the path to textures is set Trenchbroom will be able to load all the texture collections within the directory. <br />
<br />
<br />
The textures will be added once at least one texture collection is imported. Open the '''Face''' tab and in the '''Texture Collections''' section double click on any available texture collection. Once the texture collection is loaded the textures should be visible in the Texture Browser.<br />
<br />
<br />
''From now on the process is very similar to making a custom map for Quake, so the general tutorials for Trenchbroom apply.''<br />
<br /><br />
<br />
====Limitations====<br />
<br />
Might and Magic engine has its own limitations that are not present in Quake engine.<br />
<br />
<br /><br />
<br />
*The textures can not be rotated<br />
*The textures can not be flipped<br />
*The textures can not be scaled<br />
<br />
<br />
None of that will be applied after the model is exported and will lead to inconsistent results between the editor and the game.<br />
<br />
<br />To get the most consistent results untick '''Texture Lock''' and '''UV lock''' in the '''Edit''' menu:<br />
<br />
<br />
[[File:Mm6 trenchbroom texture lock.png|frameless|599x599px]]<br />
<br />
[[File:Mm6 trenchbroom object ready.png|1899x1899px|frameless]]<br /><br />
<br /><br />
====Hiding faces using the _Invisible_ texture====<br />
<br />
When building with boxes (brushes) there are usually a lot of faces (segments) which are not necessary for the shape. The ones that are inside the object, or the ones that overlap. Generally these are the elements of the model that will not or should not be visible during gameplay. To remove them, they need to be marked with the texture named '''_Invisible_'''. With Might and Magic '''outdoor''' engine if two model faces overlap each other they will blink / flicker and such.<br />
<br />
<br />
Hiding colliding faces is only really necessary for the outdoor maps since those are the only areas that will have any issues rendering that. Indoor maps are rendered in a different way and will not have that issue.<br />
<br />
<br />
Hiding faces is a nice way to make invisible walls and movement helpers (like ramps for example). <br />
The texture is already included in the pre-made texture pack, it is in the texture collection named '''mmeditor'''.<br />
<br />
''<br />''<br />
''The texture itself can be anything, the only rule is that it has to be named exactly like that. The texture can be made in any image editor and then loaded within any texture collection.''<br />
<br />
[[File:Mm6 trenchbroom object ready 2.png|frameless|1899x1899px]]<br />
<br />
===Export to MMEditor===<br />
<br />
Once the object is finished export the model by using '''File -> Export -> Wavefront OBJ ...'''<br />
<br />
Doing that will create 2 files: .OBJ and .MTL<br />
<br />
<br /><br />
<br />
====Importing the model====<br />
<br />
<br />
[https://github.com/GrayFace/MMExtension MMEditor] is used for editing maps in the game. Follow the steps for installation of MMEditor, afterwards run the game once to generate the required files and directories. <br />
<br />
<br />
For MMEditor to correctly process the model the following script: [https://mm6.wiki/files/mods/trenchbroom/mtl.lua mtl.lua]<br />
<br />
needs to be placed at the '''/Scripts/General''' directory.<br />
<br />
<br />
<br />
Once the game is loaded press '''alt + F1''' and open any internal map.<br />
<br />
To import the model click on the '''Import''' button'''.'''<br />
<br />
Select '''Cancel''' when asked to delete models, that will keep the rest of the map intact.<br />
<br />
If the model was created not far from the center of coordinates in Trenchbroom it will be placed somewhere around 0,0,0 coordinates in the game, which is the center of the map. The newly imported object should be there.<br />
<br />
<br />
<br />
[[File:Mm6 trenchbroom mmeditor import.png|frameless|740x740px]]<br />
<br />
<br />
====Moving the object====<br />
<br />
<br />
Many building in the game are considered to be a single object by the engine. Those had many shapes merged in one using 3D software. In Trenchbroom objects are built using brushes and usually there are many brushes that constitute one object. When Trenchbroom exports a model it keeps the shapes separate. That means that the object can not be selected all at once.<br />
<br />
To move imported object:<br />
<br />
#Click on any face on the model<br />
#Press the '''Model''' button<br />
#Hold the '''Left Shift''' key and select the other parts<br />
<br />
<br />
[[File:Mm6 trenchbroom mmeditor object selected.png|frameless|740x740px]]<br />
<br />
<br />
<br />
Now there are 2 options:<br />
<br />
*Use arrow keys + Page Up / Down to move the object around<br />
*Move the party to the destination and press the '''Move To Party''' button<br />
<br />
! Note that the '''Land''' function will not help to align the object to the ground since it will align every segment individually and not the entire group.<br />
<br />
The result:<br />
<br />
<br />
[[File:Mm6 trenchbroom ingame.png|frameless|641x641px]]<br />
<br />
==Sample maps==<br />
<br />
===Minecraft===<br />
<youtube>rBuNyAvVqfE</youtube><br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/minecraft.bitmaps.lod minecraft.bitmaps.lod] - LOD with map textures<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/map.dat map.dat] - MMEditor project file<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/Minecraft.map Minecraft.map] - Trenchbroom map file<br />
<br />
Texture collection for Trenchbroom used to make this map can be found in the section above.</div>AlpacaNoxhttps://mm6.wiki/index.php?title=Making_Might_and_Magic_maps_with_Trenchbroom&diff=5882Making Might and Magic maps with Trenchbroom2020-07-12T12:34:47Z<p>AlpacaNox: /* Hiding faces using the _Invisible_ texture */</p>
<hr />
<div><seo title="Making Might and Magic Maps with Trenchbroom" metakeywords="Might and Magic, Trenchbroom, Making maps for Might and Magic" metadescription="Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor which is used to edit Might and Magic maps can import 3D models in OBJ format, that means that any program that can export such models can be used for making objects or even entire maps for the game." /><br />
<br />
Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor is used to edit Might and Magic maps. It can import 3D models in OBJ format. That means that any program that can export such models can be used for making objects or even entire maps for the games.<br />
[[category: modding]]<br />
<br />
<br />
[https://kristianduske.com/trenchbroom/ Trenchbroom] is a map editor for Quake-based games.<br />
<br />
<br /><br />
<br />
===Setting up the editor===<br />
<br />
<br />
There are pre-made texture collections for Trenchbroom:<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM6_Trenchbroom.zip Might and Magic VI]<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM7_Trenchbroom.zip Might and Magic VII]<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/Minecraft_Trenchbroom.zip Minecraft]<br />
<br />
Select one of depending on the game. Then extract it somewhere.<br />
<br />
''More information on how to make a custom texture pack can be found on the [[Talk:Making Might and Magic maps with Trenchbroom|Discussion]] page.''<br />
<br />
====Trenchbroom configuration====<br />
By default it seems that BMP image support in Trenchbroom is not enabled. That can be solved by creating a custom game configuration file.<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/MM_Trenchbroom_gameconfig.zip Trenchbroom game config]<br />
<br />
To add this configuration: extract the ZIP file into the '''Trenchbroom/Games''' directory.<br />
If the configuration files worked then the new entry will be visible when creating a new map:<br />
<br />
<br />[[File:Mm6 trenchbroom select game.png|frameless|700x528px]]<br />
<br />
<br />
Now Trenchbroom needs a path where the textures are stored. To set it, press the '''Open preferences...''' button. And set the path for '''Might and Magic''' to the folder that contains the '''textures''' directory.<br />
<br />
<br />[[File:Mm6 trenchbroom configure engines.png|frameless|928x755px]]<br /><br />
<br /><br />
<br /><br />
[[File:Mm6 trenchbroom adding texture group.png|alt=|right|frameless|973x973px]]<br />
<br />
===Making a map / object===<br />
<br />
<br />
After the path to textures is set Trenchbroom will be able to load all the texture collections within the directory. <br />
<br />
<br />
The textures will be added once at least one texture collection is imported. Open the '''Face''' tab and in the '''Texture Collections''' section double click on any available texture collection. Once the texture collection is loaded the textures should be visible in the Texture Browser.<br />
<br />
<br />
''From now on the process is very similar to making a custom map for Quake, so the general tutorials for Trenchbroom apply.''<br />
<br /><br />
<br />
====Limitations====<br />
<br />
Might and Magic engine has its own limitations that are not present in Quake engine.<br />
<br />
<br /><br />
<br />
*The textures can not be rotated<br />
*The textures can not be flipped<br />
*The textures can not be scaled<br />
<br />
<br />
None of that will be applied after the model is exported and will lead to inconsistent results between the editor and the game.<br />
<br />
<br />To get the most consistent results untick '''Texture Lock''' and '''UV lock''' in the '''Edit''' menu:<br />
<br />
<br />
[[File:Mm6 trenchbroom texture lock.png|frameless|599x599px]]<br />
<br />
[[File:Mm6 trenchbroom object ready.png|1899x1899px|frameless]]<br /><br />
<br /><br />
====Hiding faces using the _Invisible_ texture====<br />
<br />
When building with boxes (brushes) there are usually a lot of faces (segments) which are not necessary for the shape. The ones that are inside the object, or the ones that overlap. Generally these are the elements of the model that will not or should not be visible during gameplay. To remove them, they need to be marked with the texture named '''_Invisible_'''. With Might and Magic ''outdoor'' engine if two model faces overlap each other they will blink / flicker and such.<br />
<br />
<br />
Hiding colliding faces is only really necessary for the outdoor maps since those are the only areas that will have any issues rendering that. Indoor maps are rendered in a different way and will not have that issue.<br />
<br />
<br />
Hiding faces is a nice way to make invisible walls and movement helpers (like ramps for example). <br />
The texture is already included in the pre-made texture pack, it is in the texture collection named '''mmeditor'''.<br />
<br />
''<br />''<br />
''The texture itself can be anything, the only rule is that it has to be named exactly like that. The texture can be made in any image editor and then loaded within any texture collection.''<br />
<br />
[[File:Mm6 trenchbroom object ready 2.png|frameless|1899x1899px]]<br />
<br />
===Export to MMEditor===<br />
<br />
Once the object is finished export the model by using '''File -> Export -> Wavefront OBJ ...'''<br />
<br />
Doing that will create 2 files: .OBJ and .MTL<br />
<br />
<br /><br />
<br />
====Importing the model====<br />
<br />
<br />
[https://github.com/GrayFace/MMExtension MMEditor] is used for editing maps in the game. Follow the steps for installation of MMEditor, afterwards run the game once to generate the required files and directories. <br />
<br />
<br />
For MMEditor to correctly process the model the following script: [https://mm6.wiki/files/mods/trenchbroom/mtl.lua mtl.lua]<br />
<br />
needs to be placed at the '''/Scripts/General''' directory.<br />
<br />
<br />
<br />
Once the game is loaded press '''alt + F1''' and open any internal map.<br />
<br />
To import the model click on the '''Import''' button'''.'''<br />
<br />
Select '''Cancel''' when asked to delete models, that will keep the rest of the map intact.<br />
<br />
If the model was created not far from the center of coordinates in Trenchbroom it will be placed somewhere around 0,0,0 coordinates in the game, which is the center of the map. The newly imported object should be there.<br />
<br />
<br />
<br />
[[File:Mm6 trenchbroom mmeditor import.png|frameless|740x740px]]<br />
<br />
<br />
====Moving the object====<br />
<br />
<br />
Many building in the game are considered to be a single object by the engine. Those had many shapes merged in one using 3D software. In Trenchbroom objects are built using brushes and usually there are many brushes that constitute one object. When Trenchbroom exports a model it keeps the shapes separate. That means that the object can not be selected all at once.<br />
<br />
To move imported object:<br />
<br />
#Click on any face on the model<br />
#Press the '''Model''' button<br />
#Hold the '''Left Shift''' key and select the other parts<br />
<br />
<br />
[[File:Mm6 trenchbroom mmeditor object selected.png|frameless|740x740px]]<br />
<br />
<br />
<br />
Now there are 2 options:<br />
<br />
*Use arrow keys + Page Up / Down to move the object around<br />
*Move the party to the destination and press the '''Move To Party''' button<br />
<br />
! Note that the '''Land''' function will not help to align the object to the ground since it will align every segment individually and not the entire group.<br />
<br />
The result:<br />
<br />
<br />
[[File:Mm6 trenchbroom ingame.png|frameless|641x641px]]<br />
<br />
==Sample maps==<br />
<br />
===Minecraft===<br />
<youtube>rBuNyAvVqfE</youtube><br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/minecraft.bitmaps.lod minecraft.bitmaps.lod] - LOD with map textures<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/map.dat map.dat] - MMEditor project file<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/Minecraft.map Minecraft.map] - Trenchbroom map file<br />
<br />
Texture collection for Trenchbroom used to make this map can be found in the section above.</div>AlpacaNoxhttps://mm6.wiki/index.php?title=Making_Might_and_Magic_maps_with_Trenchbroom&diff=5881Making Might and Magic maps with Trenchbroom2020-07-12T12:34:20Z<p>AlpacaNox: </p>
<hr />
<div><seo title="Making Might and Magic Maps with Trenchbroom" metakeywords="Might and Magic, Trenchbroom, Making maps for Might and Magic" metadescription="Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor which is used to edit Might and Magic maps can import 3D models in OBJ format, that means that any program that can export such models can be used for making objects or even entire maps for the game." /><br />
<br />
Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor is used to edit Might and Magic maps. It can import 3D models in OBJ format. That means that any program that can export such models can be used for making objects or even entire maps for the games.<br />
[[category: modding]]<br />
<br />
<br />
[https://kristianduske.com/trenchbroom/ Trenchbroom] is a map editor for Quake-based games.<br />
<br />
<br /><br />
<br />
===Setting up the editor===<br />
<br />
<br />
There are pre-made texture collections for Trenchbroom:<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM6_Trenchbroom.zip Might and Magic VI]<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM7_Trenchbroom.zip Might and Magic VII]<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/Minecraft_Trenchbroom.zip Minecraft]<br />
<br />
Select one of depending on the game. Then extract it somewhere.<br />
<br />
''More information on how to make a custom texture pack can be found on the [[Talk:Making Might and Magic maps with Trenchbroom|Discussion]] page.''<br />
<br />
====Trenchbroom configuration====<br />
By default it seems that BMP image support in Trenchbroom is not enabled. That can be solved by creating a custom game configuration file.<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/MM_Trenchbroom_gameconfig.zip Trenchbroom game config]<br />
<br />
To add this configuration: extract the ZIP file into the '''Trenchbroom/Games''' directory.<br />
If the configuration files worked then the new entry will be visible when creating a new map:<br />
<br />
<br />[[File:Mm6 trenchbroom select game.png|frameless|700x528px]]<br />
<br />
<br />
Now Trenchbroom needs a path where the textures are stored. To set it, press the '''Open preferences...''' button. And set the path for '''Might and Magic''' to the folder that contains the '''textures''' directory.<br />
<br />
<br />[[File:Mm6 trenchbroom configure engines.png|frameless|928x755px]]<br /><br />
<br /><br />
<br /><br />
[[File:Mm6 trenchbroom adding texture group.png|alt=|right|frameless|973x973px]]<br />
<br />
===Making a map / object===<br />
<br />
<br />
After the path to textures is set Trenchbroom will be able to load all the texture collections within the directory. <br />
<br />
<br />
The textures will be added once at least one texture collection is imported. Open the '''Face''' tab and in the '''Texture Collections''' section double click on any available texture collection. Once the texture collection is loaded the textures should be visible in the Texture Browser.<br />
<br />
<br />
''From now on the process is very similar to making a custom map for Quake, so the general tutorials for Trenchbroom apply.''<br />
<br /><br />
<br />
====Limitations====<br />
<br />
Might and Magic engine has its own limitations that are not present in Quake engine.<br />
<br />
<br /><br />
<br />
*The textures can not be rotated<br />
*The textures can not be flipped<br />
*The textures can not be scaled<br />
<br />
<br />
None of that will be applied after the model is exported and will lead to inconsistent results between the editor and the game.<br />
<br />
<br />To get the most consistent results untick '''Texture Lock''' and '''UV lock''' in the '''Edit''' menu:<br />
<br />
<br />
[[File:Mm6 trenchbroom texture lock.png|frameless|599x599px]]<br />
<br />
[[File:Mm6 trenchbroom object ready.png|1899x1899px|frameless]]<br /><br />
<br /><br />
====Hiding faces using the _Invisible_ texture====<br />
<br />
When building with boxes (brushes) there are usually a lot of faces (segments) which are not necessary for the shape. The ones that are inside the object, or the ones that overlap. Generally these are the elements of the model that will not or should not be visible during gameplay. To remove them, they need to be marked with the texture named '''_Invisible_'''. With Might and Magic 'outdoor' engine if two model faces overlap each other they will blink / flicker and such.<br />
<br />
Hiding colliding faces is only really necessary for the outdoor maps since those are the only areas that will have any issues rendering that. Indoor maps are rendered in a different way and will not have that issue.<br />
<br />
Hiding faces is a nice way to make invisible walls and movement helpers (like ramps for example). <br />
The texture is already included in the pre-made texture pack, it is in the texture collection named '''mmeditor'''.<br />
<br />
''<br />''<br />
''The texture itself can be anything, the only rule is that it has to be named exactly like that. The texture can be made in any image editor and then loaded within any texture collection.''<br />
<br />
[[File:Mm6 trenchbroom object ready 2.png|frameless|1899x1899px]]<br />
<br />
===Export to MMEditor===<br />
<br />
Once the object is finished export the model by using '''File -> Export -> Wavefront OBJ ...'''<br />
<br />
Doing that will create 2 files: .OBJ and .MTL<br />
<br />
<br /><br />
<br />
====Importing the model====<br />
<br />
<br />
[https://github.com/GrayFace/MMExtension MMEditor] is used for editing maps in the game. Follow the steps for installation of MMEditor, afterwards run the game once to generate the required files and directories. <br />
<br />
<br />
For MMEditor to correctly process the model the following script: [https://mm6.wiki/files/mods/trenchbroom/mtl.lua mtl.lua]<br />
<br />
needs to be placed at the '''/Scripts/General''' directory.<br />
<br />
<br />
<br />
Once the game is loaded press '''alt + F1''' and open any internal map.<br />
<br />
To import the model click on the '''Import''' button'''.'''<br />
<br />
Select '''Cancel''' when asked to delete models, that will keep the rest of the map intact.<br />
<br />
If the model was created not far from the center of coordinates in Trenchbroom it will be placed somewhere around 0,0,0 coordinates in the game, which is the center of the map. The newly imported object should be there.<br />
<br />
<br />
<br />
[[File:Mm6 trenchbroom mmeditor import.png|frameless|740x740px]]<br />
<br />
<br />
====Moving the object====<br />
<br />
<br />
Many building in the game are considered to be a single object by the engine. Those had many shapes merged in one using 3D software. In Trenchbroom objects are built using brushes and usually there are many brushes that constitute one object. When Trenchbroom exports a model it keeps the shapes separate. That means that the object can not be selected all at once.<br />
<br />
To move imported object:<br />
<br />
#Click on any face on the model<br />
#Press the '''Model''' button<br />
#Hold the '''Left Shift''' key and select the other parts<br />
<br />
<br />
[[File:Mm6 trenchbroom mmeditor object selected.png|frameless|740x740px]]<br />
<br />
<br />
<br />
Now there are 2 options:<br />
<br />
*Use arrow keys + Page Up / Down to move the object around<br />
*Move the party to the destination and press the '''Move To Party''' button<br />
<br />
! Note that the '''Land''' function will not help to align the object to the ground since it will align every segment individually and not the entire group.<br />
<br />
The result:<br />
<br />
<br />
[[File:Mm6 trenchbroom ingame.png|frameless|641x641px]]<br />
<br />
==Sample maps==<br />
<br />
===Minecraft===<br />
<youtube>rBuNyAvVqfE</youtube><br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/minecraft.bitmaps.lod minecraft.bitmaps.lod] - LOD with map textures<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/map.dat map.dat] - MMEditor project file<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/Minecraft.map Minecraft.map] - Trenchbroom map file<br />
<br />
Texture collection for Trenchbroom used to make this map can be found in the section above.</div>AlpacaNoxhttps://mm6.wiki/index.php?title=Main_Page&diff=5880Main Page2020-07-04T21:00:25Z<p>AlpacaNox: </p>
<hr />
<div><seo title="Might and Magic VI Wiki" metakeywords="Might and Magic VI Wiki" metadescription="Might and Magic VI: The Mandate of Heaven wiki! Items, monsters, shops, skills, spells, modding."/><br />
<!--<br />
<div class="poster"; style="position:absolute; top:0px; margin-left:auto; margin-right:auto; z-index:-1; width:100%; opacity: 0.1; text-align:center; "><br />
[[File:Logo.jpg]]<br />
</div><br />
--><br />
----<br />
<center><h3>Welcome to Might and Magic VI: The Mandate of Heaven wiki!</h3></center> <br />
----<br />
<br />
<div class="row display" style="background: #ffffff; border: 1px solid #e3e3e3; padding-top: 0px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; text-indent: 0; background:rgba(241,241,241,1.0); border-radius: 25px; margin-left:8px; margin-right:8px; padding-top: 16px; padding-bottom:8px;<br />
box-shadow: 32px 28px 76px -36px rgba(0,0,0,0.2);"<br />
><br />
<div class="small-2 small-offset-1 columns"><center>[[File:Icon_items_test.png|128px|Items|link=Items]]</center><center><h4>[[Items|ITEMS]]</h4></center><br />
</div><br />
<div class="small-2 columns"><center>[[File:Icon_monsters_test.png|128px|Monsters|link=Monsters]]</center><center><h4>[[Monsters|MONSTERS]]</h4></center></div><br />
<div class="small-2 columns"><center>[[File:Icon_shops_test.png|128px|Shops|link=Shops]]</center><center><h4>[[Shops|SHOPS]]</h4></center><br />
</div><br />
<div class="small-2 columns"><center>[[File:Icon_skills_test.png|128px|Skills|link=Skills]]</center><center><h4>[[Skills|SKILLS]]</h4></center><br />
</div><br />
<div class="small-2 columns"><center>[[File:Icon_spells_test.png|128px|Spells|link=Spells]]</center><center><h4>[[Spells|SPELLS]]</h4></center><br />
</div><br />
<div class="small-12 columns" style="font-size: 1.0rem;font-weight: normal; padding-top:8px; padding-bottom:8px;"><center>[[Quests]] • [[Characters]] • [[Story]] • [[Modding]]</center><br />
</div><br />
</div><br />
<br />
<br />
<div style="text-align:center; line-height: 0;"><br />
<ul class="small-block-grid-5" style="line-height: 0em; display:inline-block;"><br />
<li>[[File:mm6-region-sweet-water.png|link=Sweet Water]]</li><br />
<li>[[File:mm6-region-kriegspire.png|link=Kriegspire]]</li><br />
<li>[[File:mm6-region-frozenhighlands.png|link=Frozen Highlands]]</li><br />
<li>[[File:mm6-region-silvercove.png|link=Silver Cove]]</li><br />
<li>[[File:Mm6-region-eelinfestedwaters.png|link=Eel Infested Waters]]</li><br />
</ul><br />
<ul class="small-block-grid-5" style="line-height: 0em; display:inline-block;"><br />
<li>[[File:mm6-region-paradisevalley.png|link=Paradise Valley]]</li><br />
<li>[[File:mm6-region-blackshire.png|link=Blackshire]]</li><br />
<li>[[File:mm6-region-freehaven.png|link=Free Haven]]</li><br />
<li>[[File:mm6-region-bootleg-bay.png|link=Bootleg Bay]]</li><br />
<li>[[File:mm6-region-mistyislands.png|link=Misty Islands]]</li><br />
</ul><br />
<ul class="small-block-grid-5" style="line-height: 0em; display:inline-block;"><br />
<li>[[File:mm6-region-hermitsisle.png|link=Hermit's Isle]]</li><br />
<li>[[File:mm6-region-dragonsand.png|link=Dragonsand]]</li><br />
<li>[[File:mm6-region-mireofthedamned.png|link=Mire of the Damned]]</li><br />
<li>[[File:mm6-region-castleironfist.png|link=Castle Ironfist]]</li><br />
<li>[[File:mm6-region-newsorpigal.png|link=New Sorpigal]]</li><br />
</ul><br />
</div><br />
<br />
<br />
<div id="news"><br />
<h2>News</h2><br />
2019-08-08 | Brothers and sisters, recently we have moved to a new layout / skin called [https://foreground.wikiproject.net/wiki/Main_Page Foreground] (wiki is now mobile friendly, or at least tries to be).<br />
<br />
2019-03-16 | Interested in making mods? Check out [[:Category:Modding]].<br />
<br />
2019-03-05 | We now have a [https://discord.gg/3gFxEyD discord] for discussion and tech support.<br />
<br />
2019-02-25 |Â Site's working again (mostly).<br />
<br />
2018-05-23 | Anonymous edits and account registrations are now enabled, start contributing!<br />
</div><br />
<br />
<div style="position:relative;"><br />
<div class="poster" style="position: absolute; bottom: 0; right: 0;margin-bottom: -176px;margin-right: 0px; padding:0; z-index: -100; overflow-x:hidden; opacity: 0.15;"><br />
[[File:Poster_01.jpg]]<br />
</div><br />
<div class="poster" style="position: absolute; bottom: 0; left: 0;margin-bottom: -176px;margin-left: -0px; padding:0; z-index: -100; overflow-x:hidden; opacity: 0.15;"><br />
[[File:Poster_02.jpg]]<br />
</div><br />
</div><br />
{{#css:<br />
<br />
<!-- Themes: Orange #d6330a Default #333333 --><br />
<br />
.top-bar {<br />
background: #333333;<br />
}<br />
<br />
.top-bar-section ul li {<br />
background: #333333;<br />
}<br />
<br />
.top-bar-section .has-form {<br />
background: #333333;<br />
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<br />
<br />
<!-- ---------------- --><br />
<br />
.column, .columns {<br />
padding-left: 0;<br />
padding-right: 0;<br />
}<br />
<!-- Map name overlay --><br />
.map-overlay {<br />
position:absolute;<br />
bottom:0;<br />
right:8px;<br />
z-index:999999;<br />
color:#fff;<br />
top: 90%;<br />
left: 0;<br />
height: 10%;<br />
width: 100%;<br />
opacity: 0;<br />
transition: .3s ease;<br />
background-color: rgba(0,0,0,0.3);<br />
text-align: right;<br />
padding-right: 8px;<br />
}<br />
ul li:hover div{<br />
opacity: 1;<br />
}<br />
<br />
<!-- Menu icons --><br />
center a img {<br />
transition: all .2s ease-in-out; <br />
}<br />
<br />
<!-- Map previews --><br />
.small-block-grid-5 li {<br />
position: relative;<br />
border: 1px solid #eee;<br />
padding: 0px;<br />
width: 20%;<br />
}<br />
.row.display .columns, .row.display .column {<br />
background:rgba(241,241,241,0.0);<br />
border: 0px solid #fff;<br />
text-align:center;<br />
text-indent: 0px;<br />
padding: 0px;<br />
margin: 0px;<br />
}<br />
.row {<br />
max-width: 100%;<br />
}<br />
footer.row {<br />
margin: 0;<br />
}<br />
#news {<br />
padding-left:10%; <br />
padding-right:10%;<br />
}<br />
.poster {<br />
opacity: 0.1;<br />
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<br />
<!-- Mobile --><br />
<br />
@media screen and (max-width: 960px) {<br />
.poster {<br />
display: none;<br />
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.map-overlay {<br />
display: none;<br />
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#news {<br />
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h4 {<br />
font-size: 1.0em;<br />
word-wrap: break-word;<br />
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}}<br />
__NOTOC__</div>AlpacaNoxhttps://mm6.wiki/index.php?title=Editing_cutscenes&diff=5879Editing cutscenes2020-07-04T20:57:21Z<p>AlpacaNox: /* Prerequisites */</p>
<hr />
<div>{{DISPLAYTITLE:Editing Cutscenes}}<br />
[[category: modding]]<br />
[[File:Smacker.png|frame]]<br />
This page is about adding new cutscenes to the games. The cutscenes are either videos that play at [[2D events]] or fullscreen videos like intro, outro and such. <br />
<br />
''[http://www.radgametools.com/smkmain.htm Smacker Video] is used by the engine to display video files, the video files should be encoded properly before they can be played in-game with Smacker tool which is a part of [http://www.radgametools.com/binkhlp2.htm RAD Video Tools] today. The process is slightly easier if you want to make new cutscenes only for patched version (will not be compatible with base GOG version)''<br />
<br />
==Vanilla==<br />
<br />
===Prerequisites=== <br />
Prior to doing anything you will need:<br />
<br />
#[http://www.radgametools.com/smkmain.htm Smacker] of [http://www.radgametools.com/smkhist.htm version] 3.1n (Vanilla) / 3.1s (Mok's patch), something prior to it should probably work as well. Download: [https://mm6.wiki/files/mods/tools/smack31g.zip Smacker (3.1 g - 11/5/97)]<br />
#Something that can run Win95 applications (virtual machine / Linux Wine)<br />
<br />
[https://sourceforge.net/p/dxwnd/discussion/general/thread/b69fca37b3/#c07f More about compatibility between RAD Video versions]<br />
<br />
<br />
''It may be not very easy to find the old versions of RadVideoTools today. However some people do keep these things on FTP servers.''<br />
<br />
''As you may have noticed 3.1g was released a bit earlier than the ones used to encode videos for M&MVI, but that's okay.''<br />
<br />
----<br />
<br />
===Preparing the video before encoding===<br />
<br />
#Make sure the video is of proper resolution if you are encoding cutscenes for [[2D events]]. For example the video should be '''460x344''', encoding in higher resolution will not break anything, the video will be just cut off where it starts clipping. The engine is not trying to fill the window.<br />
#The audio should be in 8 bit .WAV format (that is not clear yet if you have to convert audio separately if not mixing audio with Smacker tool).<br />
#GrayFace recommendation: save video as lossless H264 and audio track inside it as 16-bit PCM (that's basically .WAV) using .AVI extension. Surprisingly, Smacker doesn't seem to have problems then. Choose minimal compression, because the output would be of the same size as lossless original video anyway. Tested with Smacker 3.0g.<br />
<br />
====Converting the video to lossless AVI====<br />
<br />
One of the supported video formats is uncompressed AVI. To convert video to it FFMpeg can be used. The following command will output the proper file:<br />
<pre> ffmpeg -i <input-filename> -f avi -c:v rawvideo -pix_fmt bgr24 -vf "vflip" output.avi</pre><br />
<br />
===Encoding===<br />
<br />
Once installed run '''SMACKERW.exe''' and you will be brought to the main menu of the tool.<br />
<br />
[[File:Smacker_menu.png|frame|The main menu of Smacker Tool]]<br />
<br />
Using "Smack" tab encode the video, make sure to tick the checkbox at the audio tab if you want to process audio and video at the same time, set the output sound quality to 8 bit as well.<br />
<br />
If you've got the audio and video separately, encode the video with "Smack" tab first, then use the "Mixer" tab to combine the audio (8 bit .WAV) and video (.SMK). There is a built-in player which makes it easy to check if the encoded video looks correctly.<br />
<br />
After that you will get a new .SMK file which you can add to the game with [https://grayface.github.io/mm/#MMArchive MMArchive].<br />
<br />
==Patched==<br />
<br />
The patched version will not crash if the video is not encoded by the matching version, the limitations are not clear yet. So to encode a new cutscene for the patched version of the game you can just grab the latest version of [http://www.radgametools.com/down/Bink/RADTools.exe RAD Video Tools]. The encoding process and requirements are the same.<br />
<br />
====Some info about the original files====<br />
<br />
*The audio playback rate of the original files is 22,050hz<br />
*The framerate is either 6 or 10 frames per second (at least for M&M VI and it doesn't mean that you can't have more)</div>AlpacaNoxhttps://mm6.wiki/index.php?title=Editing_cutscenes&diff=5878Editing cutscenes2020-07-04T19:22:28Z<p>AlpacaNox: /* Converting the video to lossless AVI */</p>
<hr />
<div>{{DISPLAYTITLE:Editing Cutscenes}}<br />
[[category: modding]]<br />
[[File:Smacker.png|frame]]<br />
This page is about adding new cutscenes to the games. The cutscenes are either videos that play at [[2D events]] or fullscreen videos like intro, outro and such. <br />
<br />
''[http://www.radgametools.com/smkmain.htm Smacker Video] is used by the engine to display video files, the video files should be encoded properly before they can be played in-game with Smacker tool which is a part of [http://www.radgametools.com/binkhlp2.htm RAD Video Tools] today. The process is slightly easier if you want to make new cutscenes only for patched version (will not be compatible with base GOG version)''<br />
<br />
==Vanilla==<br />
<br />
===Prerequisites=== <br />
Prior to doing anything you will need:<br />
<br />
#[http://www.radgametools.com/smkmain.htm Smacker] of [http://www.radgametools.com/smkhist.htm version] 3.1n (Vanilla) / 3.1s (Mok's patch), something prior to it should probably work as well. Download: [https://mm6.wiki/mods/tools/smack31g.zip Smacker (3.1 g - 11/5/97)]<br />
#Something that can run Win95 applications (virtual machine / Linux Wine)<br />
<br />
[https://sourceforge.net/p/dxwnd/discussion/general/thread/b69fca37b3/#c07f More about compatibility between RAD Video versions]<br />
<br />
<br />
''It may be not very easy to find the old versions of RadVideoTools today. However some people do keep these things on FTP servers.''<br />
<br />
''As you may have noticed 3.1g was released a bit earlier than the ones used to encode videos for M&MVI, but that's okay.''<br />
<br />
----<br />
<br />
===Preparing the video before encoding===<br />
<br />
#Make sure the video is of proper resolution if you are encoding cutscenes for [[2D events]]. For example the video should be '''460x344''', encoding in higher resolution will not break anything, the video will be just cut off where it starts clipping. The engine is not trying to fill the window.<br />
#The audio should be in 8 bit .WAV format (that is not clear yet if you have to convert audio separately if not mixing audio with Smacker tool).<br />
#GrayFace recommendation: save video as lossless H264 and audio track inside it as 16-bit PCM (that's basically .WAV) using .AVI extension. Surprisingly, Smacker doesn't seem to have problems then. Choose minimal compression, because the output would be of the same size as lossless original video anyway. Tested with Smacker 3.0g.<br />
<br />
====Converting the video to lossless AVI====<br />
<br />
One of the supported video formats is uncompressed AVI. To convert video to it FFMpeg can be used. The following command will output the proper file:<br />
<pre> ffmpeg -i <input-filename> -f avi -c:v rawvideo -pix_fmt bgr24 -vf "vflip" output.avi</pre><br />
<br />
===Encoding===<br />
<br />
Once installed run '''SMACKERW.exe''' and you will be brought to the main menu of the tool.<br />
<br />
[[File:Smacker_menu.png|frame|The main menu of Smacker Tool]]<br />
<br />
Using "Smack" tab encode the video, make sure to tick the checkbox at the audio tab if you want to process audio and video at the same time, set the output sound quality to 8 bit as well.<br />
<br />
If you've got the audio and video separately, encode the video with "Smack" tab first, then use the "Mixer" tab to combine the audio (8 bit .WAV) and video (.SMK). There is a built-in player which makes it easy to check if the encoded video looks correctly.<br />
<br />
After that you will get a new .SMK file which you can add to the game with [https://grayface.github.io/mm/#MMArchive MMArchive].<br />
<br />
==Patched==<br />
<br />
The patched version will not crash if the video is not encoded by the matching version, the limitations are not clear yet. So to encode a new cutscene for the patched version of the game you can just grab the latest version of [http://www.radgametools.com/down/Bink/RADTools.exe RAD Video Tools]. The encoding process and requirements are the same.<br />
<br />
====Some info about the original files====<br />
<br />
*The audio playback rate of the original files is 22,050hz<br />
*The framerate is either 6 or 10 frames per second (at least for M&M VI and it doesn't mean that you can't have more)</div>AlpacaNoxhttps://mm6.wiki/index.php?title=Editing_cutscenes&diff=5877Editing cutscenes2020-07-04T19:01:39Z<p>AlpacaNox: /* Preparing the video before encoding */</p>
<hr />
<div>{{DISPLAYTITLE:Editing Cutscenes}}<br />
[[category: modding]]<br />
[[File:Smacker.png|frame]]<br />
This page is about adding new cutscenes to the games. The cutscenes are either videos that play at [[2D events]] or fullscreen videos like intro, outro and such. <br />
<br />
''[http://www.radgametools.com/smkmain.htm Smacker Video] is used by the engine to display video files, the video files should be encoded properly before they can be played in-game with Smacker tool which is a part of [http://www.radgametools.com/binkhlp2.htm RAD Video Tools] today. The process is slightly easier if you want to make new cutscenes only for patched version (will not be compatible with base GOG version)''<br />
<br />
==Vanilla==<br />
<br />
===Prerequisites=== <br />
Prior to doing anything you will need:<br />
<br />
#[http://www.radgametools.com/smkmain.htm Smacker] of [http://www.radgametools.com/smkhist.htm version] 3.1n (Vanilla) / 3.1s (Mok's patch), something prior to it should probably work as well. Download: [https://mm6.wiki/mods/tools/smack31g.zip Smacker (3.1 g - 11/5/97)]<br />
#Something that can run Win95 applications (virtual machine / Linux Wine)<br />
<br />
[https://sourceforge.net/p/dxwnd/discussion/general/thread/b69fca37b3/#c07f More about compatibility between RAD Video versions]<br />
<br />
<br />
''It may be not very easy to find the old versions of RadVideoTools today. However some people do keep these things on FTP servers.''<br />
<br />
''As you may have noticed 3.1g was released a bit earlier than the ones used to encode videos for M&MVI, but that's okay.''<br />
<br />
----<br />
<br />
===Preparing the video before encoding===<br />
<br />
#Make sure the video is of proper resolution if you are encoding cutscenes for [[2D events]]. For example the video should be '''460x344''', encoding in higher resolution will not break anything, the video will be just cut off where it starts clipping. The engine is not trying to fill the window.<br />
#The audio should be in 8 bit .WAV format (that is not clear yet if you have to convert audio separately if not mixing audio with Smacker tool).<br />
#GrayFace recommendation: save video as lossless H264 and audio track inside it as 16-bit PCM (that's basically .WAV) using .AVI extension. Surprisingly, Smacker doesn't seem to have problems then. Choose minimal compression, because the output would be of the same size as lossless original video anyway. Tested with Smacker 3.0g.<br />
<br />
====Converting the video to lossless AVI====<br />
<br />
One of the supported video formats is uncompressed AVI. To convert video to it FFMpeg can be used. The following command will output the proper file:<br />
<pre> ffmpeg -i <input-filename> -f avi -c:v rawvideo -pix_fmt bgr24 output.avi</pre><br />
<br />
===Encoding===<br />
<br />
Once installed run '''SMACKERW.exe''' and you will be brought to the main menu of the tool.<br />
<br />
[[File:Smacker_menu.png|frame|The main menu of Smacker Tool]]<br />
<br />
Using "Smack" tab encode the video, make sure to tick the checkbox at the audio tab if you want to process audio and video at the same time, set the output sound quality to 8 bit as well.<br />
<br />
If you've got the audio and video separately, encode the video with "Smack" tab first, then use the "Mixer" tab to combine the audio (8 bit .WAV) and video (.SMK). There is a built-in player which makes it easy to check if the encoded video looks correctly.<br />
<br />
After that you will get a new .SMK file which you can add to the game with [https://grayface.github.io/mm/#MMArchive MMArchive].<br />
<br />
==Patched==<br />
<br />
The patched version will not crash if the video is not encoded by the matching version, the limitations are not clear yet. So to encode a new cutscene for the patched version of the game you can just grab the latest version of [http://www.radgametools.com/down/Bink/RADTools.exe RAD Video Tools]. The encoding process and requirements are the same.<br />
<br />
====Some info about the original files====<br />
<br />
*The audio playback rate of the original files is 22,050hz<br />
*The framerate is either 6 or 10 frames per second (at least for M&M VI and it doesn't mean that you can't have more)</div>AlpacaNoxhttps://mm6.wiki/index.php?title=Making_Might_and_Magic_maps_with_Trenchbroom&diff=5876Making Might and Magic maps with Trenchbroom2020-06-28T14:32:32Z<p>AlpacaNox: /* Sample maps */</p>
<hr />
<div><seo title="Making Might and Magic Maps with Trenchbroom" metakeywords="Might and Magic, Trenchbroom, Making maps for Might and Magic" metadescription="Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor which is used to edit Might and Magic maps can import 3D models in OBJ format, that means that any program that can export such models can be used for making objects or even entire maps for the game." /><br />
<br />
Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor is used to edit Might and Magic maps. It can import 3D models in OBJ format. That means that any program that can export such models can be used for making objects or even entire maps for the games.<br />
[[category: modding]]<br />
<br />
<br />
[https://kristianduske.com/trenchbroom/ Trenchbroom] is a map editor for Quake-based games.<br />
<br />
<br /><br />
<br />
===Setting up the editor===<br />
<br />
<br />
There are pre-made texture collections for Trenchbroom:<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM6_Trenchbroom.zip Might and Magic VI]<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM7_Trenchbroom.zip Might and Magic VII]<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/Minecraft_Trenchbroom.zip Minecraft]<br />
<br />
Select one of depending on the game. Then extract it somewhere.<br />
<br />
''More information on how to make a custom texture pack can be found on the [[Talk:Making Might and Magic maps with Trenchbroom|Discussion]] page.''<br />
<br />
====Trenchbroom configuration====<br />
By default it seems that BMP image support in Trenchbroom is not enabled. That can be solved by creating a custom game configuration file.<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/MM_Trenchbroom_gameconfig.zip Trenchbroom game config]<br />
<br />
To add this configuration: extract the ZIP file into the '''Trenchbroom/Games''' directory.<br />
If the configuration files worked then the new entry will be visible when creating a new map:<br />
<br />
<br />[[File:Mm6 trenchbroom select game.png|frameless|700x528px]]<br />
<br />
<br />
Now Trenchbroom needs a path where the textures are stored. To set it, press the '''Open preferences...''' button. And set the path for '''Might and Magic''' to the folder that contains the '''textures''' directory.<br />
<br />
<br />[[File:Mm6 trenchbroom configure engines.png|frameless|928x755px]]<br /><br />
<br /><br />
<br /><br />
[[File:Mm6 trenchbroom adding texture group.png|alt=|right|frameless|973x973px]]<br />
<br />
===Making a map / object===<br />
<br />
<br />
After the path to textures is set Trenchbroom will be able to load all the texture collections within the directory. <br />
<br />
<br />
The textures will be added once at least one texture collection is imported. Open the '''Face''' tab and in the '''Texture Collections''' section double click on any available texture collection. Once the texture collection is loaded the textures should be visible in the Texture Browser.<br />
<br />
<br />
''From now on the process is very similar to making a custom map for Quake, so the general tutorials for Trenchbroom apply.''<br />
<br /><br />
<br />
====Limitations====<br />
<br />
Might and Magic engine has its own limitations that are not present in Quake engine.<br />
<br />
<br /><br />
<br />
*The textures can not be rotated<br />
*The textures can not be flipped<br />
*The textures can not be scaled<br />
<br />
<br />
None of that will be applied after the model is exported and will lead to inconsistent results between the editor and the game.<br />
<br />
<br />To avoid some of those things untick '''Texture Lock''' and '''UV lock''' in the '''Edit''' menu:<br />
<br />
<br />
[[File:Mm6 trenchbroom texture lock.png|frameless|599x599px]]<br />
<br />
[[File:Mm6 trenchbroom object ready.png|1899x1899px|frameless]]<br /><br />
<br /><br />
====Hiding colliding faces using the _Invisible_ texture====<br />
<br />
<br />
When building with boxes (brushes) there are usually a lot of faces (segments) which are not necessary for the shape. The ones that are inside the object, or the ones that overlap. Generally these are the elements of the model that will not or should not be visible during gameplay. To remove them, they need to be marked with the texture named '''_Invisible_'''. The texture is already included in a premade texture pack, it is in a group named '''mmeditor'''.<br />
<br />
<br />
''In Might and Magic engine if two model faces overlap each other they will blink / flicker and such. That effect is also known as Z-fighting. Face overlapping is very common when modelling with a Quake editor. That happens because instead of modeling with polygons directly, shapes are made using brushes / boxes.''<br />
<br />
''<br />''<br />
''The texture itself can be anything, the only rule is that it has to be named exactly like that. The texture can be made in any image editor and then loaded within any texture collection.''<br />
<br />
[[File:Mm6 trenchbroom object ready 2.png|frameless|1899x1899px]]<br />
<br />
===Export to MMEditor===<br />
<br />
Once the object is finished export the model by using '''File -> Export -> Wavefront OBJ ...'''<br />
<br />
Doing that will create 2 files: .OBJ and .MTL<br />
<br />
<br /><br />
<br />
====Importing the model====<br />
<br />
<br />
[https://github.com/GrayFace/MMExtension MMEditor] is used for editing maps in the game. Follow the steps for installation of MMEditor, afterwards run the game once to generate the required files and directories. <br />
<br />
<br />
For MMEditor to correctly process the model the following script: [https://mm6.wiki/files/mods/trenchbroom/mtl.lua mtl.lua]<br />
<br />
needs to be placed at the '''/Scripts/General''' directory.<br />
<br />
<br />
<br />
Once the game is loaded press '''alt + F1''' and open any internal map.<br />
<br />
To import the model click on the '''Import''' button'''.'''<br />
<br />
Select '''Cancel''' when asked to delete models, that will keep the rest of the map intact.<br />
<br />
If the model was created not far from the center of coordinates in Trenchbroom it will be placed somewhere around 0,0,0 coordinates in the game, which is the center of the map. The newly imported object should be there.<br />
<br />
<br />
<br />
[[File:Mm6 trenchbroom mmeditor import.png|frameless|740x740px]]<br />
<br />
<br />
====Moving the object====<br />
<br />
<br />
Many building in the game are considered to be a single object by the engine. Those had many shapes merged in one using 3D software. In Trenchbroom objects are built using brushes and usually there are many brushes that constitute one object. When Trenchbroom exports a model it keeps the shapes separate. That means that the object can not be selected all at once.<br />
<br />
To move imported object:<br />
<br />
#Click on any face on the model<br />
#Press the '''Model''' button<br />
#Hold the '''Left Shift''' key and select the other parts<br />
<br />
<br />
[[File:Mm6 trenchbroom mmeditor object selected.png|frameless|740x740px]]<br />
<br />
<br />
<br />
Now there are 2 options:<br />
<br />
*Use arrow keys + Page Up / Down to move the object around<br />
*Move the party to the destination and press the '''Move To Party''' button<br />
<br />
! Note that the '''Land''' function will not help to align the object to the ground since it will align every segment individually and not the entire group.<br />
<br />
The result:<br />
<br />
<br />
[[File:Mm6 trenchbroom ingame.png|frameless|641x641px]]<br />
<br />
==Sample maps==<br />
<br />
===Minecraft===<br />
<youtube>rBuNyAvVqfE</youtube><br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/minecraft.bitmaps.lod minecraft.bitmaps.lod] - LOD with map textures<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/map.dat map.dat] - MMEditor project file<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/Minecraft.map Minecraft.map] - Trenchbroom map file<br />
<br />
Texture collection for Trenchbroom used to make this map can be found in the section above.</div>AlpacaNoxhttps://mm6.wiki/index.php?title=Making_Might_and_Magic_maps_with_Trenchbroom&diff=5875Making Might and Magic maps with Trenchbroom2020-06-28T14:32:01Z<p>AlpacaNox: /* Minecraft */</p>
<hr />
<div><seo title="Making Might and Magic Maps with Trenchbroom" metakeywords="Might and Magic, Trenchbroom, Making maps for Might and Magic" metadescription="Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor which is used to edit Might and Magic maps can import 3D models in OBJ format, that means that any program that can export such models can be used for making objects or even entire maps for the game." /><br />
<br />
Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor is used to edit Might and Magic maps. It can import 3D models in OBJ format. That means that any program that can export such models can be used for making objects or even entire maps for the games.<br />
[[category: modding]]<br />
<br />
<br />
[https://kristianduske.com/trenchbroom/ Trenchbroom] is a map editor for Quake-based games.<br />
<br />
<br /><br />
<br />
===Setting up the editor===<br />
<br />
<br />
There are pre-made texture collections for Trenchbroom:<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM6_Trenchbroom.zip Might and Magic VI]<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM7_Trenchbroom.zip Might and Magic VII]<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/Minecraft_Trenchbroom.zip Minecraft]<br />
<br />
Select one of depending on the game. Then extract it somewhere.<br />
<br />
''More information on how to make a custom texture pack can be found on the [[Talk:Making Might and Magic maps with Trenchbroom|Discussion]] page.''<br />
<br />
====Trenchbroom configuration====<br />
By default it seems that BMP image support in Trenchbroom is not enabled. That can be solved by creating a custom game configuration file.<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/MM_Trenchbroom_gameconfig.zip Trenchbroom game config]<br />
<br />
To add this configuration: extract the ZIP file into the '''Trenchbroom/Games''' directory.<br />
If the configuration files worked then the new entry will be visible when creating a new map:<br />
<br />
<br />[[File:Mm6 trenchbroom select game.png|frameless|700x528px]]<br />
<br />
<br />
Now Trenchbroom needs a path where the textures are stored. To set it, press the '''Open preferences...''' button. And set the path for '''Might and Magic''' to the folder that contains the '''textures''' directory.<br />
<br />
<br />[[File:Mm6 trenchbroom configure engines.png|frameless|928x755px]]<br /><br />
<br /><br />
<br /><br />
[[File:Mm6 trenchbroom adding texture group.png|alt=|right|frameless|973x973px]]<br />
<br />
===Making a map / object===<br />
<br />
<br />
After the path to textures is set Trenchbroom will be able to load all the texture collections within the directory. <br />
<br />
<br />
The textures will be added once at least one texture collection is imported. Open the '''Face''' tab and in the '''Texture Collections''' section double click on any available texture collection. Once the texture collection is loaded the textures should be visible in the Texture Browser.<br />
<br />
<br />
''From now on the process is very similar to making a custom map for Quake, so the general tutorials for Trenchbroom apply.''<br />
<br /><br />
<br />
====Limitations====<br />
<br />
Might and Magic engine has its own limitations that are not present in Quake engine.<br />
<br />
<br /><br />
<br />
*The textures can not be rotated<br />
*The textures can not be flipped<br />
*The textures can not be scaled<br />
<br />
<br />
None of that will be applied after the model is exported and will lead to inconsistent results between the editor and the game.<br />
<br />
<br />To avoid some of those things untick '''Texture Lock''' and '''UV lock''' in the '''Edit''' menu:<br />
<br />
<br />
[[File:Mm6 trenchbroom texture lock.png|frameless|599x599px]]<br />
<br />
[[File:Mm6 trenchbroom object ready.png|1899x1899px|frameless]]<br /><br />
<br /><br />
====Hiding colliding faces using the _Invisible_ texture====<br />
<br />
<br />
When building with boxes (brushes) there are usually a lot of faces (segments) which are not necessary for the shape. The ones that are inside the object, or the ones that overlap. Generally these are the elements of the model that will not or should not be visible during gameplay. To remove them, they need to be marked with the texture named '''_Invisible_'''. The texture is already included in a premade texture pack, it is in a group named '''mmeditor'''.<br />
<br />
<br />
''In Might and Magic engine if two model faces overlap each other they will blink / flicker and such. That effect is also known as Z-fighting. Face overlapping is very common when modelling with a Quake editor. That happens because instead of modeling with polygons directly, shapes are made using brushes / boxes.''<br />
<br />
''<br />''<br />
''The texture itself can be anything, the only rule is that it has to be named exactly like that. The texture can be made in any image editor and then loaded within any texture collection.''<br />
<br />
[[File:Mm6 trenchbroom object ready 2.png|frameless|1899x1899px]]<br />
<br />
===Export to MMEditor===<br />
<br />
Once the object is finished export the model by using '''File -> Export -> Wavefront OBJ ...'''<br />
<br />
Doing that will create 2 files: .OBJ and .MTL<br />
<br />
<br /><br />
<br />
====Importing the model====<br />
<br />
<br />
[https://github.com/GrayFace/MMExtension MMEditor] is used for editing maps in the game. Follow the steps for installation of MMEditor, afterwards run the game once to generate the required files and directories. <br />
<br />
<br />
For MMEditor to correctly process the model the following script: [https://mm6.wiki/files/mods/trenchbroom/mtl.lua mtl.lua]<br />
<br />
needs to be placed at the '''/Scripts/General''' directory.<br />
<br />
<br />
<br />
Once the game is loaded press '''alt + F1''' and open any internal map.<br />
<br />
To import the model click on the '''Import''' button'''.'''<br />
<br />
Select '''Cancel''' when asked to delete models, that will keep the rest of the map intact.<br />
<br />
If the model was created not far from the center of coordinates in Trenchbroom it will be placed somewhere around 0,0,0 coordinates in the game, which is the center of the map. The newly imported object should be there.<br />
<br />
<br />
<br />
[[File:Mm6 trenchbroom mmeditor import.png|frameless|740x740px]]<br />
<br />
<br />
====Moving the object====<br />
<br />
<br />
Many building in the game are considered to be a single object by the engine. Those had many shapes merged in one using 3D software. In Trenchbroom objects are built using brushes and usually there are many brushes that constitute one object. When Trenchbroom exports a model it keeps the shapes separate. That means that the object can not be selected all at once.<br />
<br />
To move imported object:<br />
<br />
#Click on any face on the model<br />
#Press the '''Model''' button<br />
#Hold the '''Left Shift''' key and select the other parts<br />
<br />
<br />
[[File:Mm6 trenchbroom mmeditor object selected.png|frameless|740x740px]]<br />
<br />
<br />
<br />
Now there are 2 options:<br />
<br />
*Use arrow keys + Page Up / Down to move the object around<br />
*Move the party to the destination and press the '''Move To Party''' button<br />
<br />
! Note that the '''Land''' function will not help to align the object to the ground since it will align every segment individually and not the entire group.<br />
<br />
The result:<br />
<br />
<br />
[[File:Mm6 trenchbroom ingame.png|frameless|641x641px]]<br />
<br />
==Sample maps==<br />
<br />
===Minecraft===<br />
[youtube]rBuNyAvVqfE[/youtube]<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/minecraft.bitmaps.lod minecraft.bitmaps.lod] - LOD with map textures<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/map.dat map.dat] - MMEditor project file<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/Minecraft.map Minecraft.map] - Trenchbroom map file<br />
<br />
Texture collection for Trenchbroom used to make this map can be found in the section above.</div>AlpacaNoxhttps://mm6.wiki/index.php?title=Making_Might_and_Magic_maps_with_Trenchbroom&diff=5874Making Might and Magic maps with Trenchbroom2020-06-28T14:31:43Z<p>AlpacaNox: /* Minecraft */</p>
<hr />
<div><seo title="Making Might and Magic Maps with Trenchbroom" metakeywords="Might and Magic, Trenchbroom, Making maps for Might and Magic" metadescription="Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor which is used to edit Might and Magic maps can import 3D models in OBJ format, that means that any program that can export such models can be used for making objects or even entire maps for the game." /><br />
<br />
Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor is used to edit Might and Magic maps. It can import 3D models in OBJ format. That means that any program that can export such models can be used for making objects or even entire maps for the games.<br />
[[category: modding]]<br />
<br />
<br />
[https://kristianduske.com/trenchbroom/ Trenchbroom] is a map editor for Quake-based games.<br />
<br />
<br /><br />
<br />
===Setting up the editor===<br />
<br />
<br />
There are pre-made texture collections for Trenchbroom:<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM6_Trenchbroom.zip Might and Magic VI]<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM7_Trenchbroom.zip Might and Magic VII]<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/Minecraft_Trenchbroom.zip Minecraft]<br />
<br />
Select one of depending on the game. Then extract it somewhere.<br />
<br />
''More information on how to make a custom texture pack can be found on the [[Talk:Making Might and Magic maps with Trenchbroom|Discussion]] page.''<br />
<br />
====Trenchbroom configuration====<br />
By default it seems that BMP image support in Trenchbroom is not enabled. That can be solved by creating a custom game configuration file.<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/MM_Trenchbroom_gameconfig.zip Trenchbroom game config]<br />
<br />
To add this configuration: extract the ZIP file into the '''Trenchbroom/Games''' directory.<br />
If the configuration files worked then the new entry will be visible when creating a new map:<br />
<br />
<br />[[File:Mm6 trenchbroom select game.png|frameless|700x528px]]<br />
<br />
<br />
Now Trenchbroom needs a path where the textures are stored. To set it, press the '''Open preferences...''' button. And set the path for '''Might and Magic''' to the folder that contains the '''textures''' directory.<br />
<br />
<br />[[File:Mm6 trenchbroom configure engines.png|frameless|928x755px]]<br /><br />
<br /><br />
<br /><br />
[[File:Mm6 trenchbroom adding texture group.png|alt=|right|frameless|973x973px]]<br />
<br />
===Making a map / object===<br />
<br />
<br />
After the path to textures is set Trenchbroom will be able to load all the texture collections within the directory. <br />
<br />
<br />
The textures will be added once at least one texture collection is imported. Open the '''Face''' tab and in the '''Texture Collections''' section double click on any available texture collection. Once the texture collection is loaded the textures should be visible in the Texture Browser.<br />
<br />
<br />
''From now on the process is very similar to making a custom map for Quake, so the general tutorials for Trenchbroom apply.''<br />
<br /><br />
<br />
====Limitations====<br />
<br />
Might and Magic engine has its own limitations that are not present in Quake engine.<br />
<br />
<br /><br />
<br />
*The textures can not be rotated<br />
*The textures can not be flipped<br />
*The textures can not be scaled<br />
<br />
<br />
None of that will be applied after the model is exported and will lead to inconsistent results between the editor and the game.<br />
<br />
<br />To avoid some of those things untick '''Texture Lock''' and '''UV lock''' in the '''Edit''' menu:<br />
<br />
<br />
[[File:Mm6 trenchbroom texture lock.png|frameless|599x599px]]<br />
<br />
[[File:Mm6 trenchbroom object ready.png|1899x1899px|frameless]]<br /><br />
<br /><br />
====Hiding colliding faces using the _Invisible_ texture====<br />
<br />
<br />
When building with boxes (brushes) there are usually a lot of faces (segments) which are not necessary for the shape. The ones that are inside the object, or the ones that overlap. Generally these are the elements of the model that will not or should not be visible during gameplay. To remove them, they need to be marked with the texture named '''_Invisible_'''. The texture is already included in a premade texture pack, it is in a group named '''mmeditor'''.<br />
<br />
<br />
''In Might and Magic engine if two model faces overlap each other they will blink / flicker and such. That effect is also known as Z-fighting. Face overlapping is very common when modelling with a Quake editor. That happens because instead of modeling with polygons directly, shapes are made using brushes / boxes.''<br />
<br />
''<br />''<br />
''The texture itself can be anything, the only rule is that it has to be named exactly like that. The texture can be made in any image editor and then loaded within any texture collection.''<br />
<br />
[[File:Mm6 trenchbroom object ready 2.png|frameless|1899x1899px]]<br />
<br />
===Export to MMEditor===<br />
<br />
Once the object is finished export the model by using '''File -> Export -> Wavefront OBJ ...'''<br />
<br />
Doing that will create 2 files: .OBJ and .MTL<br />
<br />
<br /><br />
<br />
====Importing the model====<br />
<br />
<br />
[https://github.com/GrayFace/MMExtension MMEditor] is used for editing maps in the game. Follow the steps for installation of MMEditor, afterwards run the game once to generate the required files and directories. <br />
<br />
<br />
For MMEditor to correctly process the model the following script: [https://mm6.wiki/files/mods/trenchbroom/mtl.lua mtl.lua]<br />
<br />
needs to be placed at the '''/Scripts/General''' directory.<br />
<br />
<br />
<br />
Once the game is loaded press '''alt + F1''' and open any internal map.<br />
<br />
To import the model click on the '''Import''' button'''.'''<br />
<br />
Select '''Cancel''' when asked to delete models, that will keep the rest of the map intact.<br />
<br />
If the model was created not far from the center of coordinates in Trenchbroom it will be placed somewhere around 0,0,0 coordinates in the game, which is the center of the map. The newly imported object should be there.<br />
<br />
<br />
<br />
[[File:Mm6 trenchbroom mmeditor import.png|frameless|740x740px]]<br />
<br />
<br />
====Moving the object====<br />
<br />
<br />
Many building in the game are considered to be a single object by the engine. Those had many shapes merged in one using 3D software. In Trenchbroom objects are built using brushes and usually there are many brushes that constitute one object. When Trenchbroom exports a model it keeps the shapes separate. That means that the object can not be selected all at once.<br />
<br />
To move imported object:<br />
<br />
#Click on any face on the model<br />
#Press the '''Model''' button<br />
#Hold the '''Left Shift''' key and select the other parts<br />
<br />
<br />
[[File:Mm6 trenchbroom mmeditor object selected.png|frameless|740x740px]]<br />
<br />
<br />
<br />
Now there are 2 options:<br />
<br />
*Use arrow keys + Page Up / Down to move the object around<br />
*Move the party to the destination and press the '''Move To Party''' button<br />
<br />
! Note that the '''Land''' function will not help to align the object to the ground since it will align every segment individually and not the entire group.<br />
<br />
The result:<br />
<br />
<br />
[[File:Mm6 trenchbroom ingame.png|frameless|641x641px]]<br />
<br />
==Sample maps==<br />
<br />
===Minecraft===<br />
https://youtu.be/rBuNyAvVqfE<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/minecraft.bitmaps.lod minecraft.bitmaps.lod] - LOD with map textures<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/map.dat map.dat] - MMEditor project file<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/Minecraft.map Minecraft.map] - Trenchbroom map file<br />
<br />
Texture collection for Trenchbroom used to make this map can be found in the section above.</div>AlpacaNoxhttps://mm6.wiki/index.php?title=Making_Might_and_Magic_maps_with_Trenchbroom&diff=5873Making Might and Magic maps with Trenchbroom2020-06-28T14:31:11Z<p>AlpacaNox: /* Sample maps */</p>
<hr />
<div><seo title="Making Might and Magic Maps with Trenchbroom" metakeywords="Might and Magic, Trenchbroom, Making maps for Might and Magic" metadescription="Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor which is used to edit Might and Magic maps can import 3D models in OBJ format, that means that any program that can export such models can be used for making objects or even entire maps for the game." /><br />
<br />
Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor is used to edit Might and Magic maps. It can import 3D models in OBJ format. That means that any program that can export such models can be used for making objects or even entire maps for the games.<br />
[[category: modding]]<br />
<br />
<br />
[https://kristianduske.com/trenchbroom/ Trenchbroom] is a map editor for Quake-based games.<br />
<br />
<br /><br />
<br />
===Setting up the editor===<br />
<br />
<br />
There are pre-made texture collections for Trenchbroom:<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM6_Trenchbroom.zip Might and Magic VI]<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM7_Trenchbroom.zip Might and Magic VII]<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/Minecraft_Trenchbroom.zip Minecraft]<br />
<br />
Select one of depending on the game. Then extract it somewhere.<br />
<br />
''More information on how to make a custom texture pack can be found on the [[Talk:Making Might and Magic maps with Trenchbroom|Discussion]] page.''<br />
<br />
====Trenchbroom configuration====<br />
By default it seems that BMP image support in Trenchbroom is not enabled. That can be solved by creating a custom game configuration file.<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/MM_Trenchbroom_gameconfig.zip Trenchbroom game config]<br />
<br />
To add this configuration: extract the ZIP file into the '''Trenchbroom/Games''' directory.<br />
If the configuration files worked then the new entry will be visible when creating a new map:<br />
<br />
<br />[[File:Mm6 trenchbroom select game.png|frameless|700x528px]]<br />
<br />
<br />
Now Trenchbroom needs a path where the textures are stored. To set it, press the '''Open preferences...''' button. And set the path for '''Might and Magic''' to the folder that contains the '''textures''' directory.<br />
<br />
<br />[[File:Mm6 trenchbroom configure engines.png|frameless|928x755px]]<br /><br />
<br /><br />
<br /><br />
[[File:Mm6 trenchbroom adding texture group.png|alt=|right|frameless|973x973px]]<br />
<br />
===Making a map / object===<br />
<br />
<br />
After the path to textures is set Trenchbroom will be able to load all the texture collections within the directory. <br />
<br />
<br />
The textures will be added once at least one texture collection is imported. Open the '''Face''' tab and in the '''Texture Collections''' section double click on any available texture collection. Once the texture collection is loaded the textures should be visible in the Texture Browser.<br />
<br />
<br />
''From now on the process is very similar to making a custom map for Quake, so the general tutorials for Trenchbroom apply.''<br />
<br /><br />
<br />
====Limitations====<br />
<br />
Might and Magic engine has its own limitations that are not present in Quake engine.<br />
<br />
<br /><br />
<br />
*The textures can not be rotated<br />
*The textures can not be flipped<br />
*The textures can not be scaled<br />
<br />
<br />
None of that will be applied after the model is exported and will lead to inconsistent results between the editor and the game.<br />
<br />
<br />To avoid some of those things untick '''Texture Lock''' and '''UV lock''' in the '''Edit''' menu:<br />
<br />
<br />
[[File:Mm6 trenchbroom texture lock.png|frameless|599x599px]]<br />
<br />
[[File:Mm6 trenchbroom object ready.png|1899x1899px|frameless]]<br /><br />
<br /><br />
====Hiding colliding faces using the _Invisible_ texture====<br />
<br />
<br />
When building with boxes (brushes) there are usually a lot of faces (segments) which are not necessary for the shape. The ones that are inside the object, or the ones that overlap. Generally these are the elements of the model that will not or should not be visible during gameplay. To remove them, they need to be marked with the texture named '''_Invisible_'''. The texture is already included in a premade texture pack, it is in a group named '''mmeditor'''.<br />
<br />
<br />
''In Might and Magic engine if two model faces overlap each other they will blink / flicker and such. That effect is also known as Z-fighting. Face overlapping is very common when modelling with a Quake editor. That happens because instead of modeling with polygons directly, shapes are made using brushes / boxes.''<br />
<br />
''<br />''<br />
''The texture itself can be anything, the only rule is that it has to be named exactly like that. The texture can be made in any image editor and then loaded within any texture collection.''<br />
<br />
[[File:Mm6 trenchbroom object ready 2.png|frameless|1899x1899px]]<br />
<br />
===Export to MMEditor===<br />
<br />
Once the object is finished export the model by using '''File -> Export -> Wavefront OBJ ...'''<br />
<br />
Doing that will create 2 files: .OBJ and .MTL<br />
<br />
<br /><br />
<br />
====Importing the model====<br />
<br />
<br />
[https://github.com/GrayFace/MMExtension MMEditor] is used for editing maps in the game. Follow the steps for installation of MMEditor, afterwards run the game once to generate the required files and directories. <br />
<br />
<br />
For MMEditor to correctly process the model the following script: [https://mm6.wiki/files/mods/trenchbroom/mtl.lua mtl.lua]<br />
<br />
needs to be placed at the '''/Scripts/General''' directory.<br />
<br />
<br />
<br />
Once the game is loaded press '''alt + F1''' and open any internal map.<br />
<br />
To import the model click on the '''Import''' button'''.'''<br />
<br />
Select '''Cancel''' when asked to delete models, that will keep the rest of the map intact.<br />
<br />
If the model was created not far from the center of coordinates in Trenchbroom it will be placed somewhere around 0,0,0 coordinates in the game, which is the center of the map. The newly imported object should be there.<br />
<br />
<br />
<br />
[[File:Mm6 trenchbroom mmeditor import.png|frameless|740x740px]]<br />
<br />
<br />
====Moving the object====<br />
<br />
<br />
Many building in the game are considered to be a single object by the engine. Those had many shapes merged in one using 3D software. In Trenchbroom objects are built using brushes and usually there are many brushes that constitute one object. When Trenchbroom exports a model it keeps the shapes separate. That means that the object can not be selected all at once.<br />
<br />
To move imported object:<br />
<br />
#Click on any face on the model<br />
#Press the '''Model''' button<br />
#Hold the '''Left Shift''' key and select the other parts<br />
<br />
<br />
[[File:Mm6 trenchbroom mmeditor object selected.png|frameless|740x740px]]<br />
<br />
<br />
<br />
Now there are 2 options:<br />
<br />
*Use arrow keys + Page Up / Down to move the object around<br />
*Move the party to the destination and press the '''Move To Party''' button<br />
<br />
! Note that the '''Land''' function will not help to align the object to the ground since it will align every segment individually and not the entire group.<br />
<br />
The result:<br />
<br />
<br />
[[File:Mm6 trenchbroom ingame.png|frameless|641x641px]]<br />
<br />
==Sample maps==<br />
<br />
===Minecraft===<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/minecraft.bitmaps.lod minecraft.bitmaps.lod] - LOD with map textures<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/map.dat map.dat] - MMEditor project file<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/Minecraft.map Minecraft.map] - Trenchbroom map file<br />
<br />
Texture collection for Trenchbroom used to make this map can be found in the section above.</div>AlpacaNoxhttps://mm6.wiki/index.php?title=Making_Might_and_Magic_maps_with_Trenchbroom&diff=5872Making Might and Magic maps with Trenchbroom2020-06-28T14:30:04Z<p>AlpacaNox: /* Sample maps */</p>
<hr />
<div><seo title="Making Might and Magic Maps with Trenchbroom" metakeywords="Might and Magic, Trenchbroom, Making maps for Might and Magic" metadescription="Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor which is used to edit Might and Magic maps can import 3D models in OBJ format, that means that any program that can export such models can be used for making objects or even entire maps for the game." /><br />
<br />
Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor is used to edit Might and Magic maps. It can import 3D models in OBJ format. That means that any program that can export such models can be used for making objects or even entire maps for the games.<br />
[[category: modding]]<br />
<br />
<br />
[https://kristianduske.com/trenchbroom/ Trenchbroom] is a map editor for Quake-based games.<br />
<br />
<br /><br />
<br />
===Setting up the editor===<br />
<br />
<br />
There are pre-made texture collections for Trenchbroom:<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM6_Trenchbroom.zip Might and Magic VI]<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM7_Trenchbroom.zip Might and Magic VII]<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/Minecraft_Trenchbroom.zip Minecraft]<br />
<br />
Select one of depending on the game. Then extract it somewhere.<br />
<br />
''More information on how to make a custom texture pack can be found on the [[Talk:Making Might and Magic maps with Trenchbroom|Discussion]] page.''<br />
<br />
====Trenchbroom configuration====<br />
By default it seems that BMP image support in Trenchbroom is not enabled. That can be solved by creating a custom game configuration file.<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/MM_Trenchbroom_gameconfig.zip Trenchbroom game config]<br />
<br />
To add this configuration: extract the ZIP file into the '''Trenchbroom/Games''' directory.<br />
If the configuration files worked then the new entry will be visible when creating a new map:<br />
<br />
<br />[[File:Mm6 trenchbroom select game.png|frameless|700x528px]]<br />
<br />
<br />
Now Trenchbroom needs a path where the textures are stored. To set it, press the '''Open preferences...''' button. And set the path for '''Might and Magic''' to the folder that contains the '''textures''' directory.<br />
<br />
<br />[[File:Mm6 trenchbroom configure engines.png|frameless|928x755px]]<br /><br />
<br /><br />
<br /><br />
[[File:Mm6 trenchbroom adding texture group.png|alt=|right|frameless|973x973px]]<br />
<br />
===Making a map / object===<br />
<br />
<br />
After the path to textures is set Trenchbroom will be able to load all the texture collections within the directory. <br />
<br />
<br />
The textures will be added once at least one texture collection is imported. Open the '''Face''' tab and in the '''Texture Collections''' section double click on any available texture collection. Once the texture collection is loaded the textures should be visible in the Texture Browser.<br />
<br />
<br />
''From now on the process is very similar to making a custom map for Quake, so the general tutorials for Trenchbroom apply.''<br />
<br /><br />
<br />
====Limitations====<br />
<br />
Might and Magic engine has its own limitations that are not present in Quake engine.<br />
<br />
<br /><br />
<br />
*The textures can not be rotated<br />
*The textures can not be flipped<br />
*The textures can not be scaled<br />
<br />
<br />
None of that will be applied after the model is exported and will lead to inconsistent results between the editor and the game.<br />
<br />
<br />To avoid some of those things untick '''Texture Lock''' and '''UV lock''' in the '''Edit''' menu:<br />
<br />
<br />
[[File:Mm6 trenchbroom texture lock.png|frameless|599x599px]]<br />
<br />
[[File:Mm6 trenchbroom object ready.png|1899x1899px|frameless]]<br /><br />
<br /><br />
====Hiding colliding faces using the _Invisible_ texture====<br />
<br />
<br />
When building with boxes (brushes) there are usually a lot of faces (segments) which are not necessary for the shape. The ones that are inside the object, or the ones that overlap. Generally these are the elements of the model that will not or should not be visible during gameplay. To remove them, they need to be marked with the texture named '''_Invisible_'''. The texture is already included in a premade texture pack, it is in a group named '''mmeditor'''.<br />
<br />
<br />
''In Might and Magic engine if two model faces overlap each other they will blink / flicker and such. That effect is also known as Z-fighting. Face overlapping is very common when modelling with a Quake editor. That happens because instead of modeling with polygons directly, shapes are made using brushes / boxes.''<br />
<br />
''<br />''<br />
''The texture itself can be anything, the only rule is that it has to be named exactly like that. The texture can be made in any image editor and then loaded within any texture collection.''<br />
<br />
[[File:Mm6 trenchbroom object ready 2.png|frameless|1899x1899px]]<br />
<br />
===Export to MMEditor===<br />
<br />
Once the object is finished export the model by using '''File -> Export -> Wavefront OBJ ...'''<br />
<br />
Doing that will create 2 files: .OBJ and .MTL<br />
<br />
<br /><br />
<br />
====Importing the model====<br />
<br />
<br />
[https://github.com/GrayFace/MMExtension MMEditor] is used for editing maps in the game. Follow the steps for installation of MMEditor, afterwards run the game once to generate the required files and directories. <br />
<br />
<br />
For MMEditor to correctly process the model the following script: [https://mm6.wiki/files/mods/trenchbroom/mtl.lua mtl.lua]<br />
<br />
needs to be placed at the '''/Scripts/General''' directory.<br />
<br />
<br />
<br />
Once the game is loaded press '''alt + F1''' and open any internal map.<br />
<br />
To import the model click on the '''Import''' button'''.'''<br />
<br />
Select '''Cancel''' when asked to delete models, that will keep the rest of the map intact.<br />
<br />
If the model was created not far from the center of coordinates in Trenchbroom it will be placed somewhere around 0,0,0 coordinates in the game, which is the center of the map. The newly imported object should be there.<br />
<br />
<br />
<br />
[[File:Mm6 trenchbroom mmeditor import.png|frameless|740x740px]]<br />
<br />
<br />
====Moving the object====<br />
<br />
<br />
Many building in the game are considered to be a single object by the engine. Those had many shapes merged in one using 3D software. In Trenchbroom objects are built using brushes and usually there are many brushes that constitute one object. When Trenchbroom exports a model it keeps the shapes separate. That means that the object can not be selected all at once.<br />
<br />
To move imported object:<br />
<br />
#Click on any face on the model<br />
#Press the '''Model''' button<br />
#Hold the '''Left Shift''' key and select the other parts<br />
<br />
<br />
[[File:Mm6 trenchbroom mmeditor object selected.png|frameless|740x740px]]<br />
<br />
<br />
<br />
Now there are 2 options:<br />
<br />
*Use arrow keys + Page Up / Down to move the object around<br />
*Move the party to the destination and press the '''Move To Party''' button<br />
<br />
! Note that the '''Land''' function will not help to align the object to the ground since it will align every segment individually and not the entire group.<br />
<br />
The result:<br />
<br />
<br />
[[File:Mm6 trenchbroom ingame.png|frameless|641x641px]]<br />
<br />
==Sample maps==<br />
<br />
===Minecraft===<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/minecraft.bitmaps.lod minecraft.bitmaps.lod] - LOD with map textures<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/map.dat map.dat] - MMEditor project file<br />
<br />
Texture collection for Trenchbroom used to make this map can be found in the section above.</div>AlpacaNoxhttps://mm6.wiki/index.php?title=Making_Might_and_Magic_maps_with_Trenchbroom&diff=5871Making Might and Magic maps with Trenchbroom2020-06-28T14:29:55Z<p>AlpacaNox: /* Sample maps */</p>
<hr />
<div><seo title="Making Might and Magic Maps with Trenchbroom" metakeywords="Might and Magic, Trenchbroom, Making maps for Might and Magic" metadescription="Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor which is used to edit Might and Magic maps can import 3D models in OBJ format, that means that any program that can export such models can be used for making objects or even entire maps for the game." /><br />
<br />
Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor is used to edit Might and Magic maps. It can import 3D models in OBJ format. That means that any program that can export such models can be used for making objects or even entire maps for the games.<br />
[[category: modding]]<br />
<br />
<br />
[https://kristianduske.com/trenchbroom/ Trenchbroom] is a map editor for Quake-based games.<br />
<br />
<br /><br />
<br />
===Setting up the editor===<br />
<br />
<br />
There are pre-made texture collections for Trenchbroom:<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM6_Trenchbroom.zip Might and Magic VI]<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM7_Trenchbroom.zip Might and Magic VII]<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/Minecraft_Trenchbroom.zip Minecraft]<br />
<br />
Select one of depending on the game. Then extract it somewhere.<br />
<br />
''More information on how to make a custom texture pack can be found on the [[Talk:Making Might and Magic maps with Trenchbroom|Discussion]] page.''<br />
<br />
====Trenchbroom configuration====<br />
By default it seems that BMP image support in Trenchbroom is not enabled. That can be solved by creating a custom game configuration file.<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/MM_Trenchbroom_gameconfig.zip Trenchbroom game config]<br />
<br />
To add this configuration: extract the ZIP file into the '''Trenchbroom/Games''' directory.<br />
If the configuration files worked then the new entry will be visible when creating a new map:<br />
<br />
<br />[[File:Mm6 trenchbroom select game.png|frameless|700x528px]]<br />
<br />
<br />
Now Trenchbroom needs a path where the textures are stored. To set it, press the '''Open preferences...''' button. And set the path for '''Might and Magic''' to the folder that contains the '''textures''' directory.<br />
<br />
<br />[[File:Mm6 trenchbroom configure engines.png|frameless|928x755px]]<br /><br />
<br /><br />
<br /><br />
[[File:Mm6 trenchbroom adding texture group.png|alt=|right|frameless|973x973px]]<br />
<br />
===Making a map / object===<br />
<br />
<br />
After the path to textures is set Trenchbroom will be able to load all the texture collections within the directory. <br />
<br />
<br />
The textures will be added once at least one texture collection is imported. Open the '''Face''' tab and in the '''Texture Collections''' section double click on any available texture collection. Once the texture collection is loaded the textures should be visible in the Texture Browser.<br />
<br />
<br />
''From now on the process is very similar to making a custom map for Quake, so the general tutorials for Trenchbroom apply.''<br />
<br /><br />
<br />
====Limitations====<br />
<br />
Might and Magic engine has its own limitations that are not present in Quake engine.<br />
<br />
<br /><br />
<br />
*The textures can not be rotated<br />
*The textures can not be flipped<br />
*The textures can not be scaled<br />
<br />
<br />
None of that will be applied after the model is exported and will lead to inconsistent results between the editor and the game.<br />
<br />
<br />To avoid some of those things untick '''Texture Lock''' and '''UV lock''' in the '''Edit''' menu:<br />
<br />
<br />
[[File:Mm6 trenchbroom texture lock.png|frameless|599x599px]]<br />
<br />
[[File:Mm6 trenchbroom object ready.png|1899x1899px|frameless]]<br /><br />
<br /><br />
====Hiding colliding faces using the _Invisible_ texture====<br />
<br />
<br />
When building with boxes (brushes) there are usually a lot of faces (segments) which are not necessary for the shape. The ones that are inside the object, or the ones that overlap. Generally these are the elements of the model that will not or should not be visible during gameplay. To remove them, they need to be marked with the texture named '''_Invisible_'''. The texture is already included in a premade texture pack, it is in a group named '''mmeditor'''.<br />
<br />
<br />
''In Might and Magic engine if two model faces overlap each other they will blink / flicker and such. That effect is also known as Z-fighting. Face overlapping is very common when modelling with a Quake editor. That happens because instead of modeling with polygons directly, shapes are made using brushes / boxes.''<br />
<br />
''<br />''<br />
''The texture itself can be anything, the only rule is that it has to be named exactly like that. The texture can be made in any image editor and then loaded within any texture collection.''<br />
<br />
[[File:Mm6 trenchbroom object ready 2.png|frameless|1899x1899px]]<br />
<br />
===Export to MMEditor===<br />
<br />
Once the object is finished export the model by using '''File -> Export -> Wavefront OBJ ...'''<br />
<br />
Doing that will create 2 files: .OBJ and .MTL<br />
<br />
<br /><br />
<br />
====Importing the model====<br />
<br />
<br />
[https://github.com/GrayFace/MMExtension MMEditor] is used for editing maps in the game. Follow the steps for installation of MMEditor, afterwards run the game once to generate the required files and directories. <br />
<br />
<br />
For MMEditor to correctly process the model the following script: [https://mm6.wiki/files/mods/trenchbroom/mtl.lua mtl.lua]<br />
<br />
needs to be placed at the '''/Scripts/General''' directory.<br />
<br />
<br />
<br />
Once the game is loaded press '''alt + F1''' and open any internal map.<br />
<br />
To import the model click on the '''Import''' button'''.'''<br />
<br />
Select '''Cancel''' when asked to delete models, that will keep the rest of the map intact.<br />
<br />
If the model was created not far from the center of coordinates in Trenchbroom it will be placed somewhere around 0,0,0 coordinates in the game, which is the center of the map. The newly imported object should be there.<br />
<br />
<br />
<br />
[[File:Mm6 trenchbroom mmeditor import.png|frameless|740x740px]]<br />
<br />
<br />
====Moving the object====<br />
<br />
<br />
Many building in the game are considered to be a single object by the engine. Those had many shapes merged in one using 3D software. In Trenchbroom objects are built using brushes and usually there are many brushes that constitute one object. When Trenchbroom exports a model it keeps the shapes separate. That means that the object can not be selected all at once.<br />
<br />
To move imported object:<br />
<br />
#Click on any face on the model<br />
#Press the '''Model''' button<br />
#Hold the '''Left Shift''' key and select the other parts<br />
<br />
<br />
[[File:Mm6 trenchbroom mmeditor object selected.png|frameless|740x740px]]<br />
<br />
<br />
<br />
Now there are 2 options:<br />
<br />
*Use arrow keys + Page Up / Down to move the object around<br />
*Move the party to the destination and press the '''Move To Party''' button<br />
<br />
! Note that the '''Land''' function will not help to align the object to the ground since it will align every segment individually and not the entire group.<br />
<br />
The result:<br />
<br />
<br />
[[File:Mm6 trenchbroom ingame.png|frameless|641x641px]]<br />
<br />
==Sample maps==<br />
<br />
===Minecraft===<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/minecraft.bitmaps.lod minecraft.bitmaps.lod] - LOD with map textures<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/map.dat map.dat] - MMEditor project file<br />
<br />
'Texture collection for Trenchbroom used to make this map can be found in the section above.'</div>AlpacaNoxhttps://mm6.wiki/index.php?title=Making_Might_and_Magic_maps_with_Trenchbroom&diff=5870Making Might and Magic maps with Trenchbroom2020-06-28T14:29:39Z<p>AlpacaNox: /* Minecraft */</p>
<hr />
<div><seo title="Making Might and Magic Maps with Trenchbroom" metakeywords="Might and Magic, Trenchbroom, Making maps for Might and Magic" metadescription="Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor which is used to edit Might and Magic maps can import 3D models in OBJ format, that means that any program that can export such models can be used for making objects or even entire maps for the game." /><br />
<br />
Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor is used to edit Might and Magic maps. It can import 3D models in OBJ format. That means that any program that can export such models can be used for making objects or even entire maps for the games.<br />
[[category: modding]]<br />
<br />
<br />
[https://kristianduske.com/trenchbroom/ Trenchbroom] is a map editor for Quake-based games.<br />
<br />
<br /><br />
<br />
===Setting up the editor===<br />
<br />
<br />
There are pre-made texture collections for Trenchbroom:<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM6_Trenchbroom.zip Might and Magic VI]<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM7_Trenchbroom.zip Might and Magic VII]<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/Minecraft_Trenchbroom.zip Minecraft]<br />
<br />
Select one of depending on the game. Then extract it somewhere.<br />
<br />
''More information on how to make a custom texture pack can be found on the [[Talk:Making Might and Magic maps with Trenchbroom|Discussion]] page.''<br />
<br />
====Trenchbroom configuration====<br />
By default it seems that BMP image support in Trenchbroom is not enabled. That can be solved by creating a custom game configuration file.<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/MM_Trenchbroom_gameconfig.zip Trenchbroom game config]<br />
<br />
To add this configuration: extract the ZIP file into the '''Trenchbroom/Games''' directory.<br />
If the configuration files worked then the new entry will be visible when creating a new map:<br />
<br />
<br />[[File:Mm6 trenchbroom select game.png|frameless|700x528px]]<br />
<br />
<br />
Now Trenchbroom needs a path where the textures are stored. To set it, press the '''Open preferences...''' button. And set the path for '''Might and Magic''' to the folder that contains the '''textures''' directory.<br />
<br />
<br />[[File:Mm6 trenchbroom configure engines.png|frameless|928x755px]]<br /><br />
<br /><br />
<br /><br />
[[File:Mm6 trenchbroom adding texture group.png|alt=|right|frameless|973x973px]]<br />
<br />
===Making a map / object===<br />
<br />
<br />
After the path to textures is set Trenchbroom will be able to load all the texture collections within the directory. <br />
<br />
<br />
The textures will be added once at least one texture collection is imported. Open the '''Face''' tab and in the '''Texture Collections''' section double click on any available texture collection. Once the texture collection is loaded the textures should be visible in the Texture Browser.<br />
<br />
<br />
''From now on the process is very similar to making a custom map for Quake, so the general tutorials for Trenchbroom apply.''<br />
<br /><br />
<br />
====Limitations====<br />
<br />
Might and Magic engine has its own limitations that are not present in Quake engine.<br />
<br />
<br /><br />
<br />
*The textures can not be rotated<br />
*The textures can not be flipped<br />
*The textures can not be scaled<br />
<br />
<br />
None of that will be applied after the model is exported and will lead to inconsistent results between the editor and the game.<br />
<br />
<br />To avoid some of those things untick '''Texture Lock''' and '''UV lock''' in the '''Edit''' menu:<br />
<br />
<br />
[[File:Mm6 trenchbroom texture lock.png|frameless|599x599px]]<br />
<br />
[[File:Mm6 trenchbroom object ready.png|1899x1899px|frameless]]<br /><br />
<br /><br />
====Hiding colliding faces using the _Invisible_ texture====<br />
<br />
<br />
When building with boxes (brushes) there are usually a lot of faces (segments) which are not necessary for the shape. The ones that are inside the object, or the ones that overlap. Generally these are the elements of the model that will not or should not be visible during gameplay. To remove them, they need to be marked with the texture named '''_Invisible_'''. The texture is already included in a premade texture pack, it is in a group named '''mmeditor'''.<br />
<br />
<br />
''In Might and Magic engine if two model faces overlap each other they will blink / flicker and such. That effect is also known as Z-fighting. Face overlapping is very common when modelling with a Quake editor. That happens because instead of modeling with polygons directly, shapes are made using brushes / boxes.''<br />
<br />
''<br />''<br />
''The texture itself can be anything, the only rule is that it has to be named exactly like that. The texture can be made in any image editor and then loaded within any texture collection.''<br />
<br />
[[File:Mm6 trenchbroom object ready 2.png|frameless|1899x1899px]]<br />
<br />
===Export to MMEditor===<br />
<br />
Once the object is finished export the model by using '''File -> Export -> Wavefront OBJ ...'''<br />
<br />
Doing that will create 2 files: .OBJ and .MTL<br />
<br />
<br /><br />
<br />
====Importing the model====<br />
<br />
<br />
[https://github.com/GrayFace/MMExtension MMEditor] is used for editing maps in the game. Follow the steps for installation of MMEditor, afterwards run the game once to generate the required files and directories. <br />
<br />
<br />
For MMEditor to correctly process the model the following script: [https://mm6.wiki/files/mods/trenchbroom/mtl.lua mtl.lua]<br />
<br />
needs to be placed at the '''/Scripts/General''' directory.<br />
<br />
<br />
<br />
Once the game is loaded press '''alt + F1''' and open any internal map.<br />
<br />
To import the model click on the '''Import''' button'''.'''<br />
<br />
Select '''Cancel''' when asked to delete models, that will keep the rest of the map intact.<br />
<br />
If the model was created not far from the center of coordinates in Trenchbroom it will be placed somewhere around 0,0,0 coordinates in the game, which is the center of the map. The newly imported object should be there.<br />
<br />
<br />
<br />
[[File:Mm6 trenchbroom mmeditor import.png|frameless|740x740px]]<br />
<br />
<br />
====Moving the object====<br />
<br />
<br />
Many building in the game are considered to be a single object by the engine. Those had many shapes merged in one using 3D software. In Trenchbroom objects are built using brushes and usually there are many brushes that constitute one object. When Trenchbroom exports a model it keeps the shapes separate. That means that the object can not be selected all at once.<br />
<br />
To move imported object:<br />
<br />
#Click on any face on the model<br />
#Press the '''Model''' button<br />
#Hold the '''Left Shift''' key and select the other parts<br />
<br />
<br />
[[File:Mm6 trenchbroom mmeditor object selected.png|frameless|740x740px]]<br />
<br />
<br />
<br />
Now there are 2 options:<br />
<br />
*Use arrow keys + Page Up / Down to move the object around<br />
*Move the party to the destination and press the '''Move To Party''' button<br />
<br />
! Note that the '''Land''' function will not help to align the object to the ground since it will align every segment individually and not the entire group.<br />
<br />
The result:<br />
<br />
<br />
[[File:Mm6 trenchbroom ingame.png|frameless|641x641px]]<br />
<br />
==Sample maps==<br />
<br />
===Minecraft===<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/minecraft.bitmaps.lod minecraft.bitmaps.lod] - LOD with map textures<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/map.dat map.dat] - MMEditor project file<br />
<br />
*Texture collection for Trenchbroom used to make this map can be found in the section above.*</div>AlpacaNoxhttps://mm6.wiki/index.php?title=Making_Might_and_Magic_maps_with_Trenchbroom&diff=5869Making Might and Magic maps with Trenchbroom2020-06-28T14:29:04Z<p>AlpacaNox: </p>
<hr />
<div><seo title="Making Might and Magic Maps with Trenchbroom" metakeywords="Might and Magic, Trenchbroom, Making maps for Might and Magic" metadescription="Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor which is used to edit Might and Magic maps can import 3D models in OBJ format, that means that any program that can export such models can be used for making objects or even entire maps for the game." /><br />
<br />
Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor is used to edit Might and Magic maps. It can import 3D models in OBJ format. That means that any program that can export such models can be used for making objects or even entire maps for the games.<br />
[[category: modding]]<br />
<br />
<br />
[https://kristianduske.com/trenchbroom/ Trenchbroom] is a map editor for Quake-based games.<br />
<br />
<br /><br />
<br />
===Setting up the editor===<br />
<br />
<br />
There are pre-made texture collections for Trenchbroom:<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM6_Trenchbroom.zip Might and Magic VI]<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM7_Trenchbroom.zip Might and Magic VII]<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/Minecraft_Trenchbroom.zip Minecraft]<br />
<br />
Select one of depending on the game. Then extract it somewhere.<br />
<br />
''More information on how to make a custom texture pack can be found on the [[Talk:Making Might and Magic maps with Trenchbroom|Discussion]] page.''<br />
<br />
====Trenchbroom configuration====<br />
By default it seems that BMP image support in Trenchbroom is not enabled. That can be solved by creating a custom game configuration file.<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/MM_Trenchbroom_gameconfig.zip Trenchbroom game config]<br />
<br />
To add this configuration: extract the ZIP file into the '''Trenchbroom/Games''' directory.<br />
If the configuration files worked then the new entry will be visible when creating a new map:<br />
<br />
<br />[[File:Mm6 trenchbroom select game.png|frameless|700x528px]]<br />
<br />
<br />
Now Trenchbroom needs a path where the textures are stored. To set it, press the '''Open preferences...''' button. And set the path for '''Might and Magic''' to the folder that contains the '''textures''' directory.<br />
<br />
<br />[[File:Mm6 trenchbroom configure engines.png|frameless|928x755px]]<br /><br />
<br /><br />
<br /><br />
[[File:Mm6 trenchbroom adding texture group.png|alt=|right|frameless|973x973px]]<br />
<br />
===Making a map / object===<br />
<br />
<br />
After the path to textures is set Trenchbroom will be able to load all the texture collections within the directory. <br />
<br />
<br />
The textures will be added once at least one texture collection is imported. Open the '''Face''' tab and in the '''Texture Collections''' section double click on any available texture collection. Once the texture collection is loaded the textures should be visible in the Texture Browser.<br />
<br />
<br />
''From now on the process is very similar to making a custom map for Quake, so the general tutorials for Trenchbroom apply.''<br />
<br /><br />
<br />
====Limitations====<br />
<br />
Might and Magic engine has its own limitations that are not present in Quake engine.<br />
<br />
<br /><br />
<br />
*The textures can not be rotated<br />
*The textures can not be flipped<br />
*The textures can not be scaled<br />
<br />
<br />
None of that will be applied after the model is exported and will lead to inconsistent results between the editor and the game.<br />
<br />
<br />To avoid some of those things untick '''Texture Lock''' and '''UV lock''' in the '''Edit''' menu:<br />
<br />
<br />
[[File:Mm6 trenchbroom texture lock.png|frameless|599x599px]]<br />
<br />
[[File:Mm6 trenchbroom object ready.png|1899x1899px|frameless]]<br /><br />
<br /><br />
====Hiding colliding faces using the _Invisible_ texture====<br />
<br />
<br />
When building with boxes (brushes) there are usually a lot of faces (segments) which are not necessary for the shape. The ones that are inside the object, or the ones that overlap. Generally these are the elements of the model that will not or should not be visible during gameplay. To remove them, they need to be marked with the texture named '''_Invisible_'''. The texture is already included in a premade texture pack, it is in a group named '''mmeditor'''.<br />
<br />
<br />
''In Might and Magic engine if two model faces overlap each other they will blink / flicker and such. That effect is also known as Z-fighting. Face overlapping is very common when modelling with a Quake editor. That happens because instead of modeling with polygons directly, shapes are made using brushes / boxes.''<br />
<br />
''<br />''<br />
''The texture itself can be anything, the only rule is that it has to be named exactly like that. The texture can be made in any image editor and then loaded within any texture collection.''<br />
<br />
[[File:Mm6 trenchbroom object ready 2.png|frameless|1899x1899px]]<br />
<br />
===Export to MMEditor===<br />
<br />
Once the object is finished export the model by using '''File -> Export -> Wavefront OBJ ...'''<br />
<br />
Doing that will create 2 files: .OBJ and .MTL<br />
<br />
<br /><br />
<br />
====Importing the model====<br />
<br />
<br />
[https://github.com/GrayFace/MMExtension MMEditor] is used for editing maps in the game. Follow the steps for installation of MMEditor, afterwards run the game once to generate the required files and directories. <br />
<br />
<br />
For MMEditor to correctly process the model the following script: [https://mm6.wiki/files/mods/trenchbroom/mtl.lua mtl.lua]<br />
<br />
needs to be placed at the '''/Scripts/General''' directory.<br />
<br />
<br />
<br />
Once the game is loaded press '''alt + F1''' and open any internal map.<br />
<br />
To import the model click on the '''Import''' button'''.'''<br />
<br />
Select '''Cancel''' when asked to delete models, that will keep the rest of the map intact.<br />
<br />
If the model was created not far from the center of coordinates in Trenchbroom it will be placed somewhere around 0,0,0 coordinates in the game, which is the center of the map. The newly imported object should be there.<br />
<br />
<br />
<br />
[[File:Mm6 trenchbroom mmeditor import.png|frameless|740x740px]]<br />
<br />
<br />
====Moving the object====<br />
<br />
<br />
Many building in the game are considered to be a single object by the engine. Those had many shapes merged in one using 3D software. In Trenchbroom objects are built using brushes and usually there are many brushes that constitute one object. When Trenchbroom exports a model it keeps the shapes separate. That means that the object can not be selected all at once.<br />
<br />
To move imported object:<br />
<br />
#Click on any face on the model<br />
#Press the '''Model''' button<br />
#Hold the '''Left Shift''' key and select the other parts<br />
<br />
<br />
[[File:Mm6 trenchbroom mmeditor object selected.png|frameless|740x740px]]<br />
<br />
<br />
<br />
Now there are 2 options:<br />
<br />
*Use arrow keys + Page Up / Down to move the object around<br />
*Move the party to the destination and press the '''Move To Party''' button<br />
<br />
! Note that the '''Land''' function will not help to align the object to the ground since it will align every segment individually and not the entire group.<br />
<br />
The result:<br />
<br />
<br />
[[File:Mm6 trenchbroom ingame.png|frameless|641x641px]]<br />
<br />
==Sample maps==<br />
<br />
===Minecraft===<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/minecraft.bitmaps.lod minecraft.bitmaps.lod]<br />
[https://mm6.wiki/files/mods/trenchbroom/maps/Minecraft/map.dat map.dat]<br />
*Texture collection for Trenchbroom used to make this map can be found in the section above.*</div>AlpacaNoxhttps://mm6.wiki/index.php?title=Making_Might_and_Magic_maps_with_Trenchbroom&diff=5868Making Might and Magic maps with Trenchbroom2020-06-28T14:13:26Z<p>AlpacaNox: /* Setting up the editor */</p>
<hr />
<div><seo title="Making Might and Magic Maps with Trenchbroom" metakeywords="Might and Magic, Trenchbroom, Making maps for Might and Magic" metadescription="Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor which is used to edit Might and Magic maps can import 3D models in OBJ format, that means that any program that can export such models can be used for making objects or even entire maps for the game." /><br />
<br />
Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor is used to edit Might and Magic maps. It can import 3D models in OBJ format. That means that any program that can export such models can be used for making objects or even entire maps for the games.<br />
[[category: modding]]<br />
<br />
<br />
[https://kristianduske.com/trenchbroom/ Trenchbroom] is a map editor for Quake-based games.<br />
<br />
<br /><br />
<br />
===Setting up the editor===<br />
<br />
<br />
There are pre-made texture collections for Trenchbroom:<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM6_Trenchbroom.zip Might and Magic VI]<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM7_Trenchbroom.zip Might and Magic VII]<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/Minecraft_Trenchbroom.zip Minecraft]<br />
<br />
Select one of depending on the game. Then extract it somewhere.<br />
<br />
''More information on how to make a custom texture pack can be found on the [[Talk:Making Might and Magic maps with Trenchbroom|Discussion]] page.''<br />
<br />
====Trenchbroom configuration====<br />
By default it seems that BMP image support in Trenchbroom is not enabled. That can be solved by creating a custom game configuration file.<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/MM_Trenchbroom_gameconfig.zip Trenchbroom game config]<br />
<br />
To add this configuration: extract the ZIP file into the '''Trenchbroom/Games''' directory.<br />
If the configuration files worked then the new entry will be visible when creating a new map:<br />
<br />
<br />[[File:Mm6 trenchbroom select game.png|frameless|700x528px]]<br />
<br />
<br />
Now Trenchbroom needs a path where the textures are stored. To set it, press the '''Open preferences...''' button. And set the path for '''Might and Magic''' to the folder that contains the '''textures''' directory.<br />
<br />
<br />[[File:Mm6 trenchbroom configure engines.png|frameless|928x755px]]<br /><br />
<br /><br />
<br /><br />
[[File:Mm6 trenchbroom adding texture group.png|alt=|right|frameless|973x973px]]<br />
<br />
===Making a map / object===<br />
<br />
<br />
After the path to textures is set Trenchbroom will be able to load all the texture collections within the directory. <br />
<br />
<br />
The textures will be added once at least one texture collection is imported. Open the '''Face''' tab and in the '''Texture Collections''' section double click on any available texture collection. Once the texture collection is loaded the textures should be visible in the Texture Browser.<br />
<br />
<br />
''From now on the process is very similar to making a custom map for Quake, so the general tutorials for Trenchbroom apply.''<br />
<br /><br />
<br />
====Limitations====<br />
<br />
Might and Magic engine has its own limitations that are not present in Quake engine.<br />
<br />
<br /><br />
<br />
*The textures can not be rotated<br />
*The textures can not be flipped<br />
*The textures can not be scaled<br />
<br />
<br />
None of that will be applied after the model is exported and will lead to inconsistent results between the editor and the game.<br />
<br />
<br />To avoid some of those things untick '''Texture Lock''' and '''UV lock''' in the '''Edit''' menu:<br />
<br />
<br />
[[File:Mm6 trenchbroom texture lock.png|frameless|599x599px]]<br />
<br />
[[File:Mm6 trenchbroom object ready.png|1899x1899px|frameless]]<br /><br />
<br /><br />
====Hiding colliding faces using the _Invisible_ texture====<br />
<br />
<br />
When building with boxes (brushes) there are usually a lot of faces (segments) which are not necessary for the shape. The ones that are inside the object, or the ones that overlap. Generally these are the elements of the model that will not or should not be visible during gameplay. To remove them, they need to be marked with the texture named '''_Invisible_'''. The texture is already included in a premade texture pack, it is in a group named '''mmeditor'''.<br />
<br />
<br />
''In Might and Magic engine if two model faces overlap each other they will blink / flicker and such. That effect is also known as Z-fighting. Face overlapping is very common when modelling with a Quake editor. That happens because instead of modeling with polygons directly, shapes are made using brushes / boxes.''<br />
<br />
''<br />''<br />
''The texture itself can be anything, the only rule is that it has to be named exactly like that. The texture can be made in any image editor and then loaded within any texture collection.''<br />
<br />
[[File:Mm6 trenchbroom object ready 2.png|frameless|1899x1899px]]<br />
<br />
===Export to MMEditor===<br />
<br />
Once the object is finished export the model by using '''File -> Export -> Wavefront OBJ ...'''<br />
<br />
Doing that will create 2 files: .OBJ and .MTL<br />
<br />
<br /><br />
<br />
====Importing the model====<br />
<br />
<br />
[https://github.com/GrayFace/MMExtension MMEditor] is used for editing maps in the game. Follow the steps for installation of MMEditor, afterwards run the game once to generate the required files and directories. <br />
<br />
<br />
For MMEditor to correctly process the model the following script: [https://mm6.wiki/files/mods/trenchbroom/mtl.lua mtl.lua]<br />
<br />
needs to be placed at the '''/Scripts/General''' directory.<br />
<br />
<br />
<br />
Once the game is loaded press '''alt + F1''' and open any internal map.<br />
<br />
To import the model click on the '''Import''' button'''.'''<br />
<br />
Select '''Cancel''' when asked to delete models, that will keep the rest of the map intact.<br />
<br />
If the model was created not far from the center of coordinates in Trenchbroom it will be placed somewhere around 0,0,0 coordinates in the game, which is the center of the map. The newly imported object should be there.<br />
<br />
<br />
<br />
[[File:Mm6 trenchbroom mmeditor import.png|frameless|740x740px]]<br />
<br />
<br />
====Moving the object====<br />
<br />
<br />
Many building in the game are considered to be a single object by the engine. Those had many shapes merged in one using 3D software. In Trenchbroom objects are built using brushes and usually there are many brushes that constitute one object. When Trenchbroom exports a model it keeps the shapes separate. That means that the object can not be selected all at once.<br />
<br />
To move imported object:<br />
<br />
#Click on any face on the model<br />
#Press the '''Model''' button<br />
#Hold the '''Left Shift''' key and select the other parts<br />
<br />
<br />
[[File:Mm6 trenchbroom mmeditor object selected.png|frameless|740x740px]]<br />
<br />
<br />
<br />
Now there are 2 options:<br />
<br />
*Use arrow keys + Page Up / Down to move the object around<br />
*Move the party to the destination and press the '''Move To Party''' button<br />
<br />
! Note that the '''Land''' function will not help to align the object to the ground since it will align every segment individually and not the entire group.<br />
<br />
The result:<br />
<br />
<br />
[[File:Mm6 trenchbroom ingame.png|frameless|641x641px]]</div>AlpacaNoxhttps://mm6.wiki/index.php?title=Making_Might_and_Magic_maps_with_Trenchbroom&diff=5867Making Might and Magic maps with Trenchbroom2020-06-27T16:41:23Z<p>AlpacaNox: /* Optimizing the object with _Invisible_ texture */</p>
<hr />
<div><seo title="Making Might and Magic Maps with Trenchbroom" metakeywords="Might and Magic, Trenchbroom, Making maps for Might and Magic" metadescription="Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor which is used to edit Might and Magic maps can import 3D models in OBJ format, that means that any program that can export such models can be used for making objects or even entire maps for the game." /><br />
<br />
Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor is used to edit Might and Magic maps. It can import 3D models in OBJ format. That means that any program that can export such models can be used for making objects or even entire maps for the games.<br />
[[category: modding]]<br />
<br />
<br />
[https://kristianduske.com/trenchbroom/ Trenchbroom] is a map editor for Quake-based games.<br />
<br />
<br /><br />
<br />
===Setting up the editor===<br />
<br />
<br />
There are pre-made texture collections for Trenchbroom:<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM6_Trenchbroom.zip Might and Magic VI]<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM7_Trenchbroom.zip Might and Magic VII]<br />
<br />
Select one of depending on the game. Then extract it somewhere.<br />
<br />
''More information on how to make a custom texture pack can be found on the [[Talk:Making Might and Magic maps with Trenchbroom|Discussion]] page.''<br />
<br />
====Trenchbroom configuration====<br />
By default it seems that BMP image support in Trenchbroom is not enabled. That can be solved by creating a custom game configuration file.<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/MM_Trenchbroom_gameconfig.zip Trenchbroom game config]<br />
<br />
To add this configuration: extract the ZIP file into the '''Trenchbroom/Games''' directory.<br />
If the configuration files worked then the new entry will be visible when creating a new map:<br />
<br />
<br />[[File:Mm6 trenchbroom select game.png|frameless|700x528px]]<br />
<br />
<br />
Now Trenchbroom needs a path where the textures are stored. To set it, press the '''Open preferences...''' button. And set the path for '''Might and Magic''' to the folder that contains the '''textures''' directory.<br />
<br />
<br />[[File:Mm6 trenchbroom configure engines.png|frameless|928x755px]]<br /><br />
<br /><br />
<br /><br />
[[File:Mm6 trenchbroom adding texture group.png|alt=|right|frameless|973x973px]]<br />
<br />
===Making a map / object===<br />
<br />
<br />
After the path to textures is set Trenchbroom will be able to load all the texture collections within the directory. <br />
<br />
<br />
The textures will be added once at least one texture collection is imported. Open the '''Face''' tab and in the '''Texture Collections''' section double click on any available texture collection. Once the texture collection is loaded the textures should be visible in the Texture Browser.<br />
<br />
<br />
''From now on the process is very similar to making a custom map for Quake, so the general tutorials for Trenchbroom apply.''<br />
<br /><br />
<br />
====Limitations====<br />
<br />
Might and Magic engine has its own limitations that are not present in Quake engine.<br />
<br />
<br /><br />
<br />
*The textures can not be rotated<br />
*The textures can not be flipped<br />
*The textures can not be scaled<br />
<br />
<br />
None of that will be applied after the model is exported and will lead to inconsistent results between the editor and the game.<br />
<br />
<br />To avoid some of those things untick '''Texture Lock''' and '''UV lock''' in the '''Edit''' menu:<br />
<br />
<br />
[[File:Mm6 trenchbroom texture lock.png|frameless|599x599px]]<br />
<br />
[[File:Mm6 trenchbroom object ready.png|1899x1899px|frameless]]<br /><br />
<br /><br />
====Hiding colliding faces using the _Invisible_ texture====<br />
<br />
<br />
When building with boxes (brushes) there are usually a lot of faces (segments) which are not necessary for the shape. The ones that are inside the object, or the ones that overlap. Generally these are the elements of the model that will not or should not be visible during gameplay. To remove them, they need to be marked with the texture named '''_Invisible_'''. The texture is already included in a premade texture pack, it is in a group named '''mmeditor'''.<br />
<br />
<br />
''In Might and Magic engine if two model faces overlap each other they will blink / flicker and such. That effect is also known as Z-fighting. Face overlapping is very common when modelling with a Quake editor. That happens because instead of modeling with polygons directly, shapes are made using brushes / boxes.''<br />
<br />
''<br />''<br />
''The texture itself can be anything, the only rule is that it has to be named exactly like that. The texture can be made in any image editor and then loaded within any texture collection.''<br />
<br />
[[File:Mm6 trenchbroom object ready 2.png|frameless|1899x1899px]]<br />
<br />
===Export to MMEditor===<br />
<br />
Once the object is finished export the model by using '''File -> Export -> Wavefront OBJ ...'''<br />
<br />
Doing that will create 2 files: .OBJ and .MTL<br />
<br />
<br /><br />
<br />
====Importing the model====<br />
<br />
<br />
[https://github.com/GrayFace/MMExtension MMEditor] is used for editing maps in the game. Follow the steps for installation of MMEditor, afterwards run the game once to generate the required files and directories. <br />
<br />
<br />
For MMEditor to correctly process the model the following script: [https://mm6.wiki/files/mods/trenchbroom/mtl.lua mtl.lua]<br />
<br />
needs to be placed at the '''/Scripts/General''' directory.<br />
<br />
<br />
<br />
Once the game is loaded press '''alt + F1''' and open any internal map.<br />
<br />
To import the model click on the '''Import''' button'''.'''<br />
<br />
Select '''Cancel''' when asked to delete models, that will keep the rest of the map intact.<br />
<br />
If the model was created not far from the center of coordinates in Trenchbroom it will be placed somewhere around 0,0,0 coordinates in the game, which is the center of the map. The newly imported object should be there.<br />
<br />
<br />
<br />
[[File:Mm6 trenchbroom mmeditor import.png|frameless|740x740px]]<br />
<br />
<br />
====Moving the object====<br />
<br />
<br />
Many building in the game are considered to be a single object by the engine. Those had many shapes merged in one using 3D software. In Trenchbroom objects are built using brushes and usually there are many brushes that constitute one object. When Trenchbroom exports a model it keeps the shapes separate. That means that the object can not be selected all at once.<br />
<br />
To move imported object:<br />
<br />
#Click on any face on the model<br />
#Press the '''Model''' button<br />
#Hold the '''Left Shift''' key and select the other parts<br />
<br />
<br />
[[File:Mm6 trenchbroom mmeditor object selected.png|frameless|740x740px]]<br />
<br />
<br />
<br />
Now there are 2 options:<br />
<br />
*Use arrow keys + Page Up / Down to move the object around<br />
*Move the party to the destination and press the '''Move To Party''' button<br />
<br />
! Note that the '''Land''' function will not help to align the object to the ground since it will align every segment individually and not the entire group.<br />
<br />
The result:<br />
<br />
<br />
[[File:Mm6 trenchbroom ingame.png|frameless|641x641px]]</div>AlpacaNoxhttps://mm6.wiki/index.php?title=Making_Might_and_Magic_maps_with_Trenchbroom&diff=5866Making Might and Magic maps with Trenchbroom2020-06-27T16:39:48Z<p>AlpacaNox: /* Making a map / object */</p>
<hr />
<div><seo title="Making Might and Magic Maps with Trenchbroom" metakeywords="Might and Magic, Trenchbroom, Making maps for Might and Magic" metadescription="Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor which is used to edit Might and Magic maps can import 3D models in OBJ format, that means that any program that can export such models can be used for making objects or even entire maps for the game." /><br />
<br />
Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor is used to edit Might and Magic maps. It can import 3D models in OBJ format. That means that any program that can export such models can be used for making objects or even entire maps for the games.<br />
[[category: modding]]<br />
<br />
<br />
[https://kristianduske.com/trenchbroom/ Trenchbroom] is a map editor for Quake-based games.<br />
<br />
<br /><br />
<br />
===Setting up the editor===<br />
<br />
<br />
There are pre-made texture collections for Trenchbroom:<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM6_Trenchbroom.zip Might and Magic VI]<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM7_Trenchbroom.zip Might and Magic VII]<br />
<br />
Select one of depending on the game. Then extract it somewhere.<br />
<br />
''More information on how to make a custom texture pack can be found on the [[Talk:Making Might and Magic maps with Trenchbroom|Discussion]] page.''<br />
<br />
====Trenchbroom configuration====<br />
By default it seems that BMP image support in Trenchbroom is not enabled. That can be solved by creating a custom game configuration file.<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/MM_Trenchbroom_gameconfig.zip Trenchbroom game config]<br />
<br />
To add this configuration: extract the ZIP file into the '''Trenchbroom/Games''' directory.<br />
If the configuration files worked then the new entry will be visible when creating a new map:<br />
<br />
<br />[[File:Mm6 trenchbroom select game.png|frameless|700x528px]]<br />
<br />
<br />
Now Trenchbroom needs a path where the textures are stored. To set it, press the '''Open preferences...''' button. And set the path for '''Might and Magic''' to the folder that contains the '''textures''' directory.<br />
<br />
<br />[[File:Mm6 trenchbroom configure engines.png|frameless|928x755px]]<br /><br />
<br /><br />
<br /><br />
[[File:Mm6 trenchbroom adding texture group.png|alt=|right|frameless|973x973px]]<br />
<br />
===Making a map / object===<br />
<br />
<br />
After the path to textures is set Trenchbroom will be able to load all the texture collections within the directory. <br />
<br />
<br />
The textures will be added once at least one texture collection is imported. Open the '''Face''' tab and in the '''Texture Collections''' section double click on any available texture collection. Once the texture collection is loaded the textures should be visible in the Texture Browser.<br />
<br />
<br />
''From now on the process is very similar to making a custom map for Quake, so the general tutorials for Trenchbroom apply.''<br />
<br /><br />
<br />
====Limitations====<br />
<br />
Might and Magic engine has its own limitations that are not present in Quake engine.<br />
<br />
<br /><br />
<br />
*The textures can not be rotated<br />
*The textures can not be flipped<br />
*The textures can not be scaled<br />
<br />
<br />
None of that will be applied after the model is exported and will lead to inconsistent results between the editor and the game.<br />
<br />
<br />To avoid some of those things untick '''Texture Lock''' and '''UV lock''' in the '''Edit''' menu:<br />
<br />
<br />
[[File:Mm6 trenchbroom texture lock.png|frameless|599x599px]]<br />
<br />
[[File:Mm6 trenchbroom object ready.png|1899x1899px|frameless]]<br /><br />
<br /><br />
====Optimizing the object with _Invisible_ texture====<br />
<br />
<br />
When building with boxes (brushes) there are usually a lot of faces (segments) which are not necessary for the shape. The ones that are inside the object, or the ones that overlap. Generally these are the elements of the model that will not or should not be visible during gameplay. To remove them, they need to be marked with the texture named '''_Invisible_'''. The texture is already included in a premade texture pack, it is in a group named '''mmeditor'''.<br />
<br />
<br />
''In Might and Magic engine if two model faces overlap each other they will blink / flicker and such. That effect is also known as Z-fighting. Face overlapping is very common when modelling with a Quake editor. That happens because instead of modeling with polygons directly, shapes are made using brushes / boxes.''<br />
<br />
''<br />''<br />
''The texture itself can be anything, the only rule is that it has to be named exactly like that. The texture can be made in any image editor and then loaded within any texture collection.''<br />
<br />
[[File:Mm6 trenchbroom object ready 2.png|frameless|1899x1899px]]<br />
<br />
===Export to MMEditor===<br />
<br />
Once the object is finished export the model by using '''File -> Export -> Wavefront OBJ ...'''<br />
<br />
Doing that will create 2 files: .OBJ and .MTL<br />
<br />
<br /><br />
<br />
====Importing the model====<br />
<br />
<br />
[https://github.com/GrayFace/MMExtension MMEditor] is used for editing maps in the game. Follow the steps for installation of MMEditor, afterwards run the game once to generate the required files and directories. <br />
<br />
<br />
For MMEditor to correctly process the model the following script: [https://mm6.wiki/files/mods/trenchbroom/mtl.lua mtl.lua]<br />
<br />
needs to be placed at the '''/Scripts/General''' directory.<br />
<br />
<br />
<br />
Once the game is loaded press '''alt + F1''' and open any internal map.<br />
<br />
To import the model click on the '''Import''' button'''.'''<br />
<br />
Select '''Cancel''' when asked to delete models, that will keep the rest of the map intact.<br />
<br />
If the model was created not far from the center of coordinates in Trenchbroom it will be placed somewhere around 0,0,0 coordinates in the game, which is the center of the map. The newly imported object should be there.<br />
<br />
<br />
<br />
[[File:Mm6 trenchbroom mmeditor import.png|frameless|740x740px]]<br />
<br />
<br />
====Moving the object====<br />
<br />
<br />
Many building in the game are considered to be a single object by the engine. Those had many shapes merged in one using 3D software. In Trenchbroom objects are built using brushes and usually there are many brushes that constitute one object. When Trenchbroom exports a model it keeps the shapes separate. That means that the object can not be selected all at once.<br />
<br />
To move imported object:<br />
<br />
#Click on any face on the model<br />
#Press the '''Model''' button<br />
#Hold the '''Left Shift''' key and select the other parts<br />
<br />
<br />
[[File:Mm6 trenchbroom mmeditor object selected.png|frameless|740x740px]]<br />
<br />
<br />
<br />
Now there are 2 options:<br />
<br />
*Use arrow keys + Page Up / Down to move the object around<br />
*Move the party to the destination and press the '''Move To Party''' button<br />
<br />
! Note that the '''Land''' function will not help to align the object to the ground since it will align every segment individually and not the entire group.<br />
<br />
The result:<br />
<br />
<br />
[[File:Mm6 trenchbroom ingame.png|frameless|641x641px]]</div>AlpacaNoxhttps://mm6.wiki/index.php?title=Making_Might_and_Magic_maps_with_Trenchbroom&diff=5865Making Might and Magic maps with Trenchbroom2020-06-27T16:37:22Z<p>AlpacaNox: /* Trenchbroom configuration */</p>
<hr />
<div><seo title="Making Might and Magic Maps with Trenchbroom" metakeywords="Might and Magic, Trenchbroom, Making maps for Might and Magic" metadescription="Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor which is used to edit Might and Magic maps can import 3D models in OBJ format, that means that any program that can export such models can be used for making objects or even entire maps for the game." /><br />
<br />
Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor is used to edit Might and Magic maps. It can import 3D models in OBJ format. That means that any program that can export such models can be used for making objects or even entire maps for the games.<br />
[[category: modding]]<br />
<br />
<br />
[https://kristianduske.com/trenchbroom/ Trenchbroom] is a map editor for Quake-based games.<br />
<br />
<br /><br />
<br />
===Setting up the editor===<br />
<br />
<br />
There are pre-made texture collections for Trenchbroom:<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM6_Trenchbroom.zip Might and Magic VI]<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM7_Trenchbroom.zip Might and Magic VII]<br />
<br />
Select one of depending on the game. Then extract it somewhere.<br />
<br />
''More information on how to make a custom texture pack can be found on the [[Talk:Making Might and Magic maps with Trenchbroom|Discussion]] page.''<br />
<br />
====Trenchbroom configuration====<br />
By default it seems that BMP image support in Trenchbroom is not enabled. That can be solved by creating a custom game configuration file.<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/MM_Trenchbroom_gameconfig.zip Trenchbroom game config]<br />
<br />
To add this configuration: extract the ZIP file into the '''Trenchbroom/Games''' directory.<br />
If the configuration files worked then the new entry will be visible when creating a new map:<br />
<br />
<br />[[File:Mm6 trenchbroom select game.png|frameless|700x528px]]<br />
<br />
<br />
Now Trenchbroom needs a path where the textures are stored. To set it, press the '''Open preferences...''' button. And set the path for '''Might and Magic''' to the folder that contains the '''textures''' directory.<br />
<br />
<br />[[File:Mm6 trenchbroom configure engines.png|frameless|928x755px]]<br /><br />
<br /><br />
<br /><br />
[[File:Mm6 trenchbroom adding texture group.png|alt=|right|frameless|973x973px]]<br />
<br />
===Making a map / object===<br />
<br />
<br />
Now creating new map with Might and Magic preset will be loading the project folder and the textures will be available. To proceed start a new map using Might and Magic preset.<br />
<br />
<br />
The textures will be available once texture collection is selected. Open the '''Face''' tab and in the '''Texture Collections''' section double click on the '''bitmaps\MM6''' collection. Once the texture collection is loaded the textures should be visible in the Texture Browser.<br />
<br />
<br />
''From now on the process is very similar to making a custom map for Quake, so the general tutorials for Trenchbroom apply.''<br />
<br /><br />
<br />
====Limitations====<br />
<br />
Might and Magic engine has its own limitations that are not present in Quake engine.<br />
<br />
<br /><br />
<br />
*The textures can not be rotated<br />
*The textures can not be flipped<br />
*The textures can not be scaled<br />
<br />
<br />
None of that will be applied after the model is exported and will lead to inconsistent results between the editor and the game.<br />
<br />
<br />To avoid some of those things untick '''Texture Lock''' and '''UV lock''' in the '''Edit''' menu:<br />
<br />
<br />
[[File:Mm6 trenchbroom texture lock.png|frameless|599x599px]]<br />
<br />
[[File:Mm6 trenchbroom object ready.png|1899x1899px|frameless]]<br /><br />
<br /><br />
====Optimizing the object with _Invisible_ texture====<br />
<br />
<br />
When building with boxes (brushes) there are usually a lot of faces (segments) which are not necessary for the shape. The ones that are inside the object, or the ones that overlap. Generally these are the elements of the model that will not or should not be visible during gameplay. To remove them, they need to be marked with the texture named '''_Invisible_'''. The texture is already included in a premade texture pack, it is in a group named '''mmeditor'''.<br />
<br />
<br />
''In Might and Magic engine if two model faces overlap each other they will blink / flicker and such. That effect is also known as Z-fighting. Face overlapping is very common when modelling with a Quake editor. That happens because instead of modeling with polygons directly, shapes are made using brushes / boxes.''<br />
<br />
''<br />''<br />
''The texture itself can be anything, the only rule is that it has to be named exactly like that. The texture can be made in any image editor and then loaded within any texture collection.''<br />
<br />
[[File:Mm6 trenchbroom object ready 2.png|frameless|1899x1899px]]<br />
<br />
<br />
===Export to MMEditor===<br />
<br />
Once the object is finished export the model by using '''File -> Export -> Wavefront OBJ ...'''<br />
<br />
Doing that will create 2 files: .OBJ and .MTL<br />
<br />
<br /><br />
<br />
====Importing the model====<br />
<br />
<br />
[https://github.com/GrayFace/MMExtension MMEditor] is used for editing maps in the game. Follow the steps for installation of MMEditor, afterwards run the game once to generate the required files and directories. <br />
<br />
<br />
For MMEditor to correctly process the model the following script: [https://mm6.wiki/files/mods/trenchbroom/mtl.lua mtl.lua]<br />
<br />
needs to be placed at the '''/Scripts/General''' directory.<br />
<br />
<br />
<br />
Once the game is loaded press '''alt + F1''' and open any internal map.<br />
<br />
To import the model click on the '''Import''' button'''.'''<br />
<br />
Select '''Cancel''' when asked to delete models, that will keep the rest of the map intact.<br />
<br />
If the model was created not far from the center of coordinates in Trenchbroom it will be placed somewhere around 0,0,0 coordinates in the game, which is the center of the map. The newly imported object should be there.<br />
<br />
<br />
<br />
[[File:Mm6 trenchbroom mmeditor import.png|frameless|740x740px]]<br />
<br />
<br />
====Moving the object====<br />
<br />
<br />
Many building in the game are considered to be a single object by the engine. Those had many shapes merged in one using 3D software. In Trenchbroom objects are built using brushes and usually there are many brushes that constitute one object. When Trenchbroom exports a model it keeps the shapes separate. That means that the object can not be selected all at once.<br />
<br />
To move imported object:<br />
<br />
#Click on any face on the model<br />
#Press the '''Model''' button<br />
#Hold the '''Left Shift''' key and select the other parts<br />
<br />
<br />
[[File:Mm6 trenchbroom mmeditor object selected.png|frameless|740x740px]]<br />
<br />
<br />
<br />
Now there are 2 options:<br />
<br />
*Use arrow keys + Page Up / Down to move the object around<br />
*Move the party to the destination and press the '''Move To Party''' button<br />
<br />
! Note that the '''Land''' function will not help to align the object to the ground since it will align every segment individually and not the entire group.<br />
<br />
The result:<br />
<br />
<br />
[[File:Mm6 trenchbroom ingame.png|frameless|641x641px]]</div>AlpacaNoxhttps://mm6.wiki/index.php?title=Making_Might_and_Magic_maps_with_Trenchbroom&diff=5864Making Might and Magic maps with Trenchbroom2020-06-27T16:36:28Z<p>AlpacaNox: /* Trenchbroom configuration */</p>
<hr />
<div><seo title="Making Might and Magic Maps with Trenchbroom" metakeywords="Might and Magic, Trenchbroom, Making maps for Might and Magic" metadescription="Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor which is used to edit Might and Magic maps can import 3D models in OBJ format, that means that any program that can export such models can be used for making objects or even entire maps for the game." /><br />
<br />
Making maps for Might and Magic is a little bit tricky since it requires usage of some 3D software like Blender or 3Ds Max. To make it easier map editor can be used. MMEditor is used to edit Might and Magic maps. It can import 3D models in OBJ format. That means that any program that can export such models can be used for making objects or even entire maps for the games.<br />
[[category: modding]]<br />
<br />
<br />
[https://kristianduske.com/trenchbroom/ Trenchbroom] is a map editor for Quake-based games.<br />
<br />
<br /><br />
<br />
===Setting up the editor===<br />
<br />
<br />
There are pre-made texture collections for Trenchbroom:<br />
<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM6_Trenchbroom.zip Might and Magic VI]<br />
*[https://mm6.wiki/files/mods/trenchbroom/textures/MM7_Trenchbroom.zip Might and Magic VII]<br />
<br />
Select one of depending on the game. Then extract it somewhere.<br />
<br />
''More information on how to make a custom texture pack can be found on the [[Talk:Making Might and Magic maps with Trenchbroom|Discussion]] page.''<br />
<br />
====Trenchbroom configuration====<br />
By default it seems that BMP image support in Trenchbroom is not enabled. That can be solved by creating a custom game configuration file.<br />
<br />
[https://mm6.wiki/files/mods/trenchbroom/MM_Trenchbroom_gameconfig.zip Trenchbroom game config]<br />
<br />
To add this configuration: extract the ZIP file into the '''Trenchbroom/Games''' directory.<br />
If the configuration files worked then the new entry will be visible when creating a new map:<br />
<br />
<br />[[File:Mm6 trenchbroom select game.png|frameless|700x528px]]<br />
<br />
<br />
Now Trenchbroom needs a path where the textures are stored. To set it, press the '''Open preferences...''' button. And set the path for '''Might and Magic''' to the folder that contains '''textures''' folder with the bitmaps ('''Might and Magic Trenchbroom''').<br />
<br />
<br />[[File:Mm6 trenchbroom configure engines.png|frameless|928x755px]]<br /><br />
<br /><br />
<br /><br />
[[File:Mm6 trenchbroom adding texture group.png|alt=|right|frameless|973x973px]]<br />
<br />
===Making a map / object===<br />
<br />
<br />
Now creating new map with Might and Magic preset will be loading the project folder and the textures will be available. To proceed start a new map using Might and Magic preset.<br />
<br />
<br />
The textures will be available once texture collection is selected. Open the '''Face''' tab and in the '''Texture Collections''' section double click on the '''bitmaps\MM6''' collection. Once the texture collection is loaded the textures should be visible in the Texture Browser.<br />
<br />
<br />
''From now on the process is very similar to making a custom map for Quake, so the general tutorials for Trenchbroom apply.''<br />
<br /><br />
<br />
====Limitations====<br />
<br />
Might and Magic engine has its own limitations that are not present in Quake engine.<br />
<br />
<br /><br />
<br />
*The textures can not be rotated<br />
*The textures can not be flipped<br />
*The textures can not be scaled<br />
<br />
<br />
None of that will be applied after the model is exported and will lead to inconsistent results between the editor and the game.<br />
<br />
<br />To avoid some of those things untick '''Texture Lock''' and '''UV lock''' in the '''Edit''' menu:<br />
<br />
<br />
[[File:Mm6 trenchbroom texture lock.png|frameless|599x599px]]<br />
<br />
[[File:Mm6 trenchbroom object ready.png|1899x1899px|frameless]]<br /><br />
<br /><br />
====Optimizing the object with _Invisible_ texture====<br />
<br />
<br />
When building with boxes (brushes) there are usually a lot of faces (segments) which are not necessary for the shape. The ones that are inside the object, or the ones that overlap. Generally these are the elements of the model that will not or should not be visible during gameplay. To remove them, they need to be marked with the texture named '''_Invisible_'''. The texture is already included in a premade texture pack, it is in a group named '''mmeditor'''.<br />
<br />
<br />
''In Might and Magic engine if two model faces overlap each other they will blink / flicker and such. That effect is also known as Z-fighting. Face overlapping is very common when modelling with a Quake editor. That happens because instead of modeling with polygons directly, shapes are made using brushes / boxes.''<br />
<br />
''<br />''<br />
''The texture itself can be anything, the only rule is that it has to be named exactly like that. The texture can be made in any image editor and then loaded within any texture collection.''<br />
<br />
[[File:Mm6 trenchbroom object ready 2.png|frameless|1899x1899px]]<br />
<br />
<br />
===Export to MMEditor===<br />
<br />
Once the object is finished export the model by using '''File -> Export -> Wavefront OBJ ...'''<br />
<br />
Doing that will create 2 files: .OBJ and .MTL<br />
<br />
<br /><br />
<br />
====Importing the model====<br />
<br />
<br />
[https://github.com/GrayFace/MMExtension MMEditor] is used for editing maps in the game. Follow the steps for installation of MMEditor, afterwards run the game once to generate the required files and directories. <br />
<br />
<br />
For MMEditor to correctly process the model the following script: [https://mm6.wiki/files/mods/trenchbroom/mtl.lua mtl.lua]<br />
<br />
needs to be placed at the '''/Scripts/General''' directory.<br />
<br />
<br />
<br />
Once the game is loaded press '''alt + F1''' and open any internal map.<br />
<br />
To import the model click on the '''Import''' button'''.'''<br />
<br />
Select '''Cancel''' when asked to delete models, that will keep the rest of the map intact.<br />
<br />
If the model was created not far from the center of coordinates in Trenchbroom it will be placed somewhere around 0,0,0 coordinates in the game, which is the center of the map. The newly imported object should be there.<br />
<br />
<br />
<br />
[[File:Mm6 trenchbroom mmeditor import.png|frameless|740x740px]]<br />
<br />
<br />
====Moving the object====<br />
<br />
<br />
Many building in the game are considered to be a single object by the engine. Those had many shapes merged in one using 3D software. In Trenchbroom objects are built using brushes and usually there are many brushes that constitute one object. When Trenchbroom exports a model it keeps the shapes separate. That means that the object can not be selected all at once.<br />
<br />
To move imported object:<br />
<br />
#Click on any face on the model<br />
#Press the '''Model''' button<br />
#Hold the '''Left Shift''' key and select the other parts<br />
<br />
<br />
[[File:Mm6 trenchbroom mmeditor object selected.png|frameless|740x740px]]<br />
<br />
<br />
<br />
Now there are 2 options:<br />
<br />
*Use arrow keys + Page Up / Down to move the object around<br />
*Move the party to the destination and press the '''Move To Party''' button<br />
<br />
! Note that the '''Land''' function will not help to align the object to the ground since it will align every segment individually and not the entire group.<br />
<br />
The result:<br />
<br />
<br />
[[File:Mm6 trenchbroom ingame.png|frameless|641x641px]]</div>AlpacaNox