Level Editors 3D
Brush Volume Editors / .bsp Editor (I think)
Comparisons between Brush Volume Editors
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NRC vs TB:
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Advantages of NRC:
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Brushes:
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Prism (cylinder).
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Cone.
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Sphere.
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Rock.
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"Curves" (aka 'curved planes')
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Circles.
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~Other mathematical curves.
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Disadvantages of NRC:
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Older interface. Definitely feels more complex than TB, having a much more cluttered interface.
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Terrible default shortcuts (even after fixing them it still loses to TB, because it cannot fix everything).
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Strange navigation, being weirder in 2D.
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NRC vs JACK:
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Has a slightly more "modern" interface than JACK.
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Both are old.
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Simply beats JACK, since JACK offers nothing different and has an old interface.
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*Conclusion:
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It is possible to use NRC together with TB, so that NRC is used only to create complicated geometries.
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Overall, I prefer to use TB for greater consistency.
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Both pieces of software are quite discouraging, due to the 'backward' community and no willingness to make the software better.
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Regardless of choice, I feel they are not good options. The only impressive thing is TB's very fluid workflow, with smooth navigation and modeling; despite the poor interface.
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Brush Volumes (BSP Brushes)
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BSP or CSG:
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"One should note that the term BSP (Binary Space Partitioning) is a data structure that is used to organize objects within a space of the level and not semantically the correct term for a type of geometry. CSG (Constructive Solid Geometry) is a more accurate term for the geometry created within the unreal engine by adding and subtracting brushes, but BSP has become the terminology to describe this geometry and it's stuck like a bad nickname. "
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"That being said, just keep in mind that the terms BSP and CSG are often used interchangeably to refer to the geometry created within the editor using brushes."
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*CSG:
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Constructive Solid Geometry and it is what UE4 brush creation actually is.
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*BSP:
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Binary Space Partitioning is how that CSG data is stored and rendered.
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They are limiting, since only convex shapes are created.
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Consumes more memory than a static mesh, since each copy of a volume is treated as a new volume, while a copy of a mesh is more efficient.
Static Meshes
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Every new mesh created is added to the filesystem, which can cause a very fast 'buildup' of meshes that are both unused and used.
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Using the mesh as a Dynamic Mesh causes the assets to be saved in the level, without saving to the filesystem, helping against the buildup.
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TrenchBroom
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Made in C++.
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*Support:
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Dominates the Quake 1 and Quake 2 community, but is not popular in the GoldSrc and 'id tech 3' communities, as it has only partial support.
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*When testing:
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Very fluid TB workflow, with smooth navigation and modeling; despite the poor interface.
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The community is quite poor and there is no expectation of software improvement, due to terrible devs.
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NetRadiantCustom
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Made in C++.
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Doesn't show anything interesting.
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Interesting things:
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Rock generation tool.
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Using with 'func_godot' and setting up to obtain things .
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'Map Editor Configuration' -> 'NetRadiant Custom'.
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Basically there is no documentation or videos about this software. It is all ultra-old, nonsensical, or nonexistent.
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*When testing:
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Navigation shortcuts and overall shortcuts are absurdly terrible, very different from any standard and not intuitive at all.
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It is only possible to change keyboard shortcuts, with no way to change mouse bindings.
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3D modeling:
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Deselect everything and Drag MB1:
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Exactly the same as in TB.
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Creates new geometry.
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Alt + MB1:
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Same as Shift + MB1 in TB.
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Moves the face.
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Ctrl + Alt + MB1:
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Same as Ctrl + Shift + MB1 in TB.
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Extrudes the face into a new object.
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*Note:
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NRC only saves in .map; only what is relevant, therefore.
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It is possible to create geometry in NRC and later open the .map in TB at any time without any problem.
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J.A.C.K.
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J.A.C.K. .
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*Support:
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Popular in the GoldSrc community, but not in the Quake community.
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Release: 2013/08.
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Also known as 'JACK Hammer'.
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"JACK is basically a modern version of Hammer".
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Impression without testing :
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I found the introduction more complex than TB, since it is necessary to set each asset/entity/etc manually.
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The navigation and interface are somewhat confusing, always using 4 viewports, three of which are 2D.
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From what I noticed, it simply does not allow moving objects through the 3D viewport, as in the old Hammer. I'm not sure about that, though.
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I simply preferred TB.
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*When testing:
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The thing does not allow creating or editing in the 3D view, but it is even elegant, respectable, well architected.
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The Clip Tool only has 2 points. Other than that it is exactly like TB.
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It's quite strange to have to press Z to move freely in the world.
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Overall, the app doesn't seem to have much. It has a considerably older and more complex interface than TB, while having the same functionalities, with no advantage in modeling and geometry. It is simply inferior to TB.
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Explanation of 'brush_hints' and 'func_details' .
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'brush skip':
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Was used to optimize rendering of objects, that is, toggle visibility.
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'func_detail':
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~As I understand it, by default all geometry is used to calculate visibility, optimization, check for leaks, BUT by designating geometry as 'func_detail' it will no longer do this, optimizing the level.
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Program explanations {Playlist} .
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I only watched small parts of the first video, but it is useful to understand the basic tools.
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Making rotations via Special Paste .
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It's a workaround.
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It's basically an array with rotation between each element, creating a circle.
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It's just made as a solid of revolution, i.e., just tricks.
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Hammer++
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Hammer++ .
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*Support only for:
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Garry's Mod.
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Team Fortress 2.
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Left 4 Dead 2.
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Counter Strike Source.
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Day of Defeat.
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Half Life 2.
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Source SDK 2013.
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CS GO.
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Problems when testing:
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I tried to use the program to make simple models like in Trenchbroom, but the software is completely tied to the list of games it supports, so it must reside inside the installation folder of the relevant game, making it impossible to use it just for doing stuff.
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Release: 2021/03.
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Comparison between Hammer and Hammer++ .
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Hammer is crap, Hammer++ is vastly better.
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Specifics:
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Renders light and shadow without compiling.
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Particle preview.
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Physics simulation.
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General:
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Allows movement through the 3D viewport, as well as in the 2D viewport (previously it was only in the 2D viewport).
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SketchUp
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SketchUp .
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It is paid annually, with a 7-day free trial.
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Software from a 'generic Facebook-like' company.
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Hammer
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Ancient.
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I heard many complaints about this program, many.
QuArk (Quake Army Knife)
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Demo .
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*Impression without testing:
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Oh wow this thing is old.
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Sledge
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About .
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Ultra old, from the Hammer era. No longer in development.
Milkshape3D
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Demo .
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Ancient.
Tiling for 3D
Elit3D
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Elit3D .
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The software appears abandoned, with the last update in 2021/06.
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Demo .
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As stated by the author, it focuses on creating 2.5D maps, like in Pokemon Gen4.
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"You can export the map as a JSON or XML file, like Tiled".
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.obj was added in the last update.
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CAD Software
Mol
Others for 3D
Blockbench
Unreal Engine 5
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BSP Brushes (deprecated) and Modeling Mode .
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BSP Brushes create Brush Volumes.
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Modeling Mode creates Static Meshes.
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The other option is to use 'static meshes made externally', for example Blender or Maya.
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Crocotile3D
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It's paid: $30.00.
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It's paid: R$ 88.99.
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The software seems quite messy and did not inspire me. Maybe it's fine, but I didn't see it used the way I would like.