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Copy file name to clipboardExpand all lines: docs/beginner's-guide-to-qodot/loading-textures.md
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This is effective if you have multiple projects using Qodot, or if you need to use any entity definitions.
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1. Create a [Game Definition](../entities/cfg.html)
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1. Create a [Game Definition](../entities/game-definition.html)
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2. Open Trenchbroom
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3. Click "New Map"
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4. Go to "Preferences"
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8. In Godot, set the Textures Dir of your QodotMap node to your /textures folder
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9. Click Build Map to see the results
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If you need more guidance on these steps, consider reading the page on [Game Definitions](../entities/cfg.html) to create a personalized Trenchbroom setup for your project.
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If you need more guidance on these steps, consider reading the page on [Game Definitions](../entities/game-definition.html) to create a personalized Trenchbroom setup for your project.
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# The Next Step
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Copy file name to clipboardExpand all lines: docs/tips-for-veterans.md
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## Assets
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- Drop a .jpg or .png into your project to add new textures. See [Materials](materials.md) for more info.
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- Model support isn't as flexible as something like Source. Each point entity can only display one model in the Trenchbroom editor. See [Entities](entities.md) for more info.
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- Model support isn't as flexible as something like Source. Each point entity can only display one model in the Trenchbroom editor. See [Entities](docs/entities) for more info.
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## Gameplay
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- With the default Qodot.fgd, you can turn off a brush's collision by making it a func_illusionary. You can add this definition to your own FGD to replicate this behaviour. See [Entities](entities.md) for more info.
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- With the default Qodot.fgd, you can turn off a brush's collision by making it a func_illusionary. You can add this definition to your own FGD to replicate this behaviour. See [Entities](docs/entities) for more info.
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- You can combine multiple QodotMap nodes in one Godot scene, and use this to instantiate repetitive/procedural geometry in your Godot scene.
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- If you want a feature from a specific game, like Source's `func_breakable_surf`, you'll need to implement it yourself using [Entities](entites.md), or refer to community repositories like [Qodot Entities on Github](https://github.com/RhapsodyInGeek/qodot-entities) for other's creations.
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- If you want a feature from a specific game, like Source's `func_breakable_surf`, you'll need to implement it yourself using [Entities](docs/entites), or refer to community repositories like [Qodot Entities on Github](https://github.com/RhapsodyInGeek/qodot-entities) for other's creations.
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## Geometry
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See the Qodot demo scenes for an example of splitting brushes by Worldspawn Layers.
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You can also use Solid Classes to replicate the effect of Worldspawn Layers, but you'll lose the ability to tie additional Solid Class behaviour to any of its child brushes, without duplicating classes unnecessarily. See [Entities](entities.md) for more info on creating a Solid Class.
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You can also use Solid Classes to replicate the effect of Worldspawn Layers, but you'll lose the ability to tie additional Solid Class behaviour to any of its child brushes, without duplicating classes unnecessarily. See [Entities](docs/entities) for more info on creating a Solid Class.
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