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Morrobroom
manual

Manual

A short, practical manual for building OpenMW levels with TrenchBroom and Morrobroom.

TrenchBroom is the editor. Morrobroom is the compiler. OpenMW is where you play the result.

This manual is deliberately small. It gets you from an empty install to a working room, explains the parts of the workflow that are specific to Morrowind, and gives you somewhere useful to look when the compiler objects to your architectural decisions.

Learn it#

  • Start here: install the tools, set up TrenchBroom, and compile your first room. About twenty minutes, most of it downloads.
  • Mapping: the small vocabulary and the authoring rules that matter when a Quake-style brush editor is making Morrowind geometry.

Look it up#

  • Entities: everything you can place, what each one compiles into, and what does not compile yet.
  • NIF authoring: materials, transparency, texturing, moving textures, billboards, sort nodes and collision, set from TrenchBroom.
  • OpenMW integration: what a compile writes, baked lighting, scale, plugins, and the entity catalog for your load order.
  • NIF import: reverse-compile visual NIF geometry into editable brushes.
  • Command line: every command and option, for when the TrenchBroom profile is not enough.
  • Troubleshooting: the usual causes of missing entities, stale output, bad geometry and lighting problems, and what to send when it is none of those.

If you only want to make a room, read Start here, then come back when a specific problem gives you a reason. This is a manual, not a civic education requirement.