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.