Morrobroom lets you build Morrowind and OpenMW spaces in
TrenchBroom, then compile them into native game content:
meshes, a plugin, and baked lighting.
Build rooms, corridors, structures and blockouts from brushes instead of assembling every wall
from prebuilt meshes. Build lights, containers, activators and items the same way. And when
the geometry you want already exists as a NIF, nif2map turns it back into brushes you can
edit.
Three programs, one job each
TrenchBroom is the editor. Morrobroom is the compiler. OpenMW is where you play the result.
source
TrenchBroom
Build rooms from brushes, place lights and objects, and save the .map.
tool
Morrobroom
Compile the saved map into NIF meshes, baked lightmaps and a TES3 plugin.
result
OpenMW
Load the build folder as data and walk around what you made.
source
Existing NIFs
nif2map reverse-compiles their visual geometry into maps you can edit.
The manual is small and practical. Begin with
Start here if this is your first time using TrenchBroom with OpenMW:
it takes you from nothing installed to walking around your first room.
You do not need to know Quake mapping, NIF internals, CSG or Rust. You need TrenchBroom, OpenMW
with Morrowind’s data, and the Morrobroom download for your platform, above.
Compiles Valve 220 .map files into NIF meshes and a Morrowind or OpenMW plugin, with
statics, activators, containers, items, lights and leveled lists built from what you placed.
Bakes colored static lighting into BC7 lightmaps, which OpenMW loads without an engine patch.
Carries NIF materials, transparency, texturing, scrolling and swaying UVs, billboards, sort nodes
and collision roots from TrenchBroom into the meshes it writes.
Generates a TrenchBroom entity catalog from an OpenMW load order, and places the records you
pick from it.
Reverse-compiles visual NIF geometry into editable maps with nif2map.
Morrobroom is usable and tested, but unusual brushes, exotic NIFs and strange third-party assets
can still find edge cases. Small reproducible examples are extremely useful:
Troubleshooting says what to send.
Morrobroom is AGPL-3.0. The code under src/slipgate/ is MIT or Apache-2.0; see
THIRD_PARTY.md.
Install
Program · 1.0.0
Download and runa program: one archive per platform, no installer
DreamWeave clientsCHIMERA and other tools that read the manifest
Give the tool this page's address, or the manifest directly. It finds the release for its channel, checks compatibility and dependencies, downloads from any listed source and refuses bytes whose SHA-256 does not match.
First release: compile TrenchBroom maps into Morrowind content for OpenMW.
Added
Compile Valve 220 maps into NIF meshes and a TES3 plugin, with brush-built statics, activators, containers, items, armor, clothing, lights and leveled lists.
Bake static lighting into lightmaps that OpenMW loads without an engine patch.
Author NIF materials, alpha, texturing, scrolling and oscillating UVs, billboards in all four Morrowind modes, sort nodes and collision roots from TrenchBroom.
Smooth-shade faces with the Smooth Shading surface flag, in groups set by each face’s Value.
Generate a TrenchBroom entity catalog from an OpenMW load order, sized in map units, and place its records as references.
Reverse-compile visual NIF geometry into editable maps with nif2map, billboard modes included.
Known issues
nif_fx_fire and the VFX catalog are editor previews: placing one builds nothing yet.
nif2map does not read oscillating UV animation back: it reports the controller and imports the geometry without it.
Discussion
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