Hats Off Sir
#1 posted by ijed on 2013/03/01 18:53:26
And thanks!
Forgot To Mention
It has full documentation built in.
Yes
#3 posted by ijed on 2013/03/01 19:05:03
Reading it and playing around now. The interface is incredibly slick. It's been a long time since I've opened a new editor and been able to just throw things together.
This feels more easy and comfortable than Unity...
And if I'm seeing right you are reading defs and fgd.
This is epic.
#4 posted by anonymous user on 2013/03/01 19:13:46
The FGD loading has been extended to support model loading (as well as linking models to specific settings on entities like spawnflags and other key/vals). So, if you click 'rotten' on the health box, you get the rotten health box model.
This can all be customized for mods and such. It isn't documented yet since it was more important to get the application released with the mapping related documentation but this sort of ancillary documentation will be done later.
#5 posted by rebb on 2013/03/01 19:24:22
Nice work, SleepWalkR !
Wow
#6 posted by quakis on 2013/03/01 19:35:34
My reaction after the video. Totally going to check this out. qe3 was nice to work with, but I just love messing around with editors in general. Looks very comfortable to use, will find out soon!
#7 posted by JneeraZ on 2013/03/01 19:41:42
This looks really slick, dude, congrats! Going to have a serious play with it over the weekend...
1st Impressions
#8 posted by DaZ on 2013/03/01 20:17:44
After literally 10 seconds of adding some wads and choosing the quake directory etc and fgd (I love you for supporting fgd) I was mapping. It was literally that easy, amazing stuff!
Clipping tool is epic
camera controls are good but will take some getting used to coming from WC - would love to able to just toggle a key and go into "noclip camera mode" like in wc. Where you have mouselook on and can just w,a,s,d to move around like you were in-game.
Quite tricky to pull brush sides outward on a single axis that you want, theres probably a key for this I'll have to play some more.
TrenchBroom 1.0.1
There was a bug that prevented TrenchBroom from reading map files with comments in it (it was a mere typo). This is fixed in TrenchBroom 1.0.1.
Download here.
Camera Controls
For those lazy bastards who don't read documentation: Try Alt + Right drag and make sure your drag starts on some object (brush or entity). This will orbit the camera around the point were you clicked. I think once you get used to this, you won't miss your old editor for long ;-)
#11 posted by necros on 2013/03/01 20:41:01
you can sort of get a walkthrough mode with just right clicking to turn the camera and mwheel up to move forward.
#12 posted by necros on 2013/03/01 20:45:27
Quite tricky to pull brush sides outward on a single axis that you want, theres probably a key for this I'll have to play some more.
Are you talking about while in vertex editing mode? There is only the Alt key to toggle vertical movement on and off for now. There was originally a way to clamp movement to specific axes, but it was bulky and not very useful most of the time so for now, movement on x/y cannot be clamped.
In these cases, it helps to get used to moving the camera more. For myself, it took a while to get used to having to move the camera so much because I would normally just leave it sit in a general area and do my editing in the 2d views and just watch the 3d without interacting with it much.
Daz
You can move things around with the cursor keys and page up / down.
Or Try
Shift dragging faces when not in vertex mode.
#15 posted by JneeraZ on 2013/03/01 21:01:34
"Try Alt + Right drag and make sure your drag starts on some object (brush or entity). "
Mother of god ... awesome!
My only complaint at this point would be the texture browser. It's hard to make out some of them on a high res screen.
#16 posted by necros on 2013/03/01 21:02:11
Yes, thanks I should have mentioned that as well. Vertices are treated like objects, so you can select them and move them just like anything else. I use the keyboard a lot when I need to do precise stuff.
Looks Epic But
#17 posted by Kinn on 2013/03/01 21:06:31
For those lazy bastards who don't read documentation: Try Alt + Right drag and make sure your drag starts on some object (brush or entity). This will orbit the camera around the point were you clicked. I think once you get used to this, you won't miss your old editor for long ;-)
wasd-style flythough is essential for this kind of work, i'd highly recommend putting it in.
Willem
I will add a zoom feature for the texture browser in 1.1.
Kinn
Sure
#20 posted by Kinn on 2013/03/01 21:15:14
sounds great :}
#21 posted by JneeraZ on 2013/03/01 22:39:47
Just wanted to say thanks for this. I've played around for a little bit now and I can honestly say that I feel this rekindling a lot of that old, raw fun factor of Quake editing that I felt way back in the day.
This is a great editor, congrats!
Thank You
That is great to hear!
Amazing
#23 posted by Tyrann on 2013/03/01 22:52:15
Damn that looks awesome! Definitely going to start using this.
SleepwalkR: Thankyou so much for using git as well! So much easier to follow what is going on and to contribute. You're a bloody legend :D
F Yeah!
#24 posted by Spiney on 2013/03/02 00:03:43
Awesome, downloading!
#25 posted by FifthElephant on 2013/03/02 00:31:29
Tried to run it and I got an error saying "msvcp100.dll could not be found". I downloaded this -
http://www.microsoft.com/download/en/confirmation.aspx?id=5555
Which removed the error message. But the .exe crashes. I can see the black box at the bottom trying to find all the .mdl files but all I can do is close the program.
I'm running 32bit windows 8. (2ghz processor, 3gb ram... ummm yeah it's a laptop).
I literally reinstalled my OS today so my pc is completely clear of junk.
|