|Posted by SleepwalkR on 2013/03/01 18:37:12|
|Today I am releasing TrenchBroom 1.0 for Windows and Mac OS X. TrenchBroom is a modern cross-platform level editor for Quake.
- True 3D editing, no 2D views required
- High performance renderer with support for huge maps
- Vertex editing with edge and face splitting
- Manipulation of multiple vertices at once (great for trisoup editing)
- Smart clip tool
- Move, rotate and flip brushes and entities
- Precise texture lock for all operations
- Smart entity property editors
- Graphical entity browser with drag and drop support
- Comprehensive texture application and manipulation tools
- Search and filter functions
- Unlimited undo and redo
- Point file support
- Automatic backup
- Support for .def and .fdg files, mods and multiple wad files
- Free (as in beer) and open source (GPLv3)
- Cross platform (Windows, Mac OS X and Linux supported)
Check out a video of TrenchBroom in action here.
You can download the editor here.
If you would like to give feedback, please do that in this thread. If you find a bug or have a feature suggestion, please submit them at the issue tracker.
If you are wondering where the Linux binaries are then sorry, but currently there are none. The Linux version has a few problems which I could not fix before this release. I will get working on those right away so that the Linux version should be available in a couple of weeks, too.
Finally, I would like to thank necros for all his work over the past year. Without his tireless efforts, TrenchBroom would simply not exist. Or it would suck.
Alright, enough of this. Have fun with the editor!
Is the func_door_rotating in Hexen 2 supposed to be set differently as they are in other map editors? I cannot seem to figure it out using the origin brush.
Ok, I figured it out. One must use different qbsp to make rotating door to work.
Selecting Only DM Or Non DM Specific Entities
I think I've seen some screenshots of editors that enable you to toggle entity visibility based on their difficulty level/dm spawnflags. I'm trying to finish up my map by making it work in dm too, and I'd like to select all the triggers that don't have the "not in deathmatch" spawnflag set to them, so I could assess whether there are still some triggers that need to be disabled for dm.
In fact, it would be nice to generalize the whole idea: Whenever I select a huge amount of entities (typically with Ctrl+A) and have the entity tab open with all those "multi" value fields and spawnflag checkboxes with squares instead of checkmarks, it would be nice to filter my selection by let's say right clicking the "multi" value field next to the "target" key for example, and then a checkbox dropdown menu would appear at the pointer, where I could select all the values the entities of which I want to manipulate. The same principle would apply for the spawnflag section and maybe even the color section.
So I have two suggestions:
1) Add four more checkboxes in the View "pop-up" menu:
"Show easy skill entities"
"Show normal skill entities"
"Show hard skill entities"
"Show deathmatch entities"
or something along those lines.
2) Implement the above-mentioned idea of filtering a selection
Ok, I lied: a third bonus suggestion:
3) Add one more checkbox in the View "pop-up" menu:
"Show group entities"/"Show groups"/"Show group entity bounds"
or something along those lines. :)
Pretty please! ;; It's always such a hassle to manually hide my groups when everything else can easily be hidden with the click of a button.
1) Cannot be done since spawnflags are not general, but game specific. But filtering by spawnflags may be done in general, yes:
2) Filtering will be done using queries written in a simple query language, see
3) Cannot be done specifically for group entities, but for brush entities in general:
So all of your suggestions are already in our todo list. Thanks!
I've finally started experimenting with layers. Is it possible to rename them? o: With a quick glance I couldn't find anything in the UI or the manual.
Not that I am aware of. Workaround is to move selection to a new layer and remove the old one.
It‘s An Oversight On My Part
There is already an issue for it I think.
Rotfish/ Fish Monter Issue
Having a weird thing in TrenchBroom 2.02... When I put the monster fish in the level, it messes up the monster/kill count in-game. It seems to be counting one fish as two, as I put 7 in the level, but my kill count goes up by 14, and after clearing the map of all enemies it still says I have 7 left in the kill count.
Haven't found reference to this elsewhere unless I missed it.
That's a bug with Quake, not Trenchbroom. This bug is also in the original game.
If you don't want to use a mod, Preach has a fix for it here: https://tomeofpreach.wordpress.com/2017/02/07/fish-fix/
By the way, because this is such a well-known err "feature" of the original game, no-one minds if it's not fixed if you're doing an id1 release.
But It Is Nice To List Fish Count In The Readme
Feature To Save Camera Views?
Has anyone suggested the possibilty of saving different camera views behind hotkeys? That way I could easily fast travel between different places I'm working on the map.
While editing a map, I often go fetch something from another room, and sometimes, when the room is pretty much on the complete opposite end of the map, getting there can be painfully slow, especially using the WASD fly method.
I've sped up the travel process by drill selecting myself through all the clutter obstructing my view close to the entity I need to go fetch and then centering my view to the entity. That way I can travel to the room faster.
Another trick I've used, depending on the situation, is hiding all the entity types that I don't need, which makes the entity I need visible, and I can select it all the way from my location.
The above mentioned tricks do make things faster, but I wouldn't mind the possibility of making things even faster and more effortless, y'know. ;)
That's on their to-do list. I am looking forward to it! Here's a tip: use info_intermission entities and jot down the origin. Then to navigate to them go to
View>Camera>Move Camera to...
enter the origin of the info_null
Warning the map will leak if you put the entity in the void. You could just jot down the origin and delete it.
Meant info_null both time. It can be any point entity really.
Meant info_null both time. It can be any point entity really.
Groups, Adding Vertices And Vertex Brush Creation In 2D View.
Will this ever be implemented? Hexmaker had a really useful feature that let you do this in any 2D view, while setting the initial brush height/length/width with a ruler beside the grid. It was really useful in letting you quickly block out a rough shape for a complex arrangement of blocks in one view, saving a lot of time. It's a lot harder to do this fast and accurately in the 3D view.
Somewhat related, is there a way to add both the front and back vertices to a brush in the 2D views? As it is now I can only add it for one side, then have to go into 3D view for the other.
Lastly, is it possible to group brushes together then make them into a brush entity? It's so useful for complex brush entities and much easier to select them all at once.
Not sure about the vertex functionality in 2d modes.
Take a search through the Git page here: https://github.com/kduske/TrenchBroom/issues
As far as grouping brushes together and making them entities:
Select the brushes you want and press Ctrl + G to make them a group. Now double click the group and you will see all brushes except for your group highlight blue. Now you can select the grouped brushes and make them a brush entity. It's sort of a hidden feature. In this mode you can then double click the brush entity to select the entire thing.
I don't use this often but give it a test drive.
Resizing Non-orthogonal Brush Faces By Distance
I have a room with non-orthogonal walls, and I'd like to make 16 map unit wide trims (see screenshot
I'd like to duplicate-resize the highlighted wall section and drag it precisely by a length of 16 units. Would it be possible to have a distance indicator appear at the pointer when I start dragging the face?
According to the TB manual it should be possible for me to drag the face precisely by 16 units:
The distance is snapped to the current grid size, i.e., if you drag a face by 17.5 units along its normal, it will be moved by 16.0 units if the current grid size is 16. This is useful if you are resizing brushes which are part of a curve because their faces will line up after the drag.
In practice, however, I was unable to resize the face in the screenshot by 16 units, no matter how carefully I tried to drag. (I had made a reference by duplicating the nearby trim and rotating it and was never able to align the wall with it when resizing.) TB seemed to always prefer the other snapping method over the distance method. :'( Did I misinterpret the above quote from the manual or something?
When I use the vertex tool and hover the pointer over a vertex, its coordinates are displayed. Could you make it possible to easily copy the coordinates (without having to resort to typing the coordinates manually to Notepad)?
Could you also have the coordinates display and be copiable when using the face and edge tools, too?
Being able to copy and paste coordinates would be useful for inputting the rotation origin in the rotate tool.
Creating Custom Axes Of Rotation
Could it be made possible to define your own axes of rotation (see the illustration
I sketched with Paint).
In the drop-down menu, where the user can choose the axis (x, y or z) about which to rotate the selected objects, an additional selection of "user defined" etc. could be added.
After having selected "user defined", more options would appear on the rotate tool (see illustration), with which the user can type in the two points that define the rotation axis. Alternatively the user can set the points by clicking on the map. (It would be nice if the center of rotation, too, could be set with the mouse, btw.) :)
This release contains a few bug fixes. It also fixes a major memory leak and a few crash bugs.
De-coupling Wads From Quake Mapping
Is there any way that we can add mapping for Quake without the need for wad files? Iterating textures while working on a map is a pain by having to use TexMex, there's no need for an outdated and unsupported piece of software to be required in the tool chain.
TB2 supports Q2 mapping and that doesn't use wads, why should Quake in 2018?
Trenchbroom is one of the nicest pieces of software that I've ever had the pleasure of using. Thanks to SleepwalkR and other contributors for all of their work on it.
Disabling The Red Hue When Setting Textures
I'm quite indecisive when it comes to choosing a texture and I like to preview a lot of different alternatives before making up my mind.
To better see what the texture choice looks like in a room, I always have to deselect the faces to get rid of the red hue the selection gives to the textures (and also the red face edges).
Then, when I'm done assessing the the texture choice, I have to press undo a couple of times until the faces are selected again, so I can select another texture. It's kind of a pain.
I would really appreciate making it possible to toggle the red hue and edge lines on/off, so previewing texturing would become a breeze.
Thanks for all the hard work you've put on the editor. I might not be mapping for Quake if it wasn't for your editor. :)
You should file an issue for this on GitHub.
After you type a value in a key-value pair box and hit Enter, can you please please please make it so hitting enter escapes the mouse / focus from that box??
Every single time I do this, I then hit something on the keyboard to move the camera or whatever, and overtype my light value with S or my mangle with D or whatever. I don't think the mouse focus should automatically go back to the editor view, just out of the damn textbox so when I hit a key, nothing happens rather than b0rking my text entry...
The property editor is optimized for quick entry of multiple key values. It is also impossible to separate mouse focus from keyboard focus with wxWidgets. Sorry, but I‘m afraid you‘ll have to get used to clicking the mouse in the 3D viewport.
|1 post not shown on this page because it was spam|
Website copyright © 2002-2018 John Fitzgibbons. All posts are copyright their respective authors.