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TrenchBroom - A Modern Quake Editor For Mac OS X
Hi everyone,

after two years of work, I am releasing the first beta of my Quake editor for Mac OS X, TrenchBroom. It is the result of an experiment where I tried to find out how Quake editing would be like if you could do it directly in the engine - that is, in 3D only. Consequently, TrenchBroom has only one big 3D view and an inspector (which you can hide anytime).

Go to kristianduske.com/trenchbroom for a screenshot and downloads.

Some highlights:
- renders even large maps smoothly
- support brush and alias models in the 3D view
- create new entities by drag and drop
- create, move, rotate, and resize brushes with the mouse
- clip brushes using the smart 3 point clipping tool
- create new vertices by splitting edges and faces or merge two neighboring vertices
- move vertices, edge and faces without creating invalid geometry
- texture lock that also works for rotations
- prefabs
- brush groups
- builtin compilation tools (TxQBSP, MH's light version, Willem's vis version)
- autosave, since this is a beta and all

Thanks to Bengt Jardrup, MH and Willem for their compilers and to Gom Jabbar and Vigil and other #tf guys for feedback.

Okay, that's it for now. I hope there are some people who will find some use for this. I'd certainly appreciate it if you reported any bugs, problems or feedbacks to me either here or via email to kristian.duske@gmail.com.
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@willem yeah, had it sitting around from when I was trying to map in os x with toetag.

@sleepwalkr
===== Running Compiler Profile Full =====

===== Launching task 'Compilers/TxQBSP TTSample.map TTSample.bsp' =====

TxQBSP 1.13 -- Modified by Bengt Jardrup

Inputfile: TTSample.map
Outputfile: TTSample.bsp
------ LoadMapFile ------
Title: "ToeTag Start"
3968 faces
672 brushes
74 entities
61 miptex
1557 texinfo

Building hulls sequentially...
Processing hull 0...
------ Brush_LoadEntity ------
----+----+
644 brushes read
------ CSGFaces ------
----+----+
3800 brushfaces
3994 csgfaces
3404 mergedfaces
------ SolidBSP ------
5887 split nodes
2635 solid leafs
3208 empty leafs
45 water leafs
8843 leaffaces
8192 nodefaces
------ FillOutside ------
1716 outleafs
------ MergeAll ------
2400 mergefaces
------ SolidBSP ------
----+----+
1445 split nodes
788 solid leafs
641 empty leafs
17 water leafs
3432 leaffaces
2631 nodefaces
------ Portalize ------
658 vis leafs
1899 vis portals
------ Tjunc ------
2975 world edges
9895 edge points
1858 edges added by tjunctions
0 faces added by tjunctions
------ MakeFaceEdges ------
----+----+
------ GrowRegions ------
Processing hull 1...
----+----+
----+----+
Processing hull 2...
----+----+
----+----+

------ FinishBSPFile ------
WriteBSPFile: TTSample.bsp
986 planes 19720
3677 vertexes 44124
1588 nodes 38112
1557 texinfo 62280


===== Launching task 'Compilers/Vis -threads 4 -level 4 TTSample.bsp' =====

---- vis ----
testlevel = 4
658 portalleafs
1899 numportals
average leafs visible: 162
c_chains: 3173902
visdatasize:27876 compressed from 54614
32.0 seconds elapsed


===== Launching task 'Compilers/BJMHLight -gate 1 -threads 4 -extra4 TTSample.bsp' =====

----- Light 1.43 ---- Modified by Bengt Jardrup
----- Release 2 ---- Coloured light and LIT support by MH

Fade Gate 1 set
Extra 4x4 sampling enabled
File: TTSample.bsp
74 entities read, 43 are lights, 2807 faces, 34.3M casts

Light 0.0%, Thread 0, Elapsed 0:00
Light 0.0%, Thread 1, Elapsed 0:00
Light 0.0%, Thread 2, Elapsed 0:00
Light 0.0%, Thread 3, Elapsed 0:00
Light 100.0%, Thread 1, Elapsed 0:00
Light 100.0%, Thread 0, Elapsed 0:00
Light 100.0%, Thread 2, Elapsed 0:00
Light 100.0%, Thread 3, Elapsed 0:00

lightdatasize: 52724 
Please Send Me That Bsp 
I want to verify that it is without light info. Also, which engine are you using?

kristian.duske@gmail.com 
Did You Set 
'Light' keys on your light ents to give them brightness? No light key, no light. 'light' '300' is a good starting point.

I'm sorry if this is a stupid question, I'm not trying to insult anyones intelligence. 
Is It The BSP2 Version Of Light? 
Hopefully not.... 
 
Usually when it's full bright you don't have any lighting data but his light compile is reporting a size there. Weird... 
Ricky 
The map should be working properly if he didn't change it (which I don't think he did). The problem must be related to his setup and TrenchBroom's inability to work correctly in that setup. 
 
is there a light key in the worldspawn?

if you had say 'light' '300' in your worldspawn, it would be a maxed out minlight which would look like fullbright. 
 
using a brand new install of trenchbroom, running the map with quakespasm, and a fresh id1 folder. the .map file is unchanged from willem's .zip file. emailing sleepwalkr the .bsp I built.

thanks for helping so much. I really appreciate it. 
 
yeah, had it sitting around from when I was trying to map in os x with toetag.

the .map file is unchanged from willem's .zip file.

Please also send me the .map file. I can confirm that your BSP is fullbright, but I don't know why. 
Hmm, When I Compile The Map, I Get Slightly Different Output 
So maybe you did change the file inadvertedly. 
I Suspect In Issue In The Realm Of Duh 
Also Ricky, no light key does not mean no light, it means the default value of 300 is used. 
IDKNT 
 
IDKKT Even 
 
 
pretty sure the .map file isn't the issue, I've downloaded it twice since I first posted here, still sending it over with the .wad I used for textures. 
Maybe.. 
where is the preferences file kept? I tried preferences and application support, if it's external then maybe deleting those files will fix things. 
Okay 
You can try. The preferences are in ~/Library/Preferences - but I doubt that it's the issue. 
 
out of curiosity, any progress getting this on windows yet? 
Yeah 
I'm rewriting everything in C++, which takes some time. I have decided to do the interface using an OpenGL GUI toolkit so that it is portable. I plan on getting map loading, rendering and camera navigation to work today so that the editor will be able to display a map. Then I will use that milestone to make a windows and a linux version. When that's done, I'll start implementing all the editing functions and the GUI.

It really is a whole lot of work, so don't hold your breath. I am sure that I will be able to release a beta in summer though. 
W00p! 
 
Yeah 
sounds good 
 
wow, that sounds great! let me know if you need some windows testing. ;) 
I Will 
Once I got something to show. 
Which One? 
"I have decided to do the interface using an OpenGL GUI toolkit so that it is portable."

Which one do you plan on using if you don't mind saying? 
Gwen 
Google for Gwen Gui and you'll find it. It's better than all other toolkits I've looked at, but it's still very cumbersome in comparison with Interface Builder. 
Web Browser Based Version 
I think Warren mentioned sometime ago that he was trying to do a webgl version of toetag but gave up for whatever reason. I think it would be pretty cool if there was an editor that worked in a multi-platform browser such as Chrome. Chrome currently supports all kinds of ways to access files as well as WebGL. For GUI stuff it would be possible to use jQuery.

Would anyone else like to see a web app version of this or any other Quake editor?

For what it's worth, Insomniac, developers of Resistance and Ratchet and Clank started using browser based tools and say their tools are pretty awesome now (not just because they are browser based, however), so it's probably not nearly as shitty as you might think if the tools are made well. 
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