That Staircase Texture
makes me think that TB really needs a texture skewing tool. Rotating to fit seems like a weird solution to that problem.
Ericw
#10399 posted by
Spirit on 2014/01/12 23:21:03
niiice! For the slowness try using groups/folders for your map and hiding some.
That's Probably Because
#10400 posted by
SleepwalkR on 2014/01/12 23:38:49
TB doesn't support Valve's 220 map format (yet). TB2 will support it properly, but it's still a couple of months off.
Ericw
#10401 posted by Tronyn on 2014/01/13 00:10:10
seems Doomish! Kind of like "Sever the Wicked" - exciting!
For The Flack WC(3.3) Gets...
#10402 posted by damage_inc on 2014/01/13 00:20:06
Does this mean that the 220 .map format is superior? And should be adopted, similar to raised engine limits, by all the other editors?
220 Map Format
#10404 posted by
quaketree on 2014/01/13 01:07:34
Is better in many respects but the most important one is probably texturing and how it deals with floating points.
WC3.3 gets flack because of few few things that I can think of off hand:
HLWAD format required which makes for extra work converting wads using TexMex.
The mandatory install location is hard coded into it which is not always desirable.
It doesn't always play well with 3rd party compiling tools as far as adding -flags without using a separate tool to use them (Necros's compiling tool usually) which means another layer of extra work
Difficult to set up for Quake without the QuakeSpasm (I think, maybe QuakeAddicted) setup tool.
I think that the above things have a lot to do with the fact that it's first and foremost a Half-Life 2 editor (source engine which is a derivative of the Quake 2 engine which is a derivative of the Quake engine) and not a Quake editor. There's 3 layers of engines and their extra features to muck through to get to editing a Quake map.
Nah
#10405 posted by
RickyT33 on 2014/01/13 02:08:04
It's pretty easy. I agree with some of the things you said, but really, it's a doddle to get it set up and get it to compile even huge maps for Quake 1.
The setup tool to which you were referring is called Quake Adapter (http://quakeone.com/qadapter/).
The thing that doesn't work too well is loading the .map files output by Worldcraft into other editors. The texture alignment is always scrambled.
The only other real issue (and one you didn't mention) is that sometimes people will experience a bug where the cursor gets locked in the wrong mode in the 3D view, and you have to save with Ctrl+S, and shut it down, re-load and everything is fine. But sometimes to problem persists. The bug doesn't corrupt the map, it just prevents one from being able to edit it until the editor stops bugging out. I haven't seen the bug for years, but it used to happen to me once in a blue moon. Others have experienced it.
Worldcraft Beef
#10407 posted by gb on 2014/01/13 03:16:54
My beef with Worldcraft was that it obstructs the workflow in a team setting because maps produced by it can't easily be loaded into other editors. Plus people usually don't care to convert their maps every time they check them into the SVN (if they do at all).
Since most remaining Quake mappers work alone, don't intensely cooperate on the same maps, or actually use WC themselves, that isn't a problem of course.
My other beef with it was that it's closed source and unmaintained, thus new features that might require changes to the source (such as Q2/Q3 support) cannot be added, at all.
A third beef to me is the 4 pane layout; I'm used to working in 2 panes, a 3D viewport where I do most of the work and a switchable 2D viewport that I sometimes use to quickly create new brushes by dragging with the mouse. To my knowledge, Radiant is the only editor that supports this workflow.
Trenchbroom seems to solve some of those problems.
If Trenchbroom one day gets Q3 support, it would be worth long and hard looks from anyone who makes maps for Nexuiz, Xonotic, Warsow, SJ, Alien Arena, and any Darkplaces- or Quake3- related game.
Re: Editors
#10408 posted by
kaffikopp on 2014/01/13 05:09:05
There's a new level editor in the works called Sledge, still in alpha stage and currently only supporting Goldsource and eventually Source, but the developer has said he isn't opposed to adding support for other games/engines if there's demand for it. Seeing as it's in development and only in alpha stage, anyone can make suggestions, and it's even open source:
http://twhl.info/forums.php?thread=18410&page=1
I take it many people here are happy with Trenchbroom, but for people like me, who can't live without 2D views, I think this could fill the void nicely if Quake support was to be added. So let your voices be heard if you agree!
#10409 posted by
skacky on 2014/01/13 08:53:29
Getting a huge Doom vibe as well from ericw's pictures. Also, I've been using Worldcraft for very long (more than 8 years) and switcihing to TB was very easy. I miss valve 220 sometimes, though.
Re: 10408
#10410 posted by necros on 2014/01/13 19:19:06
Jackhammer has Quake support with a WC interface.
Grid Disaster
#10411 posted by
madfox on 2014/01/13 23:51:01
Reading the editor chat I still get bumped in houres mapping spirit by this bug that keeps holding on.
Mapping with Radiant is really sharp in cutting edges and staying on grid.
But what to do if a map like
this the other day opens like
that?
I tried to understand what happened to the wedges, but I didn't change them.
In Radiant1.05 the map looks great, in Quark6.4 imported it's junk.
Hm..,
#10412 posted by
madfox on 2014/01/13 23:54:44
I did change the map, not the wedges.
Beautiful Stuff
#10418 posted by Tronyn on 2014/01/14 07:35:07
a great new interpretation of IKwhite, the lighting in particular looks amazing.
Impressive
#10419 posted by jakub on 2014/01/14 07:49:40
Avanipaala Praasaada 2?
-
can't wait
Oh My God...
#10420 posted by
JPL on 2014/01/14 09:34:19
Those shots are indeed impressive... very nice foggy/grey style.. looks to be an architecture masterpiece :)
Keep it up !
Lighting In First Shot (+fog?)
#10421 posted by
nitin on 2014/01/14 09:34:59
is unbelievable.
Actually no all shots.