It Should Work
if it doesn't it's a bug. You can file a bug report on github, and if it's a quick fix I'll release an update.
Partially Transparent Textures {
#1255 posted by ijed on 2014/01/13 16:11:43
Sleep, how do I make these usable?
I remember you said the texture name can be forced by enclosing it in "" qoutes - did you mean doing this using a find and replace in Notepad++?
Will Trenchbroom respect the change?
Will it revert it to none-quoted texture names if reopened?
Will I need to redo the find and replace if duplicating brushes with their textures named in such a fashion?
All stuff I can find out by experimenting, just haven't got around to it yet and a bit of extra info would help.
Cheers
There's No Special Support For It In TB1
If it's really important, I'll try to hack it into the map parser, which is the source of the problem. And no, if you save it the map, it will discard all the double quotes.
Ok
#1257 posted by ijed on 2014/01/13 19:16:47
So I can do one changeover as a test and then only worry about it for proper testing builds.
I think I can live with that for now, it's pretty easy to run a find and replace from a text editor.
Good
I'll make sure that TB2 doesn't choke on those.
{ Is A Crap Implementation
and should really be changed to _alpha or something else etc.
Yes
Whoever came up with that has clearly never opened a .map file in their life.
=
#1261 posted by ijed on 2014/01/13 22:55:49
I Agree
but sadly, this doesn't matter - I'll have to fix the parser for it anyway.
Q3
#1263 posted by interested on 2014/05/16 22:15:54
When can we expect TB2 and Quake 3 support?
When It's Done ;-)
I'm sorry, but I currently have little time to work on TB. I'm constantly working on it, but I'm not making huge progress. I do expect that TB2 will be released this year, and I am currently preparing actual beta releases.
I don't know yet whether Quake 3 support will make it to TB2, but if it doesn't, it will be at the top of the list for 2.1.
And Valve 220???
;)
That Will Be Supported In TB2.
TB2: BROOM HARDER
#1267 posted by Lunaran on 2014/05/17 18:04:15
#1268 posted by Spike on 2014/05/17 20:21:11
@onetruepurple or they already fixed the issues that happen when someone puts a space in a texture name, etc.
if the exporter isn't embedding the texture name in quotes, and its importer differs from how qbsp will parse it, then that's actually a bug in the editor.
but hey, at least this little issue helps prevent the engine from bugging out on existing maps! :)
also relevant: http://quakeone.com/forums/quake-talk/other-games/5783-hexen-ii-community-work-discussion-25.html#post146557
Facelift
TrenchBroom 2 has a new interface that makes better use of screen space and is at the same time cleaner and less distractive:
http://i.imgur.com/z0aU4Px.png
#1270 posted by - on 2014/06/11 14:46:36
Is that a texture alignment window in the upper right?
Love it!
#1271 posted by JneeraZ on 2014/06/11 14:49:39
OMG dat texture alignment window ... Think of the hours that will be saved.
Can You Select Textures
#1272 posted by ijed on 2014/06/11 15:02:54
By 'used' and then apply transforms across the whole map?
Not Sure
what the texture alignment window is trying to show. It just looks like a big texture to me with lines on. Are those lines part of the brush?
For texture alignment it would be nice if we could skew textures in a similar way to Worldcraft. (you can make it angled but the horizontal stays the same)
I know not all mappers like the wait that looks but I think it would be a useful feature.
Find And Replace
would be a neat feature like ijed says. I currently do this in notepad if I want to make a huge change.
#1275 posted by JneeraZ on 2014/06/11 15:33:33
If you've ever used a modeling app, that texture window should make you all tingly. Sure, it's still restricted to Quake's texture alignment limits but man WHAT a great idea. Being able to rotate and align faces in a UV editing style window will be SO much faster and more accurate than trying to do it in the viewport.
Unless I'm not seeing the right thing and am maybe projecting too much. :P
5th
#1276 posted by ijed on 2014/06/11 15:36:12
Search 'UV map tool' and you'll get it.
I've Never Opened
a modelling app. Or should I say, I never got the point with any of my models where I was making the skins and uv maps.
It's something I intend to pick up eventually, even soonish.
Dat Texture Alignment
- supports Valve's 220 format, i.e., UV mapping
- snaps texture offset, scale and rotation automatically to the edges of the face being edited, that is you can
-- move the texture around and it's edges (yellow lines) will snap to the face vertices / edges
-- scale textures (by dragging the yellow lines) and they will snap to the face vertices / edges
-- rotate (by dragging the white ball on the circle) and the rotation angle will snap so that the yellow lines are aligned with the face edges
Basically, you can very quickly fit textures to faces. The only thing I haven't quite figured out is how to make it easier to align textures on adjacent faces to each other, but I'm working on that, too.
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