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.
Fuck Me
+Window
it's / its
and other grammar and typing errors
And Of Course
you can drag the rotation / scaling origin (red lines / white circle) around so that you can rotate about any point on the face's boundary plane.
I Wouldnt' Mind
seeing this in action. Looks interesting from how you describe it.
I really hope we see support for other games soon, I wouldn't mind trying my hand at quake 2 engine games (maybe even heretic 2 or something really obscure)
Yeah
Quake 2 is already supported and so is Hexen 2. I see no reason why Heretic 2 shouldn't work out of the box either, I'd just need to set it up with an FGD file.
I also plan to support Half Life out of the box, and later HL2 and Quake 3.
#1283 posted by - on 2014/06/11 17:37:35
Sleepy: Are you still experimenting/planning any kind of 2d view or virtual grid on areas where they are no brushes?
Yes
Both, actually. TB2 will have 2D views for those who can't work without them, and it will also allow you to place a virtual grid in the 3D view.
I think that defeats his objective with the editor. However I would really love to be able to create blocks of a certain size by typing in the dimensions rather than click/drag out the shape. A feature like this would have helped me a lot recently.
Yeah, That Objective
My original vision was "What would level editing be like if you were in the game?", which is why I didn't want to add 3D views. But after having all those long discussions with many people, I do realize that somethings are just easier to do in 2D that in 3D. But TB will always put the 3D view first, and you will only have to switch to 2D for certain special tasks when you need that kind of precision.
#1287 posted by JneeraZ on 2014/06/11 18:09:19
Will v2 have more primitive options? Cylinders and such? That's something that gets me whenever I fire it up ...
This is the point when someone tells me it already supports that and I'm blind. :)
#1288 posted by Spiney on 2014/06/11 18:33:55
Another nice feature would be something like in UEd where you can select adjacent walls.
http://wiki.beyondunreal.com/Legacy:Selecting_Surfaces
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