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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.
Features
- 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!
Update: 2.1 here:
https://github.com/kduske/TrenchBroom/releases/tag/v2.1.0-RC1
Features "cool shit". |
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Willem
#1464 posted by necros on 2014/09/07 21:25:51
that may be a bug actually. i'm taking a bit of a break from testing right now, but i did notice that in some cases, faces at 45 degrees wouldn't match up in game. in fact, adjacent coplanar faces wouldn't match up with alignment either AND once you reload the map, the faces would go back to the old broken alignment. I can't figure out what particular circumstances causes that though.
#1465 posted by necros on 2014/09/07 21:27:15
btw: i am using rebb's txqbsp (based on aguirre's txqbsp) without the old/alt axis switch.
Willem
#1466 posted by ijed on 2014/09/07 21:27:54
I'm using Tyrann's:
http://www.disenchant.net/
With -oldaxis but haven't run into the problems you describe, since I turned it on.
I'll Check It Out Soon
I'm in the middle of a big refactoring right now and can't work on the bugs.
Tyranns Tools Seconded
pretty much what I use exclusively.
#1469 posted by JneeraZ on 2014/10/04 21:47:42
So help me out please? How do I configure a custom entity so that I can rotate the entity in the editor? I've been bashing on the FGD and whatever else and I can't figure out what allows some entities to rotate (like players and monsters).
I have this:
https://dl.dropboxusercontent.com/u/161473/MDLBugs/2014-10-04%2015_41_57-wip.map_.jpg
And the FGD looks like this:
@PointClass base(Appearflags) size(-2 -14 -40, 22 14 16) color(255 255 255) model(":progs/decoring.mdl") = deco_ring : "Iron Deco Ring"
[
]
I can't rotate the entity in Trenchbroom. It ignores me. And I don't understand why. :-/
Is it obvious?
The Origin Of The Entity Must Be In The Center Of The Bounding Box
As defined in the fgd.
#1471 posted by JneeraZ on 2014/10/05 01:26:06
Ahh ... Ok, will try that!
#1472 posted by JneeraZ on 2014/10/05 01:33:30
Ha, nice ... that fixed it AND it seemed to resolve the weird lighting problems I was getting in-game. Yay!
Yay Yay!
You're Not Alone
#1474 posted by ijed on 2014/10/05 05:27:09
That gave me quite a few headaches.
Status
I remembered it being submitted as a feature request but what's the status on adding a 2dview and grid?
Everything Is Being Worked On
Progress is currently slow due to real life obligations. That is all ;-)
I Did A Quick And Dirty Helper Model
#1477 posted by ijed on 2014/10/26 13:17:50
This may be useful to users of the editor;
http://www.quaketastic.com/files/helper.mdl
It's just a scaled up and reskinned version of Sock's voreball, colour coded to match the various entity types.
This means you can turn off 'bounds' in the model view to make your screen less cluttered. You will need to add this;
model(":progs/helper.mdl" 0)
To the various entries in your .fgd (not sure if its the same format for .def) replacing the 0 for the corresponding skin - each skin is correctly named inside the file.
I'd share my fgd but its got modded entities inside and I can't be arsed cleaning them out.
Status Update
Updates have been slow recently, so before people get worried I thought I'd give a small status update. TrenchBroom 2 has been progressing nicely in the past months until the point where I started to integrate a new feature for layers and groups into the editor.
It turns out that the internal structure I had for representing maps did not lend itself well to this particular extension, so I had to change it significantly. This of course rippled into basically every other part of the editor, and I'm working on adapting all other parts of it to these changes.
Progress on this has been a bit slower in the past two weeks as I am quite busy with real life stuff, too. But I'm still working on it, and it's going forward. I'll start pushing new builds as soon as the editor is back in a usable state.
#1479 posted by starbuck on 2014/10/27 12:54:49
Great to hear it's still moving forward. I'm just grateful that people find any time to work on projects like this.
I think we all understand that real-life gets in the way a lot more than for example 13 years ago... when I was living at home, playing Q1SPs while mum makes me din dins.
The cool thing about Trenchbroom though, is that it's making mapping so much easier, it seems to be combatting lot of mappers real-life time constraints, and therefore caused a resurgence in Q1SP releases! So keep up the good work, it's very much appreciated.
Yup, That Darn Real Life
I wish I had started with TB a couple of years earlier when I was still a student. Oh, the time I could have sunk into it then. Now, it's just the odd couple of hours here and there.
Thanks for the encouraging words!
#1481 posted by JneeraZ on 2014/10/27 14:17:09
Haha, seriously ... I wish I could take everything I know now, and rewind a few decades. Single, all the free time in the world to work on projects ... I didn't realize what I had. :P
Not really touched the editor for longer than 5 mins while I got a new girlfriend. I have a crazy mapping itch needing to be scratched
Anyone Compile TB On An Arch Based Distro?
#1483 posted by xaGe on 2014/11/18 01:29:05
Didn't realize there was a newer thread for TB and posted in another, but here is my issue compiling on Linux. I have finally gotten to the point where it almost compiles, but now craps out with 4 g++ errors ; http://pastie.org/9726329
It might be a simple error on my part or obvious to someone more knowledgeable than I. Any help appreciated.
Also BTW
#1484 posted by xaGe on 2014/11/18 07:34:52
When I attempted using latest wx src 3.0.2 its still failed, but a whole different way. http://forums.inside3d.com/viewtopic.php?f=6&t=5142&start=75#p55021
#1485 posted by Spike on 2014/12/19 02:51:34
Pet peeve:
"wad" "C:\new\new.wad"
or worse:
"wad" "C:\new\"
(found in at least one map)
C:<NEW LINE>ew<NEW LINE>ew.wad
makes no sense, and the other one:
C:<NEW LINE>ew"<UNTERMINATED STRING CONSTANT>
will just corrupt the world entity and everything that comes after it.
Seeing as most tools take significant shortcuts and don't parse things properly, can you at least ensure that wad paths are written out with / instead of \ or \\, so as to ensure maximum compatibility with existing tools, without outputting unsupportable gibberish please?
The alternative is to ban \n and \" etc, but this issue interacts with saved games, but making special cases for parsing wad values, or special cases for saved games vs initial load is annoying and clumsy.
Haha
So / is preferable to \\ ?
#1487 posted by Spike on 2014/12/19 19:37:05
/ works fine in the core windows api, but may be rejected by microsoft's commandline tools.
\\ will generally work, but might cause problems with things that do try sanitising things (poorly).
/ is a single char
\\ isn't usable at the start of a relative path (unc shares), and is thus potentially dangerous in windows (if poorly sanitised, // is identically dangerous).
/ is portable
\\ is not (poorly sanitised, // is equivelent to /../ on amiga and thus unsafe).
so yeah, / is preferable to \\ or \
but hey, \\ is at least a correct C string, and acceptable as-is for most of the windows api.
/ May Be Portable For Relative Paths
But not for absolute paths. TB supports both. So I think I'll use the escaped version with \\ on Windows.
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