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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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Ok
#1554 posted by ericw on 2015/01/18 10:35:22
checking the tyrutils code, I don't see any special support for 0-1, so that explains why it never worked. It should be easy to add.
But I can't seem to reproduce this weird result you got here, with the inner red spot and white on the outside. http://scampie.net/etc/color_tyrlight2.jpg
This is my light:
{
"spawnflags" "0"
"classname" "light"
"origin" "816 288 -872"
"_color" "1 0 0"
"light" "300"
"angle" "-0"
"delay" "2"
}
I get a very small, dark red spot. (with r_lightmap 1)
https://www.dropbox.com/s/2brna493qbqns6g/spasm0001.png?dl=0
https://www.dropbox.com/s/u64j92r372esz4y/spasm0000.png?dl=0 (lit up with a rocket)
This is also with the dirtmap version, but 0.13 looks the same.
#1555 posted by - on 2015/01/18 11:35:19
{
"classname" "light"
"origin" "240 128 128"
"light" "300"
"_color" "1 0 0"
"delay" "2"
}
is mine... so the same.
http://scampie.net/files/colortest.zip
Is my .map, the compiled .bsp and .lit, as well as the tyrlight I used if that helps.
Could it possibly be a strange Mac vs Windows thing? I am on Windows
Thanks
#1556 posted by ericw on 2015/01/18 19:33:55
I put your colortest.bsp/lit in my id1/maps folder, loaded it in fitz085 and quakespasm, and it looks normal (small red light on the left, large red light on the right) - no white halo on the left side. Maybe something weird with your quake setup?
#1557 posted by - on 2015/01/18 19:49:08
very weird.
It appears to be a difference between Fitz MarkV, which I was using to test, and QuakeSpasm.
Here's shots with r_lightmap 1
MarkV
QuakeSpasm
#1558 posted by Spike on 2015/01/19 00:21:06
many engines match rgb lighting intensities to the luminance values from the bsp as a cheat-prevention mechanism.
so intensity comes from the bsp, colouration comes from the lit.
it also helps for certain dodgy lit files, where a different tool+algorithm was used to generate lits from the one used to originally light the map without editing the bsp itself.
Its a shame that brightness, radius, and colour are not separate settings. I guess it depends upon the light tool used.
Ahh
#1559 posted by ericw on 2015/01/19 03:35:33
I see.. so here is scampie's .bsp+.lit in QS 0.90:
http://i.imgur.com/7HUpmYj.jpg
If you crank the brightness there is a small red light on the left. Given that tyrlight doesn't yet have special support for 0-1 colors, this is the correct rendering ("1 0 0" meaning a very very dark red).
With the lit file deleted, I get this:
http://i.imgur.com/La0kH8r.jpg
So the lightmap that tyrutils is saving to the .bsp is wrong - it should probably be a greyscale version of the .lit - and this is confusing MarkV.
1 0 0
#1560 posted by RickyT33 on 2015/01/19 03:48:54
IS black! So the light is black...
#1561 posted by necros on 2015/01/19 05:23:50
no clue what the data looks like when it's read into the engine. the only thing that is actually important here is that no matter what value is used, 0-255 or 0-1, it should work exactly the same. eg: '255 0 128' is '1.0 0.0 0.5'
#1562 posted by - on 2015/01/19 07:11:23
Yeah, it looks like the issues are two pronged.
1) Tyrlight does not recognize 0.0 - 1.0 values of _color correctly. Should just be an easy case of checking all 3 values are between 0 and 1 and if so, multiplying them by 255 to be the format Tyrlight expects?
2) Tyrlight does not account for the brightness of colored lighting when creating the .bsp's lightmap, which can be problematic for some engines. That sounds slightly more tricky to fix, and often not an issue if the above is fixed?
Cool
#1563 posted by ericw on 2015/01/19 20:55:37
Thanks for helping isolate those, Scampie.
I sent a patch for 1) to Tyrann. I'll post an updated test build with the -dirt flag plus 0-1 color support.
2) is probably not that hard to fix, but I'm inclined not to mess with it unless it comes up in a realistic situation.
Rain / Snow Particles
#1564 posted by thewaz154 on 2015/01/27 01:44:24
is it possible to have snow / rain particles in your map with brush entities / entities that i assume require the equivalent of smartedit attributes in hammer?
You Need
#1565 posted by ijed on 2015/01/27 13:09:21
A mod to do that. There have been a few that add such features but in general they all bring along a load of crap that you don't need, or the effect is poorly done.
The extras/r4 mod added a lot of handy features and wasn't bloated with assets, maybe you could check that out.
It'll be somewhere in here: http://www.gamers.org/pub/idgames2/
That's basically a collection of all the old mods going back since the early days.
#1566 posted by Spirit on 2015/01/27 16:21:37
If you don't care about anything else, rip out the gorgeous snow from dpmod and force your players to use Darkplaces.
#1567 posted by Kinn on 2015/01/27 17:04:31
b-but how would I make the snow look like quake?
Poop On It
#1568 posted by Spirit on 2015/01/27 18:41:46
Mapping Contest
#1569 posted by Level Lord on 2015/01/28 10:19:04
Hello Quakers!
Q2Cafe is proud to announce the 10th Mapping Contest that will be hosted at http://leray.proboards.com. This is the big 10 so we're planning something memorable. There's no pressure to construct superb works of art, unless of course you want to, and we're also pretty flexible with the dates to accommodate new mappers and beginners alike. We're also looking for people to help rate and judge the maps, so if that's more up your alley we'd love to have you too!
The past events were all smash hits that rewarded the community with awesome new maps, and we don't see that changing this time. We're looking for new talent as well as Pros, either way all sorts of contributions are welcome. Most importantly this contest is about the fun experience and group activity that will enrich and expand our playing field. We would hate for any capable mappers to miss out on this exciting event, which will surely stimulate everyone's imagination for years to come! And just imagine what you can make with an awesome editor like TrenchBroom. All entries are welcome, big or small, they will all help make this Mapping Contest a success. So please stop by Q2 Cafe today, and join the Contest:
http://leray.proboards.com/board/81/10th-mapping-contest
http://www.netdoo.com/wodx/mapping-contest.jpg
Regards,
Null (aka Level Lord)
http://leray.proboards.com
#1570 posted by ace on 2015/02/03 19:03:33
would love to get an invite for the beta versions on dropbox (maxmx65[AT]hotmail.com)
Ace
Send me an Email please: kristian.duske@gmail.com
Any Estimate On TB2?
Not trying to be dick, just checking in every couple of months :)
No
I am constantly making progress, but there are still a few features missing. At least I can count them on one hand now though.
#1574 posted by Zwiffle on 2015/02/08 21:05:03
A Lovecraftian hand with over a dozen fingers and probably some tentacles?
I Wish I Had Those
Maybe I could type faster then ;-)
If I Had To Choose
#1576 posted by ijed on 2015/02/09 03:13:14
Between this editor and having a third testicle, Trenchbroom wins.
SleepwalkR
Excellent. I can't wait for the 2dview. Like I said in the email, let me know if I can help with testing or whatever :)
Ijed
#1578 posted by gb on 2015/02/09 14:56:53
That makes TB sound kinda superfluous? :)
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