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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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Congrats
#1621 posted by ijed on 2015/03/06 00:20:58
That's good press!
20 Minutes Later
#1622 posted by mfx on 2015/03/06 02:30:08
#1623 posted by necros on 2015/03/06 05:12:41
so which engines support q3bsp again?
#1624 posted by Spike on 2015/03/06 05:50:16
DP+FTE (ignoring quake3 etc...)
Jesus Mfx
#1625 posted by reblinds on 2015/03/06 18:48:23
New Brush Build Looks Great!
#1626 posted by Skiffy on 2015/04/02 18:50:33
Cant wait till this is out! Those new brush tools look stellar! Keep up the mad work SleepwalkR!
How To Test TB2 On Linux?
So, I've just installed TB again on my Linux system (Linux Mint) after a break of several months, using (as before) this guide: http://andyp123.blogspot.de/2013/03/running-trenchbroom-quake-editor-on.html
Said guide works perfectly, but I understand nothing of it (I just follow the instructions and Ctrl+C & Ctrl+V the commands, but have no idea what any of them really do).
Keeping in mind how utterly tech un-savvy I am, would someone be so kind as to explain how I can switch from what I have now (TB version 1.2.0 Build 460, according to Help --> About) to TB2?
(I know it is still unfinished and probably buggy, but so is TB1 on my system -- and if I were to use TB2, I could maybe give SleepwalkR some meaningful feedback, as opposed to complaining about a version of TB that is no longer going to be updated...)
Thanks in advance, and thanks again to SleepwalkR for creating and constantly improving TrenchBroom!
(By the way, is this the right thread, or should this go in Mapping Help?)
TB2 On Linux
Feedback for the linux version of TB2 would be very appreciated, as it's practically untested right now. It does build and run, but that's all I have tested.
You need to compile it yourself. First you need to get the sources using git. Open the terminal and cd into some directory under which you want to have the sources. An example would be the ~/Documents directory. You do not need to create a sub directory for the sources, git will do this for you. Make sure you have git installed:
sudo apt-get install git
Then clone the sources:
git clone https://github.com/kduske/TrenchBroom.git
This will create a directory named "TrenchBroom" under your current directory, so if you did cd into ~/Documents, the sources will be in ~/Documents/TrenchBroom. cd into that directory.
Now you have to switch to the branch that contains the actual sources for TB2. You are currently on the master branch, which contains the TB1 sources.
git checkout develop
It should answer with a message such as this:
Branch develop set up to track remote branch develop from origin.
Switched to a new branch 'develop'
To ensure you're on the right branch, issue the "git status" command:
git status
It should answer with a message such as this:
On branch develop
Your branch is up-to-date with 'origin/develop'.
nothing to commit, working directory clean
Now read the build instructions in the Build.txt file and follow them. If you run into any problems, report back.
Reporting Back
Thank you for the quick and detailed response, SleepwalkR. However, I am possibly even more of a layperson than you assume...
I have already installed TB using the guide I linked to in my previous post (similar to your instructions, but even more detailed), so I am skipping ahead to this part of your instructions:
Now you have to switch to the branch that contains the actual sources for TB2. You are currently on the master branch, which contains the TB1 sources.
git checkout develop
When I do that, I get the following:
error: Your local changes to the following files would be overwritten by checkout:
Linux/BuildNo
Please, commit your changes or stash them before you can switch branches.
Aborting
Help? Please keep in mind I have no idea what it means to commit or stash changes or how to do so. This entire git thing is a mystery to me...
Don't Skip Ahead Then
#1630 posted by Spirit on 2015/04/03 18:26:37
or if you want to save bandwidth: git reset --hard
But be aware that this might delete stuff depending what you put inside the directories.
I just built and when I clicked through the options the shortcuts had a conflict (Ctrl-I was assigned twice).
Would be nice if the default building would exclude the tests, it took long enough already. :o)
Total_newbie
As Spirit said, please just follow my instructions and don't skip.
Spirit, yes, agreed.
Spirit, SleepwalkR
Thanks, sorry -- didn't realise I was being an idiot. :-/ Am following the instructions word for word now. It's taking a while. Will report back whether successful or unsuccessful.
Probably Did Something Stupid Or Inadvertently Missed A Step, But:
I get the following if I try to run
cmake .. -DCMAKE_BUILD_TYPE=Release
or
cmake .. -DCMAKE_BUILD_TYPE=Release -DFREETYPE_INCLUDE_PATH=/usr/include/freetype2/freetype
as per Build.txt:
cmake .. -DCMAKE_BUILD_TYPE=Release -DFREETYPE_INCLUDE_PATH=/usr/include/freetype2/freetype
-- Build type Release
-- Using static wxWidgets library
-- Could NOT find FreeImage (missing: FREEIMAGE_LIBRARY FREEIMAGE_INCLUDE_PATH)
-- Compiler is GNU
CMake Error: The following variables are used in this project, but they are set to NOTFOUND.
Please set them or make sure they are set and tested correctly in the CMake files:
FREEIMAGE_LIBRARY (ADVANCED)
linked by target "TrenchBroom" in directory /home/totalnewbie/Desktop/TB2/TrenchBroom
linked by target "TrenchBroom-Test" in directory /home/totalnewbie/Desktop/TB2/TrenchBroom
-- Configuring incomplete, errors occurred!
See also "/home/totalnewbie/Desktop/TB2/TrenchBroom/build/CMakeFiles/CMakeOutput.log".
Please Run
sudo apt-get install libfreeimage-dev
What is the output?
Thanks for the response, SleepwalkR! I ran the above command and it installed libfreeimage-dev. I guess I must have accidentally not installed it initially -- no idea how I missed that step (since I seem to have done everything else).
I'm running the cmake --build . command right now, and it all seems to be going well (but it's taking a while).
Sorry for the stupid questions and mistakes. I am just so out of my depth -- I feel like a drunken elephant that someone is patiently trying to teach to shuffle cards. Or something. As in, no matter how good the instructions and how patient the instructor, I am bound to screw something up anyway.
Name Update?
#1636 posted by ijed on 2015/04/03 22:24:13
total_intermediate
So...
#1637 posted by ijed on 2015/04/03 22:45:47
I just crashed the TB1 renderer alt-tabbing from Quakespasm, and got this:
http://www.quaketastic.com/files/TB666.PNG
Also, TN - this is how everyone starts. Don't be scared of making mistakes; that's how you learn.
Extremely Medium, Medium Beyond Belief!
Hehe, I am actually planning a name update at some point (once I finally release something*), albeit in a slightly different direction ... but I really like your suggestion!
*That's going to be a while still, at the rate I'm going (currently aiming to break a six month hiatus ... will probably need to re-learn everything I learnt six months ago when I touched a level editor for the first time in my life. I have been a non-mapping mapper for far longer than I have been a mapping mapper).
And thanks very much for the kind words of encouragement in your second post, ijed.
Ijed
makes the devil's maps - what else is new?
It Works ... Sort Of!
Thank you for your help, SleepwalkR. I seem to have a working (or at least semi-working) TB2 installation now.
It looks very snazzy, but map entities oddly appear as solid coloured blocks, the measurements of my brushes are not shown (an issue I had with TB1 as well) and I had the same issue Spirit mentioned above (Ctrl+I is assigned to both Controls>Edit>Select Inside and Isolate Objects ... Not sure how many of these are issues I should report on your github issue tracker thingie and how many are just due to my doing something wrong.
TB2 also did not recognise that an old .map file I had previously worked on with TB1 is a Quake map, and under Quake it says "Game not found". Do I need to point it to where my id1 folder is, or does it want an fgd file or something?
Blocks For Ents
usually means you need to locate your quake folder to see them. Probably will make your old maps work too
FifthElephant
Thanks for the explanation. In the mean time, though, I pointed TB2 towards TrenchBroom/build/Resources/games/Quake/ and now it does not allow me to change it again (e.g. to my id1 folder); the path now seems set in stone, even when I close and re-open TB. My entities are still blocks.
Oddly, the Ctrl+I key conflict keeps coming back, even though I keep fixing it (as TB2 keeps ordering me to do).
hmmm...
view - preferences - choose game?
Total_newbie
I have changed the default key binding for Select Inside so the conflict should be gone now. You can update your sources like so:
git pull
Then rebuild, just like before
cmake --build .
As for the missing models, you have to point TB2 to the directory where you have installed Quake, not to it's own Resource folder.
But it seems that there's trouble with overwriting the preference settings on your machine. It works on my Ubuntu VM, but I'll check with my Linux Mint VM when I get the chance.
Thanks So Much, SleepwalkR & Fifth
Rebuilding TB2 now. Do you want me to report these things on the issue tracker, SleepwalkR? Or should I post here first?
Since I know so little, I am not always sure how to distinguish between real issues and my own lack of knowledge and experience.
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