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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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Thank You!
#1855 posted by JohnisonBoa on 2015/10/11 05:20:43
NOOB
#1856 posted by brutecold on 2015/10/11 14:36:23
Hi guys sorry but I have to ask
How do I compile the map on a mac? I tried everything already, but cant make it work I'm new to the macOS, and new to quake(played for the first time in 2015) and mapping.
I know about TyrUtils, but have no idea on how to use it, tried to find tutorials and documentation about, but found nothing.
Have no idea what to do now so any help on how to compile on a mac is much appreciated.
I'm really enjoying myself with TrenchBroom, but now going crazy with the compile, and being a noob.
Welcome!
#1857 posted by ericw on 2015/10/11 21:11:21
First download the osx build of: http://ericwa.github.io/tyrutils-ericw/
(it's my branch of tyrutils with some updates over the original).
Extract it and copy everything in the "bin" directory (qbsp, vis, light, etc.) to the place where you are keeping your .map files.
Next open a terminal and type:
cd ~/Desktop/mapping
./qbsp mymap.map
./vis mymap.bsp
./light mymap.bsp
(replacing "~/Desktop/mapping" and "mymap" with your own directory / map name.)
That should give you a mymap.bsp which you can copy to your quake/id1/maps directory.
This turorial might also have some good information: (the main thing you won't have is necros's compiling gui, which is windows-only) http://quakewiki.org/wiki/Getting_Started_Mapping
Ericw I Love You
#1858 posted by brutecold on 2015/10/12 01:57:56
it works!!!! I'm so happy right now haha
this is so awesome :)
Thanks!!
The Truth Is That English Is Not My Main Language
#1859 posted by JohnisonBoa on 2015/10/12 21:59:25
So I don't know how to move the elevator to up, just sounds and not moving...
#1860 posted by JohnisonBoa on 2015/10/12 22:20:55
what I can do?
Func_plat
#1861 posted by ijed on 2015/10/12 22:24:32
Give it a 'height' key and add an integer value - this is how far down it will move.
http://www.quake-1.com/wc16a-tutorial/entities2.html
:/
#1862 posted by JohnisonBoa on 2015/10/12 22:34:38
I want to trenchbroom
Johnisonboa
Best way to learn is by opening up other people's map files.
5th Elephant
#1864 posted by JohnisonBoa on 2015/10/13 21:50:44
For learn the Elevator values in TB? I need values, and the trigger don't have transparency and collision in my experience...
Help For TB (Spanish Is My Main Language)
#1865 posted by JohnisonBoa on 2015/10/13 22:11:53
I don't know what is a Spawnflag and I don't know how to use properties of a single shape.
I make a teleport and sounds as water, the QDamage doesn't appears, the triggers are solids and move with the triggered shape.
What I can do?
JB
Spawn flag help -
http://kristianduske.com/trenchbroom/docs/editing_objects.html#editing_entity_properties
I guess I could make a simple map file for you, what type of things would you like to know?
CSG Subtraction
This was surprisingly hard, and I am still not 100% sure it always works, but:
http://www.quaketastic.com/files/screen_shots/tb2_csg_subtract.png
#1868 posted by necros on 2015/10/17 00:31:38
interesting, that is a very nice method. no overlapping brushes, no bizarre non-symmetrical cuts...
Yes, And No More
splitting up of adjacent faces by QBSP.
Looks very clean. I have to wonder how it would cope subtracting from more complex shapes.
It Can Get Messy
also it crashes a lot right now, but due to bugs in the vertex manipulation code. Those will be fixed soon, and then it should be stable. But in any case, it will not create new vertices at all. All the remaining brushes will use the vertices of the minuend and those of the subtrahend. In many cases, this will work out fine.
Wicked
#1872 posted by ericw on 2015/10/17 01:31:44
Oops!... +FifthElephant
#1873 posted by JohnisonBoa on 2015/10/17 02:30:48
I try to make elevators, sequences, doors, and Sequences, I�m making a map like the Q1 E1M1 for a 3 episode proyect, 7 levels aprox by episode and I want to know what is the action(spawnflag?) of the door(e1m1 style door), toggle?, start open?, don't link? Help D:
Csg Subtract Map Jam
#1874 posted by Zwiffle on 2015/10/17 02:43:17
do it
Decent Csg Subtract...
#1875 posted by Kinn on 2015/10/17 03:12:47
...isn't the brush manipulation function that we need right now, but it's the one that we deserve.
(i've no idea what i'm on about tbh, i'm a little bit drunk)
All Them Tools....
#1876 posted by khreathor on 2015/10/17 07:09:27
Now I only need external light map importing, and proper smooth shading... and this will be ultimate overkill :D
I Don't Know How To Set It Up
#1877 posted by info_player_IDK on 2015/10/22 04:32:06
I was on YouTube trying to find out how to use the Jackhammer editor when I saw this one, and it looked great and I would have no problems with it because it's meant for only one game.
I downloaded it and extracted it from the folder and made a short cut of the .exe for my desktop and I got the Darkplaces engine and the Shareware version of Quake that I had to get for id1 pak files and I can run the game right but I don't know how to get the Quake map maker working in the program at the bottom there's a box that box has stuff its trying find and below all the stuff it can't find one after the other. and I can't find any of the textures and all the entities are boxes.
And when I go to map properties I can't find the files I think it needs from the Quake files like the fdg.
I Just Want To See My My Name Changes Color
#1879 posted by brutecold on 2015/10/22 17:26:48
info_player:
go on preferences and "choose" your "quake path" (its Quake main folder) that will fix the
entities.
here explain it better (its the second step)
http://kristianduske.com/trenchbroom/docs/
as for the textures you need go to
edit>Map Properties
and click on the "+" button to get your .wad file
you can download a .wad here https://www.quaddicted.com/files/wads/
I recommend watching this video ;)
https://www.youtube.com/watch?v=Wr9FR1W1JFE
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