#1914 posted by czg on 2015/11/12 23:00:54
In fact in the actual bsp file the plane struct is a normal vector and distance (and a type field), so the three point version of a plane disappears completely after qbsp.
What Mankrip Says
#1915 posted by anonymous user on 2015/11/12 23:04:27
Primal
Of course, you are right. What I wrote is nonsense. I will rephrase this in the TB2 docs. Thank you for pointing it out!
Looking Forward To 2.0
#1917 posted by Fan on 2015/11/13 17:27:04
Keep it up, looking forward to having HL1 support out of the box in TB 2.0, this has some serious potential to ignite the HL1 modding community back up again like it's 1999 ;)
Tb Current Dev Branch Fail
#1918 posted by xaGe on 2015/11/18 10:45:55
Haven't compiled the tb develop branch in a while and its failing with thousands of the same wx-3.0 Wdeprecated-declaration warnings where previously there where none.
#1919 posted by Spirit on 2015/11/18 14:26:51
Those are just warnings, the error is missing pandoc.
make[3]: pandoc: Command not found
Thank You Spirit.
#1920 posted by xaGe on 2015/11/19 05:01:04
Appreciate that. I was up very late when I attempted to compile and wasn't thinking clearly.
Ugh Why Did You Do This, Doom 3
#1921 posted by Hai on 2015/11/20 19:38:42
Re #1907 by Kin on 2015/11/12 17:08:10:
I've read this post today and just fired up the Doom 3 Editor and looked at a freshly saved map file.
And oh my, this is real. They are really using the numerically unstable way of saving brush plane information using just a normal vector and a distance value.
Why on earth would ANYONE do that? Move the whole level geometry forward and back a bit a few times, and you're _guaranteed_ to have everything that's not perfectly straight entirely screwed up! That's lunatic!
O_O
X_X
Yeah Shit Is Fucked Up
#1922 posted by Kinn on 2015/11/20 20:11:32
I think Sikkpin or someone modded the editor to use the quake-style plane format and the problem of course just went away - you could try to dig up some info about that.
D3
#1923 posted by necros on 2015/11/20 22:49:33
I lost a couple of maps to that feature before I realized that you're really meant to so complex get with models.
What Does SW Think Of This?
Would this be something that could be supported in the future by TB?
https://www.youtube.com/watch?v=rJzguNJsivM
Could Be
but I have no interest in developing plugins for Unreal. If anyone wants to do it, I'll support it, but I won't do it myself.
TB2 FGD Loading
I am having trouble loading FGDs for Hipnotic and Rogue into TB2. Has anyone else tried these in this build? Maybe I am doing something wonky. Trying the FGD versions from Quaddicted archives. wanted to ask before submitting to Github.
Error and then crash:
Unknown entity definition class @Main (line 8, column 1)
TrenchBroom-Win32-2.0.0-36e49c4-Release
Looks Like It's The FGD
Cannot load this in TB1 either same error although it doesn't crash.
Submit An Issue Report And Attach The File Please
Compare It With A
#1929 posted by ijed on 2015/12/08 13:22:03
Working fgd in a text editor
TB 2.0 Official Release?
#1930 posted by poVoq on 2015/12/26 06:12:07
Looking at recent changes and the 2.0 issue list it seems like an official 2.0 release is close? Would be awesome! Is Q3 (Warsow, Xonotic etc.) editing in by now?
Thanks for creating this cool tool!
Public Beta Is "close"
I just need to write the docs.
Sorry, no Q3 support, but that's the first feature I'm going to work on for 2.1.
We Need Something Like This...
#1934 posted by JneeraZ on 2016/01/12 22:29:30
Fun fact ... I wrote that tool. :P
Cool
you know what you need to do then, make it for quake! ;)
Warren, Why Did You Change Your Nick?
And maybe you can explain to me what's happening in that video, I didn't understand it.
I Really Wonder
if we could just use this tool? You can export the brush to a text file which appears to give all the co-ordinates.
So I made a bendy pipe, see screenshot -
https://www.dropbox.com/s/05wmcrs7c4is635/pipebend.jpg?dl=0
And here's what the text file looks like.
http://pastebin.com/xdmVE6Z1
Do you think this could be converted to the .map format somehow? If so that would be a neat tool for folks to use, granted you'd be dependant on Unreal Editor 2 for some very specific purpose but it's ridiculously quick.
#1938 posted by JneeraZ on 2016/01/13 00:17:47
Lunaran suggested it. I like it.
As for the video, basically you're drawing a 2D shape and then revolving it around a pivot point.
It would be way more complicated for Quake as it would have to generate convex brushes. Unreal was easy since all it requires is convex faces - brush can be any shape you want.
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