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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
I made an error, the displacement will be gone in 1.1. Sorry!
#172 posted by JneeraZ on 2013/03/04 22:34:07
Heh, no worries! Thanks...
I just realised that CTRL+D displaces by a small amount rather than the huge amounts that Copy and Paste are doing... I've wasted so much time (also, if you're duping brushes you're moving it somewhere else, plus it's better that it displaces so that you don't accidentally dupe multiple times without noticing).
#174 posted by JneeraZ on 2013/03/05 01:14:51
You'd think that, logically, but my experience says otherwise. Over time it becomes far easier to dupe in place and then move it since at least one of the axis that it got bumped on is going to be wrong.
#175 posted by necros on 2013/03/05 01:55:51
yeah, that is my experience with it also. I almost always follow a Ctrl+D with a Up and Left to push the brush back to the original spot.
 Re: Ijed's Post About Not Visualizing Logic Entities
#176 posted by necros on 2013/03/05 02:19:07
There is something like this in Quark.
The big difference with quark vs (afaik) all other editors is that there is a tree view of the entire map where you see individual entities and brushes as nodes in the tree, grouped by brush entities or user made group folders.
entities that are defined in a certain way (for example: trigger_relay, trigger_counter) do not appear in the map at all, only in the tree view. Since quark407 was the first editor I used, I was really confused about how script entities were like when I went over to radiant.
I actually still find them very cumbersome having all these boxes floating around with lines going everywhere. They are a very poor method of doing any kind of scripting.
There is a downside though: when you load a map like this in other editors, you end up with a giant pile of overlapping script entities all at '0 0 0'. :\
#177 posted by Razumen on 2013/03/05 07:50:50
This looks really interesting! Is there any plans to support other closely related Quake1-engine games? Specifically: Hexen 2?
I REALLY need a better editor for the levels I am making...
 Other Games
Quake 2 and 3 are on my todo list. You're the second person to ask for Hexen 2 support. I have no idea what would be necessary to support that game though. But I'll look into it once I start supporting other games.
#179 posted by negke on 2013/03/05 09:20:32
I think all it takes to make it support a wide variety of (id-engine) games are surface/brush flags and patches (curves). Everything else is a matter of having a proper fgd. Quest 2.4, for instance, supported HL, Hexen 2, Sin, and several Q1-3 mods out of the box with this additional fuctionality.
Having some visual representation of entity linking would be nice (target#/killtarget#->targetname#) of course, it would have to be toggleable to avoid a mess. necros, I usually place script entities close to their area of action for easier accessiblity. But, yes, things like relay and counters can be at 0 0 0, or even lack an origin field altogether. However, the editor must have an entity list then (TB needs one, too, if it doesn't have it already).
 Entity List
There will be a Quark-like tree of everything the map contains in a future version.
Target link visualization is also on my todo list.
 Version 1.0.4.129
#181 posted by digs on 2013/03/05 09:32:48
Again can't run.
In log file many lines like:
5228 2013-03-05 14:28:30: Loading 'progs/player.mdl' (searching )
5228 2013-03-05 14:28:30: Unable to find MDL 'progs/player.mdl'
In the end:
WARNING: 30:1: implicit cast from int to float
5228 2013-03-05 14:28:31: Fragment shader(s) linked, vertex shader(s) linked.
5228 2013-03-05 14:28:31: Fragment shader(s) linked, vertex shader(s) linked.
WARNING: 30:1: implicit cast from int to float
5228 2013-03-05 14:28:31: Fragment shader(s) linked, vertex shader(s) linked.
And then there is the same window with an error that is repeated many times
 Digs
Sorry if I asked you before, but what's your OS, graphics card and driver? I'll create a report for it, maybe I can fix it.
#183 posted by digs on 2013/03/05 09:59:47
Windows 7 Pro
ATI Mobility Radeon HD 4650 Series
Driver:
Provider: ATI Technologies Inc.
date: 04.08.2009
Version: 8.635.0.0
#184 posted by digs on 2013/03/05 10:00:33
Win 7 x64
 Your Driver Is Very Outdated
I suggest you update it. I have seen crash bugs go away for several people after they updated their drivers. Just ask Scampie ;-)
http://support.amd.com/us/gpudownload/windows/legacy/Pages/legacy-radeonaiw-vista64.aspx
#186 posted by digs on 2013/03/05 10:35:24
Yes, now run. Thanks!
 No Problem
Have fun with it!
 King Of The Outdated Drivers :D
#188 posted by - on 2013/03/05 10:47:38
 You're Missing Something
#189 posted by RickyT33 on 2013/03/05 10:48:30
A paypal donate button on the main Trenchbroom page.
 No-one Has Asked The Most Important Question...
Why is it called Trenchbroom anyway?
 Necros
#191 posted by ijed on 2013/03/05 11:17:06
Ah, I forgot about Quark. Only used it briefly since I started with WC. Tree view sounds about right.
Maybe to mitigate the downside new logic entities could be offset 16 units, even though they're not seen.
 Paypal
This is just a hobby for me, and I'm happy if people like the editor (and use it to create maps). I doubt I'd get a lot of money from it, and I don't really need it, either. Not that I'm rich, but I have a job that's paid well enough to support me and my family.
 FifthElephant
Nobody has asked because these crusty Quake senior citizens already know the answer.
Back in the day, one of the most popular and respected deathmatch map review sites was RAMSHACKLE. You can view an archive of the site here: http://bit7.org/quake/mirrors/ramshackle/
The author of the reviews, Jeff Yost, was quite fond of using the term 'Trench Broom' to describe the double-barreled shotgun. Of course, the phrase has its origins elsewhere, but Jeff placed in the collective Quake consciousness via his entertaining reviews.
 The Name
The name "TrenchBroom" is in reference to The Ramshackle, a Quake DM map review site by Jeff Yost. He kept referring to one of the Quake weapons (either the Shotgun or the GL) as "TrenchBroom".
I like the sound of the word, also it's rare enough that it's google friendly, and it references a Quake website that has been defunct for > 10 years now.
What's not to like?
 Entity Properties
#195 posted by Toomaa on 2013/03/05 11:55:11
First of all, good work with the editor! I love the simplified 1-view only interface.
So, I decided to make something for Q1 again after 10+ years and one thing that confuses me are entity properties. I know I can add new keys, but shouldn't there be some predefined keys for let's say trigger_once? Is there any way to find which keys a specific entity has?
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