|
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". |
|
|
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?
Edit: Entity Properties
#196 posted by Toomaa on 2013/03/05 12:03:02
Ok, I was lazy and didn't bother to read previous comments.
Only the last question remains: Is there any way to find which keys a specific entity has? Or should I check other editors for reference?
Thanks and keep on with the work :)
Toomaa
Right now, this information is not displayed in TB. I plan to greatly improve entity editing support, but it will take a while. For now, you can open the Quake.fgd file and look at it.
I Have The Answer To The Duplicate Dilemma.
It also brings about a decent productivity boost.
Firstly, the answer to the question of whether or not to translate an object created by using the standard duplicate operation is quite obvious. You should always move it away from the original object. Don't get me wrong, I fully understand why people want it to remain in place for faster re-positioning, but I don't think this is the answer - the danger of leaving objects on top of each other is too high. Yes, if you're paying attention you're fine, but there's always a chance that you'll hit duplicate accidentally (or repeatedly), or that you'll get distracted for a while and forget you've cloned the object when you return. You are then left with unwanted brushes which you will not be aware of - as far as I can tell, brushes in TrenchBroom don't z-fight if they are placed on top of each other either (even if they have different textures applied). This makes it impossible to know there's a problem if you're not looking for it.
Mr Fribbles, I don't want to hear problems, I want to hear solutions!
OK, here's the answer (or a suggestion, at any rate): an additional set of commands (and corresponding shortcuts) to duplicate and offset the selected object(s) in one go. I would suggest the hotkey set listed below (opinion alert, I'd also remap some of the current ones!)
LEFTARROW: move object left
RIGHTARROW: move object right
UPARROW: move object forward
DOWNARROW: move object back
CTRL+LEFTARROW: rotate object left
CTRL+RIGHTARROW: rotate object right
CTRL+UPARROW: move object up
CTRL+DOWNARROW: move object down
CTRL+SHIFT+LEFTARROW: duplicate object and move the clone left
CTRL+SHIFT+RIGHTARROW: duplicate object and move the clone right
CTRL+SHIFT+UPARROW: duplicate object and move the clone up
CTRL+SHIFT+DOWNARROW: duplicate object and move the clone down
Naturally you'd offset the object by the current grid amount (if snap to grid is on). If grid snap was off, pick your poison (a sensible default distance, or perhaps something clever such as offsetting the object by its width in the chosen direction!)
Hmm
Maybe the entire concept is not so good. Maybe it would be better to always duplicate objects just by dragging them, e.g. Ctrl+Drag will create a clone and move that.
OTOH, I wanted to use Ctrl+Drag to select multiple objects in a future version. But that could still be achieved if the drag starts with an unselected object. If it starts with a selected object, the selected objects would be cloned.
Frib
I could add keyboard shortcuts as well, of course.
|
|
You must be logged in to post in this thread.
|
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.
|
|