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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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Oops, Refresh Fail
Set It For Any Worldspawn Brush
Double Thanks
#2058 posted by sputnik on 2016/03/14 12:03:50
Thanks DeeDoubleU and total_newbie, much appreciated :)
Total_newbie
That does look intimidating. But by "in the future" you mean "not yet", right? As in, for now I can continue exactly as before?
No, this is as of now. I can also give you access to dropbox if you want to try the intermittent alpha builds. You'll need a dropbox account and you'll need to give me the associated email address.
Is There Something I Am Missing Here?
I can't select objects in 2d view or move them around using the mouse (I can only move objects with the arrow keys).
Anyone else having this problem?
Works For Me (on Mac At Least)
Maybe You Are In Some Tool Mode?
Try top left button "disable current tool".
Nope, changing tool mode doesnt do anything for me. I think I pressed tab to get a little hand icon and then after that it stopped working?
Info Panel Not Displaying
#2064 posted by sputnik on 2016/03/14 13:24:32
I can't get the info panel to display in TB2 with any maps. Using the Toggle Info Panel menu item has no affect. Wonder if it's a Windows 10 issue? Incidentally, TB is an astonishing piece of software.
Sputnik, You Are Not Alone
Win7 x64 same issue here.
I thought I was just blind or doing something wrong.
FifthElephant
You are right. Though for me it is not related to TAB, but to cycling views with SPACE.
It is all good until I change the view. After that strange things happen.
Some brushes don't react at all, some could be selected only in one of the side views... is it possible to add x/y/z letters to existing color-coded arrows, btw?
Another thing I noticed - some brushes are not displayed.
https://www.youtube.com/watch?v=4QCNUwRV5aY&feature=youtu.be
Infopanel
#2067 posted by flp on 2016/03/14 15:07:22
Seems to be a windows only issue. Inspector panel works tho.
Please Submit Big Reports On Github
It's easier for me to track them that way.
Info Panel Bug Logged
#2069 posted by sputnik on 2016/03/14 15:28:24
I've now logged it on GitHub. Thanks.
SleepwalkR
Brushes disappearing in orthographic views is part of same issue or it needs separate entry?
DeeDoubleYou
That's okay, thanks for the video.
I wonder why all these bugs show up just now. We have had all those alpha builds and it seems like noone has really tested them. Maybe I should stop doing alpha builds.
I've Modeled Something!
#2072 posted by Hai on 2016/03/14 18:25:33
https://pbs.twimg.com/media/CdhlNGxW0AEmRVB.jpg:orig
Overall, TB is quite impressive. :)
Before that, I've wildly copied and pasted brushes until it crashed. Then I tried the same in Microbrush until it crashed. TB reached 64k brushes before crashing when cloning them, Mb reached 512k brushes before the crashing clone. We're probably both hitting 32bit memory address bounds or something like that. As I associate more data with my brushes for texturing, my total count before a crash will probably decrease, too.
They're Friends.
#2073 posted by Hai on 2016/03/14 18:34:55
Thanks
I suppose you're on Windows? Memory consumption is a weak point of TB, I have beens squandering memory to be honest. It is something I'd like to improve in the future. On the other hand, "64k ought to be enough for anybody", ask Bill Gates!
Yeah, And Pondering Adding Another 16k Ram To My 32k Ram
#2075 posted by Hai on 2016/03/14 18:44:42
It would be nice if the compile tools and engines adopted handling such large numbers of brushes normally... think of all the possibilities for detail modeling, not necessarily larger maps... mmh.
Shrinker
#2076 posted by Kinn on 2016/03/14 18:50:49
the quake bsp / visportal system really does not scale well as maps become more and more detailed.
There is a reason games abandoned this model 15 years ago
Alpha Builds
I haven't been using the alphas very often which is why you rarely get bug reports from me.
I would bug test more but I don't want to risk losing work at the moment
@Kinn
#2078 posted by Hai on 2016/03/14 19:19:34
One could harness the ease and expressiveness of brush-based modeling in conjunction with other ways of doing the vis work, too. I recall many approaches to these issues from lectures I've attended. BSP and vis portals are just two flavors.
In the Quake domain, there might be some room for extending the concept of detail brushes a bit, so that the compiler and engine identify complex parts that could be made into models that go through a different rendering pipeline, etc.
What I meant was a bit of daydreaming that some underlying fundamentals are changed with a lot of effort. :P
Shrinker
#2079 posted by Kinn on 2016/03/14 19:32:10
Yes, if you mean like how the Quake 3 and Doom 3 engines have much more efficient ways of dealing with detailed brushery than Quake 1 then I agree.
Darkplaces has q3bsp support for quake 1. That's probably as good as we're gonna get.
SleepwalkR, Re: #2059
Thank you, I'll get back to you re dropbox. First priority is to get my primary machine up and running again.
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