 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.
#2081 posted by necros on 2016/03/15 01:31:40
oops, i never use the info panel... when it went away, i just figured you made it remember i had set it off when i quit. :S
 Hey Debs, Nice!
#2082 posted by mwh on 2016/03/15 09:12:13
Would you be interested in some packaging pedantry? (I can totally understand if not). Can't find the debian directory anywhere...
 Sure
Just create an issue on github. I haven't done the CMake config for the Linux packages, but I can notify flp, the person who has done it.
 Settings Not Getting Saved Between Sessions
I don't know if they supposed to in this version though.
 What Settings
Those that interest me the most is definition file and texture lock state.
 The Definition File
Should be stored in the map file, so you shouldn't have to reset it when you open a map.
Texture lock state could be a preference.
 Working Pretty Well On Linux Thusfar
As I'm a a TB newb I have a quick question, does TB not have a compile / launch option?
 Unfortunately Not
But this is very high on my todo list as it's a very commonly requested feature.
What happened to the Docs? I get a 404 when trying to access it even though it still pops up in Google search.
 Scaling?
Am I able to scale a brush up in any way?
 I Have Taken The Docs Offline
But they are included in the app under the Help menu.
 WAD3 Support
#2093 posted by drm_wayne on 2016/03/20 20:43:29
Is it possible to add WAD3 support? It would be great to use TB for GoldSrc based games :D
 Yes, It's Possible
And it's already been requested, but it's not very high priority for me.
https://github.com/kduske/TrenchBroom/issues/1140
 TrenchBroom 2.0.0 Beta 0f4b6d2
 Awesome Man!
#2096 posted by mjb on 2016/03/24 22:09:30
Great to see an official release of all hard work you are doing!
Thanks for doing what you do!
 Not Found
can't DL latest beta
The requested URL /TrenchBroom-Win32-2.0.0-Beta-93e34bf-Release.zip was not found on this server.
 Well Done!!! Thanks For The Latest Build With .obj
#2098 posted by j0linar on 2016/03/24 23:44:52
Just tried the latest build with the .obj exporter, had to look twice in the commits to realize that its really there :D
It works so far flawless, am using the latest Blender and the imported .obj is perfectly clean, no artifacts and no issues so far.
The only thing is that there is no .mtl file but thats k as the uvmaps are intact and one just needs to add a material to the mesh in blender.
All i can say is, thank you for your hard work man.
 Sorry For The Idiot Mistake With The Download Links
 J0linar
Yeah, materials are not supported and it's doubtful they will ever be. It's just out of the scope of a level editor to convert textures etc. to Wavefront material files. If you know a simpler way, let me know. Otherwise, it'll remain unsupported unless a lot of people moan about it.
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