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.
TrenchBroom 2.0.0 Beta E439e68
Ql
#2102 posted by earth on 2016/03/28 18:10:09
I might be pushing it...but is there any chance this awesome tool might be extended to ql...? (Radiant is bugged on my pc)
Pretty Sure It's Quake Live
Quake 3 Support Is Planned
No idea how different Quake Live is. I'd have to investigate.
#2106 posted by
Hipshot on 2016/03/29 11:37:04
QL supports ladders and a few more items to place, also bot roams don't work any longer, there's a few new lines you can write in the Worldspawn too, mostly (if not all) meta info like author.
Doesn't Seem Like Anything That Requires
Special support, only an FGD file?
If anyone wants more solid and up to date info, then "sponge" at #quakelive is your guy. Pretty much the only guy who worked on QL for last few months/years(?)
Be warned! He is always extra grumpy and hates all players (as suspected by many).
There is also "SyncError", but he is rarely around these days.
However...
#2109 posted by
Hipshot on 2016/03/29 13:05:20
I could never drop GTKr for something else to Q3/QL, but I know a community that would love this editor
The Daikatana one =)
With the entire development of DK1.3 and all the hard work they have done, there's no real editor except for the shitty old QEr
Daikatana
Is based on quake 2 isn't it? I'm guessing support wouldn't be much harder to implement?