Could You Please Submit The Issue On Github
Also please give more information, e.g. What issue you were trying to fix etc.
Issue Submitted
#2181 posted by
sputnik on 2016/07/16 18:40:17
I've submitted it on Github with extra info. Thanks.
Great, I'll Look Into It Now.
Newbie: How To Setup A Game Environment
#2183 posted by LinuxR on 2016/07/22 22:02:12
Hello there! First please let me say thank you for this great editor. I was instantly able to create a cool 3d level, and it works on Linux, love it!
So now I have my level geometry (.map) and would like to try it in a game engine, add textures and entities to it, etc. As far as I have understood I need a compiler and a game engine so I can use it. How do I set this up in TrenchBroom? How can I add Textures and Models (entities)? Is there a way to use data (textures, model) from the apparently abandoned transfusion-environment (http://www.transfusion-game.com/)?
Thanks again for any hints,
L.
Transfusion SDK
#2184 posted by
xaGe on 2016/07/25 18:50:55
If you look at the Transfusion SDk available
here for download it's geared toward using Radiant based editors and the Quake 3 map format and assets.
Currently TrenchBroom 2 supports Hexen II, Quake and Quake 2, not Quake 3.
Although Transfusion being based on the darkplaces engine will allow you to use the Q1 map format for TF it's probably not the best place to start if your fairly new to Quake mapping.
Also Read The TB2 Documentation.
#2185 posted by
xaGe on 2016/07/25 18:58:32
Download the latest TB2 from it's
website. Install it and actually read through the extensive documentation that comes with it located under the Help menu--> TrenchBroom Help or shortcut [Ctrl]+[H].
Might Worth Looking At This Also...
#2186 posted by
xaGe on 2016/07/25 19:03:29
Some basic map info on the Quakewiki you might want to look at here:
https://quakewiki.org/wiki/Getting_Started_Mapping
You can get some very nice Q1 map compile tools from here:
http://ericwa.github.io/tyrutils-ericw/
We Really Need More Tutorials.
#2189 posted by
khreathor on 2016/07/31 17:34:59
Trenchbroom 2 Beta is super unstable for me, I would love to send crash report, but it crashes too :P
What I'm doing is snapping vertices on a 1 unit grid...
Vertex Snapping Will Improve In Next Beta
Are Those Improvements Available In Repo?
#2191 posted by
khreathor on 2016/07/31 19:11:35
No, Still Being Worked On.
Rock Primitive
#2193 posted by
Qmaster on 2016/08/15 04:31:05
Feature request! :) Rock primitive like J.A.C.K. Pick your number of faces, randomly generate valid brush.
Such Requests Go On Github Please ;-)
SleepwalkR
#2195 posted by
mjb on 2016/08/23 15:54:45
I just want to say, thank you for convex merge. <3
;-)
Be sure to play with CSG subtract, too. It's pretty smart.
Fun Times
#2197 posted by
PRITCHARD on 2016/08/24 13:18:12
https://www.youtube.com/watch?v=3x2p2ZD4vWg
This happened to me a while ago now but I never filed a report as the video was all I had. I was somehow able to select a group while it was hidden and this mess of lines happened.
Should I make a bug report anyway? Doesn't seem like much help, i can't recreate it or anything.
Thanks Pritchard
really want to eat strawberry laces now
Yes Please Do
But I have seen this before. Did you send me an email?
#2200 posted by
PRITCHARD on 2016/08/24 16:27:42
Yeah, I did. I wasn't sure if you got that! I'll file an issue, but all I can include is the video... I don't even have that version of the map any more.
#2202 posted by
lpowell on 2016/08/27 01:46:56
"Due to how incredibly buggy TrenchBroom is I spend more time trying to work around the bugs (hello non-integer's)"
Ruh-roh. Is there actually an real issue with non-integer coordinates? I have these all over the place due to clipping tool (ab)use, but they never prevented me from compiling and playing the map I'm working on. Haven't run vis, though.
Be More Precise
Non-integer vertices are not so problematic per se. Non-integer plane points can be, but if you're using the clipping tool more than the vertex tool you might not have too many of those. Also depends on which brushes are affected and how.
Vis
#2204 posted by
PRITCHARD on 2016/08/27 09:47:52
I used to be very sloppy with my brushwork and had a lot of non-integer points/planes, and that never caused an issue with map compile. What really caused issues was vis, which would fail and would generate path files that went straight through solid brushes.
Not every "malformed" brush will cause this, but it's something that you need to be wary of, and test for as often as possible. You can then either fix the brush in question, or create another, simpler brush to cover the gap and help vis succeed.