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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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Pritchard
Unfortunately, we'll never get it down to 0 anyway. Don't worry about it. The issue tracker is more like a todo list.
AA
#2431 posted by mjb on 2016/12/21 11:44:55
Yep, lack of AA on the latest linked build.
However, I did try to reproduce the crash on map switch that I reported and I could not get it to crash!
Beta 2 On Mac 10.6.8
#2432 posted by donde on 2016/12/22 11:36:34
my mac is running osx 10.6.8 with opengl2.1 and glsl1.2 - when i run trenchbroom 2.0 out of my applications folder it gives me an error saying not compatible with this version mac. any suggestions? i am looking forward to using trenchbroom to work on quake 2 maps in particular. thank you for making this software - really appreciate the time and care you are putting in.
Yeah, It's Not
I think you need 10.9bor later.
Appveyor
#2434 posted by PRITCHARD on 2016/12/23 04:47:46
Are the appveyor builds supposed to be usable? Or do I still need to rely on the guru/wizards of this thread for new builds of TB? I tried downloading the "Latest Build" from there, but it seems to be gutted and non-functional - no art (logo, icons), supported games list is empty, etc.
#2435 posted by muk on 2016/12/23 05:09:49
The recent build is without a build number. I dont think that specific build is to be usable at the moment.
A new build with the fixed context menus would be cool, though. AA can wait as one can set it through their video settings. Im interested in using https://github.com/kduske/TrenchBroom/issues/1526 and https://github.com/kduske/TrenchBroom/issues/1527
#2436 posted by ericw on 2016/12/23 06:46:40
Pritchard, they should be usable, however, the "Latest build" button in Appveyor is not reliable at the moment, because it includes test builds for feature branches. It looks like a change earlier today may have caused the "gutted and non-functional" breakage.. I will check it out.
@mukor, the f7fe54e build I posted yesterday should have those two features for the key/value editor :)
There have been a lot of fixes today so I hope to post an updated build tomorrow.
Stupid Question
I used to get the latest builds of 2.x off sleepwalker's Dropbox. Where can I get the latest builds for PC? I'm a bit lost on github and cannot compile the code.
Right now I am using the build from the website (2f3c498?)
Dec 24 Windows Build
#2438 posted by ericw on 2016/12/24 23:32:53
TrenchBroom-Win32-2.0.0-Interim-0e1a90a-RelWithDebInfo.7z
The pauses Pritchard reported when clipping, the entities in the right click menu, and antialiasing are fixed, plus some other fixes in the issue tracker.
Brilliant!
Actually
I can't extract the 7z archive at all and WinRAR won't tell me why.
Weird
#2441 posted by ericw on 2016/12/24 23:53:44
I tested it with 7-zip
7-zip is giving me weird trouble too: http://i.imgur.com/YgXqBBX.png
Is TB Running?
No
Cheers!
#2445 posted by mjb on 2016/12/25 00:41:08
#2446 posted by PRITCHARD on 2016/12/25 01:48:12
No problems extracting here. Maybe retry the download? Perhaps something was corrupted.
Clipping things feels so much nicer now! Getting rid of slowdowns and hangs goes a long way to improving the feel of the application. I'll be sure to report anything else I run into.
#2447 posted by ericw on 2016/12/25 02:05:53
"Can not delete output file" - sounds like there is an existing install, try extracting into a fresh directory, or maybe re-download.
Thanks For The Xmas Present, Eric
#2448 posted by Mugwump on 2016/12/25 20:04:27
And thanks Sleep for keeping on improving it. Will DL and install later this evening.
RGB Textures
#2449 posted by anonymous user on 2016/12/29 20:56:04
Does Trenchbroom in it's current state support any way of applying RGB textures in say, a Quake 1 level? If not, will it ever have Quake 3 BSP support?
What Are RGB Textures?
As for the second question, TB does not support any BSP format. It reads and writes map files. Assuming you meant to ask, "Will it ever have Quake 3 support?", then the answer is yes:
https://github.com/kduske/TrenchBroom/issues/583
But I can't say when. I'd like to do it for 2.1 though.
#2451 posted by anonymous user on 2016/12/29 21:39:09
Im talking about full color textures that aren't limited to Quake's 8 bit color pallete or whatever limitation Quake 2 has.
#2452 posted by Mugwump on 2016/12/29 22:12:10
According to a post by MadGypsy in this thread: http://quakeone.com/forums/quake-talk/quake-central/12548-fte-lightmapping-quake-3-format-bsp.html, Quake 3 doesn't support paletted .wad files and works directly with .tga images, so yeah, when Sleep will implement Q3 support in TB, you should be able to use 24-bit textures.
Oops!
#2453 posted by Mugwump on 2016/12/29 22:16:15
The site has included the comma into the link, so you need to delete it to access the page.
Looks Good!
#2454 posted by madfox on 2016/12/29 23:37:08
Just installed Trenchboom to see if it would work. And indeed, it shows up well. Made the setup in my Quake directory and choosed the preference file.
In the texture editor I have a view for the monsters and items.
My texture files are all blanked out, so I use the glass near the Groups and Used to look for my wad file.
It won't show up.
Is there a way to make them so, like a path to my wad file?
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