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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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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?
#2455 posted by Mugwump on 2016/12/29 23:49:57
Click on "show" at the bottom of your texture browser, then click "+" to search for your wad(s).
#2456 posted by madfox on 2016/12/30 01:41:31
I can open a map but my txtbrowser is blanked out.
Madfox
#2457 posted by mfx on 2016/12/30 01:48:51
Is this under WindowsXP again?
Madfox
First of all, Windows XP is no longer officially supported. Second of all, you should be using TB 2. Third of all, you can read the manual (Help menu) to find out how to load textures.
RGB Textures
there was a contribution that added support for loading textures from loose files. I think it supported jpg and tga or something like that. It will not be included in TB 2.0 however.
#2460 posted by Mugwump on 2016/12/30 02:28:15
Windows XP is no longer officially supported.
But you did fix this issue some time ago. My TB2 works fine in XP (build 2f3c498). Are you saying that the more recent builds won't work again?
NO
#2461 posted by mfx on 2016/12/30 02:30:58
read it as it may work, but if not it is only fixable with an OS change.
OS=Operating System!
Location Outdated?
#2462 posted by madfox on 2016/12/30 02:37:26
TrenchBroom_Win32_1.1.6_381 is the link for download,
I can't find a TB2.
OS & OS2
#2463 posted by madfox on 2016/12/30 02:51:10
TrenchBroom-Win32-2.0.0-Interim-f7fe54e-RelWithDebInfo and TrenchBroom-Win32-2.0.0-Interim-0e1a90a-RelWithDebInfo.7z
both give a "MSVCP140.dll" was not found.
TrenchBroom_Win32_1.1.6_381.zip works fine on Wi nXp, both S2 S3 Servicepacks and Visualbasic2010.
Strange my items and monsters do appear while textures won't.
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