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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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We Need Md5 Hashes Of The Md5 Hashes
#2501 posted by PRITCHARD on 2017/01/29 05:51:14
SleepwalkR
#2502 posted by humanbean on 2017/01/30 13:59:43
Thanks, unfortunately MD5 has been unsafe for quite a long time now.
I apologize for not contributing but I'm away from my desktop and there's no release for my current os. (I've never had much luck compiling)
MD5 Is All Cmake Supports ATM
So that's all I can do. Anyway, I think these checksums can only ever be used to verify the integrity of the downloaded file. They cannot be used to check whether the file was tampered with on the server. If someone was able to do that, they would also be able to change the checksum files.
#2504 posted by PRITCHARD on 2017/02/04 03:58:08
Still a bit of a Github Noob, even after all this time spent submitting TB issues (over 30 now I think!), so I'm not sure if contributing a comment to a closed issue will be seen...
https://github.com/kduske/TrenchBroom/issues/1560#issuecomment-277413575
#2505 posted by ericw on 2017/02/04 06:25:21
Yep, I get notifications on Github and emails for comments on closed issues, should be the same for SleepwalkR
Adding Textures
#2506 posted by ranhcase on 2017/02/05 02:12:45
could some one explain to me how to add textures to trenchbroom (q2)? I have a a .png of Duke Nukem 3D textures, and i would like to add those to my map
#2507 posted by muk on 2017/02/05 04:01:14
https://www.quaddicted.com/files/tools/wally_155b.exe
Wally will let you convert/export that .png to the Quake2 .wal format.
Just open it up in Wally, and File>Export to .wal.
Wally will also be what youll want to use to edit and make your own textures and texture packs, etc. Its a really good, stable tool.
Trench Broom Supported !
#2508 posted by anonymous user on 2017/02/05 04:31:36
@mukor
#2509 posted by ranhcase on 2017/02/05 20:11:45
thanks, but how to add the textures to trenchbroom so it will appear there?
Quoting The Help, Try This
#2510 posted by topher on 2017/02/05 20:27:29
If you want to provide your own custom textures, you need to put them in a subdirectory where TrenchBroom can find them. For Quake 2, this means that you need to create a subdirectory called textures in the directory of the mod you're mapping for, or in the baseq2 directory. Then you need to create another subdirectory with a name of your choice. Then you copy your texture files into that directory. TrenchBroom will then find that directory (possibly after restarting the editor) and allow you to load the textures from there.
Quoting The Help, Try This
#2511 posted by topher on 2017/02/05 20:27:29
If you want to provide your own custom textures, you need to put them in a subdirectory where TrenchBroom can find them. For Quake 2, this means that you need to create a subdirectory called textures in the directory of the mod you're mapping for, or in the baseq2 directory. Then you need to create another subdirectory with a name of your choice. Then you copy your texture files into that directory. TrenchBroom will then find that directory (possibly after restarting the editor) and allow you to load the textures from there.
#2512 posted by ranhcase on 2017/02/07 00:50:35
the textures are in baseq2 in a folder called 'textures', but any of then appear in trenchbroom.
I thought that textures had to be stored in a certain file to be added in. don't they?
Ranhcase
My TB2 installation is not up to date, so maybe something has changed in the mean time, but try this:
Open TB2. On the right hand side, where you have "Map", "Entity" and "Face", go to "Face" and then below you'll find "Texture collections". Click on it and then on the "+" to browse your computer's drive to add texture files. Doesn't matter where they are located, as long as you point TB2 to the relevant directory.
@total_newbie
#2514 posted by ranhcase on 2017/02/07 02:21:11
i think that only works for quake 1. atleast it seems so, the "+" can't be clicked at all in quake 2.(only on q1)
#2515 posted by ranhcase on 2017/02/09 21:51:26
i've managed to add the textures, but they make the brushes invisable/non-existant(?), creating a leak. What do i do to stop that?
Also
#2516 posted by ranhcase on 2017/02/09 22:55:31
i noticed that the textures get to white when converting them in Wally, is there a way to make them the same color as they are in the .png file?
Smart Entity Property Editor?
#2517 posted by aDaya on 2017/02/10 16:14:49
I started using the latest TB2 release and so far I'm pleased. Though I can't find for the life of me the Smart Property Editor for entities, as I'm trying to make a door entity toggable.
Spawnflags
#2518 posted by mjb on 2017/02/10 16:53:21
For func_doors, when you click on the Spawnflags key you should see the ability to check off states like toggle.
Thanks
#2519 posted by aDaya on 2017/02/10 17:09:11
How Do I Make Pointfiles?
#2520 posted by ranhcase on 2017/02/11 20:08:02
This is probably a stupid question
My map has a leak, i can't find it, the editor can open pointfiles, but i can't find them, so how do i make them, and if they are made automatically, where are they?
Quake 2 btw.
#2521 posted by ericw on 2017/02/11 20:20:00
With quake 1, qbsp will save it in the same directory as your map, along with the .bsp file. So run quake 2's qbsp on your map, check for a .pts file.
Transparent Brushes
#2522 posted by Aelf on 2017/02/12 18:53:45
Hi, I use Jury-Rigged BJP Tools for compiling Q1 maps (now I'm on TB 2.0 RC 3) and the compiler may utilize "hint" and "hintskip" brushes just like in Q2+ engines.
With proper textures in a WAD and seen in the map I tried adding
{
"name": "HintSkip brushes",
"attribs": [ "transparent" ],
"match": "texture",
"pattern": "hintskip"
},
to the Quake.cfg in the "Games" directory to make the brush "hintskip" textured brush semi transparent - in vain.
Actually when the brush has only hint texture, it is transparent but when I retexture its 5 sides with hintskip, it isn't any longer. Also it can't be excluded from the View menu.
Can anyone help me with this?
Please Create An Issue On Github
And I'll look into it
Thank You!
#2524 posted by anonymous user on 2017/02/12 22:39:24
Thanks, SleepwalkR.
#2525 posted by PRITCHARD on 2017/02/20 13:00:18
Does ctrl-selecting multiple rows in the entity editor do anything?
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