Sorry For Making You Wait ;-)
@SleepwalkR
I'm sure it will be worth the wait. You haven't disappointed us so far.
Failed To Snap Vertices Of 1 Brush
#2639 posted by PRITCHARD on 2017/09/09 04:30:57
What causes this error? I was trying to snap this brush to grid but I got that error. Snapping to integer worked fine.
Same Issue
Not sure what causes it but I just snap to integer. If the brushes don't behave I delete them and rebuild the geo.
Does It Work If You Reduce Grid Size To 1?
TB refuses to snap the vertices if the result would no longer be a convex brush. Since the grid coords are usually coarser than integers, you will run into this issue more often if the grid is > 1.
Pritchard
That brush would become flat because it already is flatter than the grid size. So that's why it doesn't work.
Good Things Take Time
#2643 posted by Code_Man on 2017/09/12 12:59:25
Im not in a rush with q3 support.
Take whatever time you need to make it good.
Anyway im more than glad to see that this is on the agenda.
"image" Format Support
#2644 posted by Rohit_N on 2017/09/13 17:12:03
I have managed to compile the master branch of TB on MinGW 5.10 (let me tell me you, wxWidgets and FreeImage are NOT fun to compile). Now that I have generic PNG support, I can safely call this the best 3D level editor.
Will the next release have this? If not, I'd be happy to upload my custom build if anyone needs it. The only changes I made to TB is disabling wxHandleFatalExceptions in TrenchBroomApp.cpp (it's not declared for some reason), and adding a call to FreeImage_FlipVertical in FreeImageTextureReader.cpp.
Please Submit A PR
I'm also interested for detailed instructions for how to compile under mingw.
MinGW
#2646 posted by Rohit_N on 2017/09/13 18:19:12
I would first need to check if my particular MinGW installation is common enough.
The supplied libraries in lib/bin/win32 didn't work for me, which is why I had to build FreeImage and FreeType myself, then edit TrenchBroomApp.cmake to use my compiled libraries rather than the repo's.
Other than that I followed the instructions in Build.md (building wxWidgets worked fine). After building, I copied my compiled FreeType/FreeImage/wxWidgets dlls into the binary directory.
I can make the FreeImage_FlipVertical PR, though.
Works Great!
#2647 posted by magnusmww on 2017/09/24 22:22:50
Tried out TrenchBroom a couple of weeks ago, and it works very nicely!
I'd also like to commend it for the good documentation and easy editing directly in the 3d-view. While I understand some people like to have the option of one or more 2D-view simultaneously (Including myself), I've found that I use the 3D for most things anyway now after a few weeks.
Thank you for your hard work, SleepwalkR!
For reference, I'm running the RPM-binary-version on a Archlinux installation. Trenchbroom version is v2.0.0-RC4.
Thanks!
Glad to hear that you like it!
Quake 3 Support ??
Hi, I just found out about your wonderful editor. It amazes me that it took this long for someone to finally come up with a simple yet powerful bsp editor in all these years.
I'm sure this has come up quite a few times already, but are you planning on implementing Quake 3 support in the near future?
Please keep updating this wonderful editor, and thanks for letting noobs like me make great maps :P
Cheers mate!
Sorry For The Double Post...
but could you tell me how far you consider a final v2.0 release?
@LordGrievous
I follow Tb2 development closely. If the plan hasn't changed, Quake 3 support is planned for the future but there is no real time frame. I would guess that it is quite a ways off. Sleepwalker is the creator of the program. I am not sure how often he checks func so I figured I would chime in. You can watch the development of TB2 here:
https://github.com/kduske/TrenchBroom
You'll note under milestones they are 98% to a proper 2.0 release.
I am working on video tutorials for TB2 aimed at absolute beginners. I am still writing them but should have all or a least a large batch of them completed by the end of the year.
Okay thanks, looking forward to further updates :)
Does anyone know if it's possible to remap the wasd keys with the arrows, for regular navigation?
Not in fly mode, but when you're navigating the 3d view normally.
I never liked using the wasd keys and always navigate with the arrow keys so this is very counterproductive to me :)
I couldn't find anything in the manual so maybe you guys can help me?
#2654 posted by muk on 2017/09/26 23:22:46
https://i.imgur.com/sUuGs8k.jpg
View>Preferences
It brings up a window, click the mouse icon/tab.
Down at the bottom you can change the movement keys.
I tried that already, it doesn't seem to work. It is only for Fly mode and even there it doesn't work.
If I change the wasd keys to the arrows like your screenshot, all it does is change select/unselect the 3d viewport.
#2656 posted by muk on 2017/09/26 23:43:02
Arrow keys must be "hard coded" for nudging brushes and such.
Okay I really hope there is a way to remap those keys. I friggin hate the wasd setup, we use azerty here so it is so utterly terrible to have to use wasd.
I really do hope this will be implemented because I like this editor a lot, but right now I can't even do simple navigational things.
#2658 posted by muk on 2017/09/26 23:54:46
Map it to ZQSD? seems about the only compromise :(
Okay, if I change my keyboard setup to US then it is doable. Still, I hope that Kristian finds a way to make them remapable, even if I can't change them to the arrow keys I would still like to change them.
For now I can work again on my mapping :)
If course this does mess up any keyboard shortcuts that use the wasd keys like ctrl+z for undo.
Sorry for the multiple posts btw, seems more like a chat conversation with a helpdesk :D
@LordGrievous
Have you joined Github? You are more than likely to get a quick response or at least an explanation if you post an issue or request there. Link is above.
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