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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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![](images/clear.gif) |
![](images/clear.gif) Problems Compiling Q2 Map
This is the first time I'm trying to compile my map but I keep getting an error when creating the bsp.
This is my compiler setup and error:
https://ibb.co/gaWY1G
I copied the 64bit compiler and dll files from my gtkradiant 1.6 installation. I didn't want to try the newer separate compilers and start simple with the existing one.
Does anyone know what I'm doing wrong?
Thanks on advance :)
![](images/clear.gif) @LordGrievous
Looks like your paths are all messed up but hard to see everything in your screenshot. Looks like you have spaces, periods and weird characters and it could be that.
Some advice:
Under Quake make a new directory called "compile".
Download ericw's compile tools here: http://ericwa.github.io/ericw-tools/
Download Necros' compiling GUI here: https://shoresofnis.wordpress.com/utilities/ne_q1spcompilinggui/
Install ericw's entire folder into your new compile directory.
I think you can put Necros' GUI anywhere you want. Instructions are on the page linked above.
Now you have two options to compile. I suggest Necros' GUI for beginners. Try it. If you'd rather use TB then set up the paths in this new. compile directory.
There's a bunch of things that could have gone wrong with your current setup. Best to start from scratch. ericw's compilers work perfectly with default settings, they are backwards compatible and more up to date than what you have.
Okay thanks, I'll give it a go
Just a quick question, is this compiler also for Quake 2 ??
![](images/clear.gif) Nope
but can do Hexen2
read the qbsp documentation
https://ericwa.github.io/ericw-tools/
![](images/clear.gif) Doom 3 Support?
#2671 posted by hakkarin on 2017/10/14 06:47:11
I know Doom 3 isn't as popular as Half-life or Quake but it's still really fun to map for and I like Trenchbroom much more than the alternatives. Is there any glimmer of hope that we will ever get support for Doom 3?
![](images/clear.gif) You Can In A Way
#2672 posted by Qmaster on 2017/10/14 21:49:39
TB saves to .map. Make as much as you'd like in TB. Save it. Open in your Doom3 radiant editor. Texture and fill with items/enemies. Compile.
![](images/clear.gif) Thx But...
#2673 posted by hakkarin on 2017/10/15 19:44:16
Sounds like a rather nasty workflow honesly :/
It would be nice if the author of trenchbroom would clear it up if Doom 3 support is something we will ever get and if not then the reason he doesn't care to include it.
![](images/clear.gif) Ya It's Not The Best Solution For Now
#2674 posted by Qmaster on 2017/10/16 04:40:02
I wouldn't expect him to, at least for a good long while. He has a long list of features he's talked about implementing for Quake that I'm sure he is more interested in working on for now.
![](images/clear.gif) Sounds Interesting?
#2675 posted by hakkarin on 2017/10/16 20:28:41
Any examples of the new exiting features that are coming for Quake?
![](images/clear.gif) @hakkarin
You can check out the milestones at Github here:
https://github.com/kduske/TrenchBroom/milestones
Right now they are working on 2.0.0 and it looks like 2.1.0 is chugging along.
![](images/clear.gif) Doom 3 Support
I'm sorry, but it's not actively being worked on ATM. I'm very busy with other things and have too little time to work on TB as it is. Also other games have precedence, e.g. before I would start working on D3 support, I'd want to work on Q3 and HL2.
![](images/clear.gif) Disappearing Trigger_secret Points
#2678 posted by Esrael on 2017/10/18 16:30:59
Hi!
When I change a point entity's classname to trigger_secret and then deselect the entity, the entity stops displaying in the editor. The entity still exists in the map, because it compiles and gets triggered during gameplay.
Is anyone else able to reproduce the behavior?
![](images/clear.gif) You Might Have Them Filtered From View
Check your View menu checkboxes. This sort of thing has happened to me before and this was the culprit.
Alternatively, I seem to recall something familiar about this so it could be a known issue. Do the above check to rule that out.
![](images/clear.gif) Esrael
#2680 posted by ericw on 2017/10/18 20:16:40
I think what you described is this bug, which is already fixed for the next release:
https://github.com/kduske/TrenchBroom/issues/1805
![](images/clear.gif) Another Thing
#2681 posted by Esrael on 2017/10/19 08:52:49
That's probably it, ericw. Glad that it's accounted for.
On another, somewhat similar note: I've made some groups, but there don't seem to be any checkboxes in the view menu to hide groups. Instead I have to first select them and use the hide tool, which isn't as convenient.
Is there an easy way to hide groups in RC4 or will it be implemented in version 2.0?
![](images/clear.gif) No
I don‘t see much value in blanket hiding all groups. This is not their purpose.
#2683 posted by muk on 2017/10/19 18:54:01
Being able to hide the TrenchBroom groups has value.
Sometimes I want to manipulate a large group of entities at once(lights for example). To do this I turn off visibility for everything but that one entity type i wish to change.
If i have TB groups, I have to first hide EVERYTHING, this leaves the TB groups visible, then I ctrl+A to select everything, hide the TB groups, then I turn on visibility for the one entity type I wish to see/change.
#2684 posted by muk on 2017/10/19 18:57:51
https://imgur.com/fAzSK68
for clarity, were talking about hiding them with this menu.
#2685 posted by Esrael on 2017/10/19 23:02:43
Nice workaround, mukor! :) It would still definitely be a lot more convenient if the groups were possible to be hidden with a simple checkbox.
Is it just me, or is there no way of removing individual brushes from groups in RC4? The only options I have when right-clicking a single brush within a group are
Group
Ungroup [unclickable]
Rename [unclickable]
Add Objects to Group [some other group]
______________
Create Point Entity
Create Brush Entity
Move Brushes to World
"Move Brushes to World" used to do the trick in earlier versions of TB (albeit at the cost of turning all selected brush entities to world brushes); it no longer works. Shouldn't there be a "Remove Objects from Group [selected group]"?
![](images/clear.gif) @former_total_newbie
#2687 posted by ericw on 2017/11/11 20:41:11
Hmm, it works for me in RC4.
I am 'inside' a group (double-clicked on it). The group has 2 worldspawn brushes, I select one, right click, and have the option: "Remove Objects from Group Unnamed". Selecting that moves it outside the group, turning it blue.
Can you get reproduce this?
"Move Brushes to World" is only for moving things from "func_" entities to worldspawn, it doesn't affect group membership. This was different pre-RC4 , see: https://github.com/kduske/TrenchBroom/issues/1744
![](images/clear.gif) Might Also Depend On
Where you right click (selected brush you wish to remove from group vs. other objects).
![](images/clear.gif) @ericw, @SleepwalkR
I am 'inside' a group (double-clicked on it). The group has 2 worldspawn brushes, I select one, right click, and have the option: "Remove Objects from Group Unnamed". Selecting that moves it outside the group, turning it blue.
Can you get reproduce this?
No, I can't; what you describe is exactly what I want to do. I don't have the option "Remove Objects from Group [name]"; only the options I listed above:
Group
Ungroup [unclickable]
Rename [unclickable]
Add Objects to Group [some other group]
______________
Create Point Entity
Create Brush Entity
Move Brushes to World
Might also depend on where you right click (selected brush you wish to remove from group vs. other objects).
I am definitely clicking the selected brush, but no matter where I click, I don't get the option "Remove from Group".
When I click the selected brush, I get the options above.
When I click the entire group, I get
Group
Ungroup
Rename
______________
Create Point Entity
Create Brush Entity
Move Brushes to World
and when I click somewhere else at random, I get
Group
Ungroup
Rename
Add Objects to Group [some group]
______________
Create Point Entity
Create Brush Entity
Move Brushes to World
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