Thanks
#2705 posted by iriyap on 2017/11/30 19:54:47
It sucks that there's still no 100% feature complete modern replacement for Radiant. Oh, well.
Scaling
#2706 posted by aftershock on 2017/11/30 23:34:31
@iriyap There is a thread open on Github for scaling: https://github.com/kduske/TrenchBroom/issues/871
GTKRadiant accidentially dropped support for Quake1: https://github.com/TTimo/GtkRadiant/issues/555
There is NetRadiant: https://github.com/Garux/netradiant-custom/releases
There is also J.A.C.K which you can get on Steam or other places.
I checked them all out recently before starting (Including QuArK) to edit and I think Trenchbroom is the best bet, but just wait for it to develop features. Either that or maybe combine editors.
Debian Install Issue Filed On Github
#2707 posted by aftershock on 2017/11/30 23:36:58
The issue of Trenchbroom not installing on Debian is now filed on Github.
Issue #1900:
https://github.com/kduske/TrenchBroom/issues/1900
Ditto
#2709 posted by PRITCHARD on 2017/12/03 02:02:09
I was thinking actually that it'd be great if someone could compile the current version and upload that here or something at least. I really need some of the bugfixes that have been made since rc4...
TrenchBroom 2.0.0 RC 5
https://github.com/kduske/TrenchBroom/releases/tag/v2.0.0-RC5-2
This is planned to be the final RC for TB2. Fingers crossed and go map!
TrenchBroom Discord
Thanks For The Feedback!
#2712 posted by Breezeep_ on 2017/12/30 18:06:07
In regards to the gold key secret, I didn't really know that you could grab it through the bars. It's something I didn't think about at the time because I was scrambling to finish the map and send it out. In other words, glad you're all enjoying this!
Fuck, Wrong Thread
#2713 posted by Breezeep_ on 2017/12/30 18:06:26
can someone delete these posts
RC5 Quake.fgd Problems
#2714 posted by SavageX on 2017/12/31 12:09:52
Thanks for the new release candidate!
I'm on x86-64 Ubuntu 16.04. After removing the old package and installing the RC5 .deb it appears that Quake.fgd cannot be parsed:
Could not load builtin entity definition file 'Quake/Quake.fgd': Expected end of file, but got ')' (raw data: ')') [line 110, column 5]
Is there any cleanup I need to do when upgrading?
No Idea
It should work out of the box. Could you upload the file somewhere?
#2716 posted by SavageX on 2018/01/01 16:48:54
I put the file from RC5 there:
https://maikmerten.de/base1/Quake.fgd
However, this file seems to be identical to the one shipped with the RC4 .deb package (same md5sum), so perhaps the parser itself is grumpy?
I Can't Reproduce This.
No idea what's going on. I have added tests to parse all of the included FGD and DEF files, and they pass on my machine. Let's see what the Linux builds say.
@SleepwalkR
#2718 posted by SavageX on 2018/01/02 19:33:12
I tried RC5 on another machine with Ubuntu 17.10. There the problem is gone.
So perhaps my Ubuntu 16.04 machine is special.
Strange
Trenchbroom
#2720 posted by Drow on 2018/01/05 21:43:10
Hey all. Love trench broom. I was wondering if there was an easy way to mass select a large portion of the map much like gtkradiants ctrl+click+drag on the top/dn view?
Thx in advance. :)
#2721 posted by muk on 2018/01/05 22:12:14
TB uses brushes as a selection tool.
Make a brush that covers that things you wish to select then press Ctrl+T. Theres more Selection methods in the "Edit" menu up top.
Ty Sir.
#2722 posted by drow on 2018/01/05 22:22:16
RC6 Is Out
I decided to a last release to get all the latest fixes tested. Get it here as usual: https://github.com/kduske/TrenchBroom/releases/tag/v2.0.0-RC6
Water
How do you make water in trenchbroom, I have looked in create brush entity, on youtube, searched on google, looked at tutorials, and I don't know what to do
@superquake
Just create a brush and apply one of the water textures. They start with an *
Sweet
that was simpler than i thought it would be
Teleporter
how to make a teleporter? I have a block with the *teleport and its classname is trigger_teleport, but I don't know how to make It link up with a teleport destination?
2727
#2728 posted by Spud on 2018/01/10 23:15:58
Make an info_teleport_destination point entity, then set the destination's targetname field to match the teleporter's target. Unless the teleporter is going to be delayed-use (only activates at a certain point), don't give the teleporter itself a targetname; that tells the game that it shouldn't teleport anything until it's activated by another entity and that's a common mistake people can make when getting into mapping, due to the habit of naming everything so you remember what's what and how unlike teleporters, buttons will still function properly with an unused targetname key.
Thanks
thanks
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