SleepwalkR
#2925 posted by Scrama on 2019/02/01 10:00:12
You have to validate string on focus lost at least. BTW only useful escaped symbol for entity fields is "\n"
Yeah
#2926 posted by Drew on 2019/02/02 03:58:19
What he said
TrenchBroom 2019.2
TrenchBroom 2019.2 is out with md3 support and some fixes and performance improvements | https://github.com/kduske/TrenchBroom/releases/tag/v2019.2
TrenchBroom 2019.3
Hiding Vertices/edges/faces Behind Brushes?
#2929 posted by Razumen on 2019/02/11 05:36:39
Is there a way to do this, or in the works? The screen can be a real mess when working with a lot of grouped brushes.
I Don‘t Understand What You Mean
Please explain in more detail.
Re: I Don‘t Understand What You Mean
#2931 posted by Razumen on 2019/02/11 16:13:43
Ah sorry, I see there's already an issue open under "Draw occluded vertex handles shaded #1568" detailing pretty much the same request.
#2932 posted by muk on 2019/02/12 01:15:06
imagine how cluttered it got when Vertex, Edge, and Face nodes were all displayed at the same time.
Quake 3 Bug
#2933 posted by Reyond on 2019/02/13 20:37:08
I am sorry, may be I am just stupid but seems like I found a strange bug. When I open quake 3 .map in TB and then save, it turns into quake 1 map (I use windows version of TB 2019.3). I asked few people to do the same on their PCs and they have same bug. Seems like TB converting quake 3 maps into quake 1 format when it opens it.
Also Quake 3 Bug
#2934 posted by Reyond on 2019/02/13 21:24:24
Also wierd bug. Not all md3 models are displayed in TB. Check it out, here are some models that I use:
https://drive.google.com/file/d/1bc81Dhe8Twj02pVVvaMhC0HuH6j-6QgG/view?usp=sharing
Wad3 Textures
#2935 posted by Reyond on 2019/02/13 21:59:25
Seems like wad3 textures can not be loaded in TB
Q3 Maps
As per the output in the log, TB does not fully support Quake 3 maps. Quake 3 maps are Quake 2 maps with two additional structures: Patches and brush primitives. Neither are supported, so when you save a map, these structures will be lost.
TB also won‘t display models that consist of multiple md3s that are connected by tags, or models with external skins.
The Quake 3 config expects tga, jpg or png textures. WAD3 is a Quake 1 thing, if you want to use it, you need to create a custom game config. See the manual.
Wad3 Support
#2937 posted by Zaloopa on 2019/02/14 21:06:37
Got wad3 textures with this confing
"textures": {
"package": { "type": "file", "format": { "extension": "wad", "format": "wad3" } },
"format": { "extension": "C", "format": "hlmip" },
"attribute": "wad"
},
So I Hear There's A New Quake Engine-based Game Announced.
#2938 posted by Razumen on 2019/03/07 06:40:29
Might be a good opportunity to hype up Trenchbroom and get new people interesting in Quake modding and mapping. ;)
Agreed
I think this release will be huge for our community.
Rotating 2D View?
#2940 posted by Razumen on 2019/03/13 08:03:10
Is this is secret feature or a bug? It's happened a couple of times now while I've been editing but not sure how.
I Don‘t Know What You Mean
How does it rotate? Did you take a screenshot?
TrenchBroom 2019.4
As If It Was Rotated 180°
#2943 posted by Razumen on 2019/03/14 01:47:29
I'll take a screenshot and create issue if it happens again, as I'm not quite sure how to reproduce it yet.
Oh, I Was Using 2014.4 RC1
#2944 posted by Razumen on 2019/03/14 01:49:47
I'll update and see if I can repro it.
#2945 posted by buck on 2019/03/14 16:44:30
I'm using Trenchbroom for my UE4 game and I just wanted to say thanks to you SleepwalkR. This is the most intuitive and fun map editor out there. The fact that its open also allows me to tweak stuff to my workflow and it works great.
Thanks!
Glad it is helpful to you!
TrenchBroom 2019.5 RC 1
https://github.com/kduske/TrenchBroom/releases/tag/v2019.5-RC1
Adds support for ASE models, greatly improves model loading times, you can now click the model to select an entity. Also fixes an out of memory problem on Windows when opening a lot of large pk3 files.
TrenchBroom 2019.5 RC 3
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