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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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 CSG Subtract A Circle
#485 posted by deqer on 2013/03/11 17:11:01
With regard to what Qmaster said about the grid vertex snapping.
I believe the editor should have a preference for this.
I think it's similar to how I could do this in Quest.
In Quest, the config file has this option:
# ---------------
# snap_to_int <x>
# ---------------
#
# If set to 1, Quest will snap all vertices to integer values upon save. This
# should prevent vertex drifting. This is only used with the old map format.
snap_to_int 1
---
There are couple more settings in the config file that you might find interesting. See quest.cfg: http://pastebin.com/7CCDm8R6
#486 posted by deqer on 2013/03/11 17:12:38
Kinn, why would someone want to use the slice tool 4 times to cut a square, when CSG Subtract can do it in 1 move.
 Deqer
#487 posted by Kinn on 2013/03/11 17:17:35
My point is that we don't need a stupid "csg subtract but only for square shapes" thing, when everyone can produce the equivalent geometry themselves in a few seconds without that feature?
Either make a proper csg subtract tool, or don't make it at all.
 CSG Merge
Will be cool because the code can be used for stuff like this:
https://github.com/kduske/TrenchBroom/issues/276
That was rebb's idea, and it's absolutely great.
 CSG Subtract Example, Messy.
#489 posted by deqer on 2013/03/11 17:31:46
SleepwalkR,
Here is video of me doing CSG Subtract and I show the problems, and explain what I would've preferred the result to be.
http://youtu.be/7P1wS5INeAw
 Yeah We Get It
#490 posted by Kinn on 2013/03/11 17:38:31
The problem is inventing the algorithm that produces optimal results when csg subtracting arbitrary brushes.
 CSG Merge
#491 posted by ijed on 2013/03/11 17:43:30
Does look pretty cool, and more valuable than subtract.
 Ijed
This is not merge exactly, but it works in a similar fasion. The idea is to select a couple vertices (either by selecting brushes or by selecting faces), then creating the convex hull of those vertices and creating a brush from that.
If you select a couple of brushes which form a convex shape to begin with, you have CSG merge. The other cases are shown in the images I linked above.
 I See Hollow
#493 posted by ijed on 2013/03/11 17:49:15
Is mentioned on github as well - is this in/gonig to be?
 Right
#494 posted by ijed on 2013/03/11 17:50:06
Not sure what that should be called though :)
 I Don't Care That You "get It"; I'm Still Going To Post It. Thx.
#495 posted by deqer on 2013/03/11 17:52:05
Here's another video of CSG Subtract, doing arch window, and what I do to clean it up, and I explain what I would've preferred the result to be.
http://youtu.be/7-x47KvgL9U
Again, the problem is programming the logic, math, magic to be able to do CSG Subtract like this.
Honestly, CSG Subtract is too much magic for me to expect from a new editor anyways. I suppose you'd rather focus on more important things/features.
 Will Be
Again, there are questions as to how the resulting brushes should be shaped. My current idea is to extrude the outer faces and chop them off at their formal position.
It's basically this feature applied to each face of the brush:
https://github.com/kduske/TrenchBroom/issues/418
 That Last Post
is a response to ijeds question about CSG hollow.
#498 posted by JneeraZ on 2013/03/11 17:54:18
See, now hollow is something I've never seen a use for. Does that get a lot of play for some people? I know it's good for "my first room" tutorials ... :)
 Willem
Apparently some people use it. I'm not a fan of any of the CSG operations, but if I'm going to support one, I guess I should support the others as well, esp. as hollow is quite simple compared to subtract.
 Hollow
#500 posted by ijed on 2013/03/11 18:17:23
I use it a lot for speedmapping / testmapping and sometimes for blocking out.
When it's time to put an area together properly I usually delete the resulting brushes.
 CSG Subtract / Mapping Rhetoric
#501 posted by ijed on 2013/03/11 18:27:29
The more predictable features (and therefore, hopefully the ones that are easier to implement) tend to be the most valuable.
Complex CSG functions have a bad rep for a reason. It doesn't mean they can't be well used though.
What I'm driving at is that the value of a feature is a result of balancing the pros and cons, not one or the other.
And both those should take into consideration things like 'time to implement' and 'will it be a bitch to get it right'.
 But Also
"The fun to be had for the programmer", which for such difficult problems, is plenty!
 Haha
#503 posted by ijed on 2013/03/11 19:37:26
True.
Here's some of my own coding stuff, may be of interest even though not editor related.
http://spiney.me/schism/forum/index.php?topic=303.msg3743#msg3743
 Speed Difference Between Version 1 Vs Version 1.04?
I have noticed that certain actions in 1.04 now take considerably longer than in version 1 (I updated the .exe to see if they were functionally different, I have now reverted back to the original release). The actions causing slowdown (that I could find) are duplicating items, alt+clicking to copy textures and making new brushes. I think it may be a consequence of editing a map from version 1 in version 1.04. Maybe.
If you want to check it for yourself SleepwalkR I could email you my level
 FifthElephant
Please do. Even better, create a bug report at http://github.com/kduske/TrenchBroom/issues
 SleepwalkR
I have created a bug report, though I haven't changed the wording or anything from here as I'm no good at tech stuff really. I'll send you the .map file too so that you can see if it's just my machine being rubbish.
 Great
Don't worry, it's fine - I'll adapt the bug reports if necessary. Thanks!
#508 posted by sock on 2013/03/12 11:44:45
It would be interesting to see some examples of how you guys use this and how you edit the resulting brushes so as to avoid the well known problems (additional face cuts etc.). I would be grateful if you could provide some screenshots (or videos).
Unfortunately I don't have any videos or screenshots examples because I don't have any maps in progress at the moment. I can describe when I use the CSG tools if that helps.
Personally I find CGS subtract useful when I am doing 3 point clipping. When I am trying to create two brushes that are flush against each other I will often use a duplicate brush to trim one brush to fit another. Afterwards I will use CSG merge to tidy up the brush fragments into better shapes.
The CSG tools work together when you subtract first and then merge afterwards. It is a two fold process and very much like a cutting knife, slicing odd shapes by using another brush as the template and the merge function fixing stuff afterwards.
I often hear newer mappers claim that CSG tools should be limited because *they can* make a mess, but if you are careful and understand how they work the CSG tools are very powerful and good for specific situations. If mappers are lazy and use them to create simple shapes then will make a terrible mess.
I would recommend coding CSG merge first because it has the most uses, especially for optimizing brushwork. Also new faces should adopt a similar texture to the first brush picked or mark new surfaces with caulk/skip instead so designers can see what has changed.
 Where Are All Those...
#509 posted by Orbs on 2013/03/12 15:27:01
sexy new maps to showing of your skills with this new editor :)
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