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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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 |
 Ijed
Fixing the parser to strip the extra data is scheduled for the next maintenance release. Actually recognizing and reading the data as well as in-editor support for changing the projection axes and saving .220 map files is what's planned for 1.2.
 Although
#586 posted by ijed on 2013/03/13 18:12:04
I fully appreciate the difficulty in reverse engineering it and maintaining the original .map format, which is definitely a strength.
 Aha
#587 posted by ijed on 2013/03/13 18:12:56
Ok then :)
 What's Going On Here
#588 posted by Friction on 2013/03/13 18:13:28
Like seriously. Mad seriously.
 Ijed
The Valve 220 format is properly documented and I know how it works. The Mac version already had support for it, but that feature got lost in the C++ rewrite.
You will be able to set the format in the map properties dialog. So if the map is standard Quake, TB will save standard Quake. If it is 220, then it will save 220 (and give you the additional tools to adjust the texture projection per face).
 Will You..
be able to open a normal map file and then re-save it into 220 at a later date to fix up the textures?
 Sounds Like It
#591 posted by ijed on 2013/03/13 18:26:42
And that's awesome.
Thanks for the continued dedication to this project, it's well appreciated.
 Beer++; Continue;
#592 posted by Spirit on 2013/03/13 18:26:55
 Vondur
Quest and Quake 3.
 Friction
#594 posted by Kinn on 2013/03/13 18:29:29
What's Going On Here
He's the turd that won't flush.
 FifthElephant
Conversion of standard Quake to Valve 220 map is trivial (it will not affect the textures), but the other way round is tricky. I'm not quite sure how well TB will support that.
#596 posted by deqer on 2013/03/13 18:40:01
"What's Going On Here?"
What's going on? SleepwalkR is being a bitch, just like all programmers.
I'm not surprised. Programmers are bitches, and many people have known that for years.
Maybe I should post videos of the things that trenchbroom lacks, and promote those videos as a "beware" message to all mappers out there. Would that help?
"Oh Fuck Of Deqer "
Thanks Ricky. I know, the truth hurts, doesn't it.
#597 posted by JneeraZ on 2013/03/13 18:51:24
deqer
U mad?
 Sleep
#598 posted by ijed on 2013/03/13 19:09:42
I think the most sane choice would be to discard the additional texture information.
As much as I like how it works, it does have its limitations - often when slicing a brush it'll corrupt the projection leaving the actual BSP unplayable on certain engines (that being a linux issue AFAIK, but I could be wrong).
Trying to replicate the projection sounds like a minefield, and one it'd only be possible to partially cross before you lost your legs. Then arms, etc.
#599 posted by deqer on 2013/03/13 19:10:15
Willem, nope. Like I said, I'm not surprised. I'm just pointing out the facts.
Even when people are nice, they still get ignored by programmers.
Heck, even the Project Manager in the company I work for complains about the same thing. Says the same thing too, lol, "programmers are such bitches."
So, if SleepwalkR feels he's better off being a bitch, then so be it. "Not to sound harsh or anything", right SleepwalkR? heh.
I'm sure he uses that quote a lot, "Not to sound harsh but ... ", but doesn't realize that it's complete bullshit when you actually read his entire post that follows that quote. lol
 Ijed
Not quite sure what you mean now. Are you talking about converting 220 to standard Quake? There would only be approximate solutions in that case, but I could at least try to keep the texture's center pixel in a face intact. This is how texture lock works right now.
 I Was Referring
#601 posted by ijed on 2013/03/13 19:20:19
To both, but yeah, in the previous I was talking about 220 -> .map.
Keeping it locked as you mention sounds the best solution.
#602 posted by necros on 2013/03/13 19:21:29
I think the most sane choice would be to discard the additional texture information.
As much as I like how it works, it does have its limitations - often when slicing a brush it'll corrupt the projection leaving the actual BSP unplayable on certain engines (that being a linux issue AFAIK, but I could be wrong).
Trying to replicate the projection sounds like a minefield, and one it'd only be possible to partially cross before you lost your legs. Then arms, etc.
I think that the texture projection stuff is powerful enough that it's worth trying to get it working. especially if you could directly control it in the editor, to, for example, make tri-souped terrain faces all use the same projection.
 Necros
That's the plan, yeah. All modern compilers can handle the 220 format anyway and to Quake it's all the same AFAIK because QBSP generates the texture coordinates for the engine.
 Yeah
#604 posted by ijed on 2013/03/13 19:27:06
I just meant the scope of the conversion features - once you're working in 220 you probably won't want to change back anyway unless exporting to another editor.
 Deqer
#605 posted by RickyT33 on 2013/03/13 19:33:34
What hurts is your ridiculous tone. Your inane sense of self-importance, your impatience.
I'm basically reading this thread, interested in the development of a new editor and talking to a bunch of fellow Quake fans and hobby Quake developers, many of which I have been chatting to for years.
When somebody comes straight in with a poor attitude, strange grasp of reality and high level of hubris, and then starts being unnecessarily rude to people who have every right to do as they please then YES I get annoyed, and if I were you I would listen to the other people who are also tired of your ridiculous attitude, and just stop trolling this thread with your sorry antagonistic arrogant deluded bizarre angle.
For one, I don't know what the fuck planet you are on. I was intrigued by your early posts, but I rapidly started to get suspect when I viewed a YouTube video called 'How to Make a Staircase in Trenchbroom' or something similar which depicted some absolute nonsense poor methodology of some idiot playing around in the ancient Quest editor. I mean what the hell!?! That's just a pure troll attempt at SleepwalkR, and anybody interested in Trenchbroom who might be looking for related videos on YouTube.
You should delete that shit. It's bullshit, and you, sir, are a moron.
What's all this crap you were saying on another forum, bitching because someone gave you a 7/10 and you thought your map was a 10/10?!?! I mean that just makes you sound like a complete moron from the start.
We don't want it here, so please fuck off!! Maybe if you apologised for being so arrogant and insulting (verging on bigoted - WTF Programmers are bitches, and many people have known that for years. - Do you know how stupid that makes you sound?!?! If anything you just look like an idiot for thinking that everyone of a particular type is a 'bitch')..... Sorry - maybe if you apologised for being such a completely rude, arrogant, impatient and insulting person towards Sleeps, and then stopped being all of the above, you might get a little further.
 SleepwalkR
#606 posted by RickyT33 on 2013/03/13 19:35:58
In Worldcraft there seem to be two different modes for textures. 'Tow World' and 'To Face'. As far as I can tell, 'To Face' is the rogue type. So perhaps it would be possible to convert the 'To World' ones to standard Quake info, and just approximate or [reset to zeros] all of the 'To Face' ones.
 RickyT23
#607 posted by Kinn on 2013/03/13 19:46:30
Just ignore him, his posts are all insane, indefensible drivel and the only thing left to do is ignore him otherwise he'll keep posting.
 Ricky
Yes, but that's a limitation of Hammer. Actually you can define any coordinate system for the texture projection. But yeah, "to world" can be converted 1:1.
 TB -> Hammer
#609 posted by DaZ on 2013/03/13 20:06:04
I was able to successfully open a .map file created using TB in Hammer 3.4.
At first I thought it may have worked because I didn't texture any brush faces, but I just did a 2nd test with textured brushes and that opened just fine also.
Hmm, more tests. I can create maps in Hammer 3.4, export to .map and open that map in TB just fine also.
Am I being dumb? I hope this helps if you were having problems here.
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