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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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 Hexen 2
#646 posted by Hareton on 2013/03/14 11:44:30
I hope you will make Hexen 2 support soon.
 Hareton
I will take a while and will definitely not happen before release 1.2. There are more pressing issues, and my time is limited. Sorry!
 Hareton
People tell me that you just need a Hexen 2 .def and .fgd file. Deqer provided one here:
https://docs.google.com/file/d/0B0piElswxauhWTVaeDFqUHUtTTA/edit
But he says it doesn't load properly. I can't test it right now, but maybe you can edit it or isolate the errors. TrenchBroom should give you more or less meaningful error messages as to where the parser chokes.
 Addendum
There was a Hexen II FGD file for worldcraft by autolycus at some point:
http://www.quakewiki.net/archives/worldcraft/files/files.shtm
But I can't download it. Maybe someone in the Hexen II community has it. It should work with TrenchBroom.
 Another Addendum
If you get it to work, it would be nice if you could upload the def or fgd file somewhere for me. Then I can include it in the editor.
 Final Addendum ;-)
I have found a Hexen II FGD file and uploaded it here:
https://dl.dropbox.com/u/7009168/FGD/hexen2fgd.zip
I can't test it right now, but maybe it works right out of the box.
#652 posted by deqer on 2013/03/14 12:55:46
Just to clarify, the hexen2.def I linked above is the one I fixed.
BTW, I tried the hexen2.fgd you linked now, SleepwalkR, and it loads fine. However, the entities aren't as colorful as the hexen2.def file. Not sure if that matters; just looks prettier. lol.
I'll fix up the other .def files I have, and link them soon.
BTW, if anyone is interested, I posted another video, 3 minutes long, about working with textures in trenchbroom. http://www.youtube.com/watch?v=MnEnn61GRR0
 Colours
#653 posted by ijed on 2013/03/14 13:58:54
Def and fgd both have the colours of entities written into each entry and you can customise them as you wish.
It usually helps a bit to do this when working on a mod and you start adding more helpers and stuff.
 Colors
In the builtin defs could be more diverse too. Any takers ? ;-)
 Funnily Enough
#655 posted by ijed on 2013/03/14 14:14:27
I'm just looking at my own fgd right now and seeing why it doesn't work.
It seems there's some extended functionality not used in CZGs fgd that I have for presets and CSS style settings where some values are inherited by all things of a type, for example monsters.
There's also a @main that it chokes on but which is only used for WC to define default entities and is easily commented.
I can't use TB just yet since my WIP maps are all in 220 format, but I'll add colours to the various def files if you want, following the precedents in the rubicon2 fgd.
 Quick Question...
#656 posted by than on 2013/03/14 14:22:43
Anyone build the windows version of TrenchBroom with CodeBlocks? I felt I'd pretty much got there before but had some annoying problems that I'm about to try and resolve. If anyone has any insight to getting it up and running without needing visual studio bloated crapware installed then that info would be much appreciated.
I'm going to try and compile wxWidgets in much the same way I did with the linux version and see if it works, though I'm guessing the binaries mentioned in the build.txt file might be a better bet.
 Than
Not sure how you can use the wxWidgets binaries in Code::Blocks, but it should work. I would prefer to use them as it will put less burden on those who also want to use Code::Blocks on Windows.
Let me know if you get anywhere, or send me a pull request with a Code::Blocks project file.
 Hexen II Support
Unfortunately there is more info in a Hexen II map file than in a Quake map file, so support for the game is not a question of simply adding an FGD.
I have found an updated FGD and wads here:
http://dronedev.net/mapconv/
 Serious Problem For Me In Latest Windows Version
#659 posted by than on 2013/03/14 16:45:52
I can't load any maps other than those I've just made with TrenchBroom; I can't even load a map I made with a different version of TB.
I tried loading E1M1.MAP and a couple of other things, but no luck whatsoever. At first I thought it was the 3d view, but I can draw new brushes as usual. If I save a map, I can then load it and have it work properly - only previously saved maps aren't working :/
When trying to load these maps, there are no error messages, but no textures or entities load with the map, and nothing is displayed in the 3d view unless I draw a brush :(
saving gives me a 0KB file, so the map is clearly not being loaded. Anyone else have this issue?
Note that this is *not* some broken version I just compiled (still working on it :/ ), but the regular windows download from the TB homepage (1.0.4 129).
 Can You Send Me An Example Map?
 Than
#661 posted by - on 2013/03/14 17:56:51
not having that issue with that version at all.
when loading a map does the console window show something like:
Unloading existing map file and textures...
Loading file E:\q1maps\blahh2.map
Loaded map file in 0.000000 seconds
Loaded E:\q1maps\hex2.wad in 0.005000 seconds
?
 Moar Features
#662 posted by negke on 2013/03/14 19:08:56
I don't know if this has been suggested or is already implemented, but there definitely need to be options to move (or add) world brushes to an existing brush entity as well as the other way around. Ideally a little more versatile than "ungroup" in Radiant 1.5 which always converts (or removes if you will) the entire entity, whereas it's sometimes desirable only to apply the action to certain brushes.
 Negke...
You already can added and remove brushes that way. to add to the world spawn, you select the objects in the brush entity and then right click outside the selection "add to world spawn"... and vice versa to add to an entity.
 Ok, Good
#664 posted by negke on 2013/03/14 19:22:52
 Negke
RTFM!
 Never!
#666 posted by negke on 2013/03/14 20:15:33
Unless... how about including it in audio book form!!!
#667 posted by necros on 2013/03/14 20:20:03
you wouldn't like my voice.
#668 posted by Spirit on 2013/03/14 20:22:37
do i need to whip out espeak again, negkenegkenegkenegkenegkenegkenegkenegkenegkenegkenegke?
 I Didn't Even Rtfm...
found it by accident making a lift... :P
 SleepwalkR
#670 posted by ijed on 2013/03/14 22:39:03
Can you send me all the defs/fgs you're using currently?
Latest download has just quake/quoth fgd and rubicon2 def.
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