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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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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.
Email In Profile
#671 posted by ijed on 2013/03/14 22:39:35
Or;
louismanning (at) gmail
I Don't Habe Any Others
Or did you mean Hexen etc?
Tried To Fix More Def Files. Failed. But, Fixed Heretic2.def
#673 posted by deqer on 2013/03/15 03:47:26
I tried to fix more of the .def files I had, but no luck.
I made a FAIL video of my attempts to fix the .def files, for anyone that's interested.
At the end of the video, I give up on heretic2.def, where the error was asking for a newline but I did not believe it.
Well, after the video, I tried newline, and it worked. Had to fix 10 more of those newline errors. Eventually, I finished, and heretic2.def now loads in TrenchBroom.
Here is the link:
Fixed .def files:
heretic2.def - https://docs.google.com/file/d/0B0piElswxauhSTduYTNGaFdjSWM/edit
I'll link you the hexen2.def file again as well,
hexen2.def - https://docs.google.com/file/d/0B0piElswxauhbnZJQ2Q2WGxHUDg/edit
FAIL video of my attempts to fix .def file parse errors: http://youtu.be/rFmYmQMTqD8
Worldcraft 1.6a
#674 posted by thanontoilet on 2013/03/15 09:29:01
Has hexen 2 fgds I think. Probably zerstorer and others. Try downloading it from the tools section of quaddicted.
Than, Deqer
I already have these FGDs now:
from The Forge
- Quake Scource of Armagon
- Quake Dissolution of Eternity
- Zerstoerer
- Hexen 2
- Quake 2 with Arghrad support
- Quake 2 Ground Zero
- Quake 2 The Reckoning
from Hexen 2 Hammer adapter
- Hexen 2 (bit.ly/XDpPZ4)
For now, it does not make much sense to work on DEFs or FGDs for games that need extra support from TrenchBroom, as this will take a while. And since noone really maps for the MPs or Zerstoerer, there's not much to be gained from pouring work into improving those FGDs either.
Give This A Whirl Last Night
#676 posted by rj on 2013/03/15 10:43:37
a few minor glitches i'm getting; after 674 posts i can't be 100% sure they haven't occurred for anyone else and are being looked at!
1. the 'X' button on the view and texture filters don't seem to work; they select the text in their respective fields but don't remove anything
2. the keyboard shortcut for rotating a texture 90 degrees does nothing for me; i can do it by holding ctrl and clicking on the spinner, and can also press shift-pgdn to rotate it one degree, but nothing for ctrl-pgdn/pgup
3. the increase/decrease grid size shortcuts only work on the -/+ keys next to backspace, not the num pad ones (which are far easier to access without looking!)
also some minor interface suggestions:
1. it would be nice to have some visual indication of texture lock being on or off without having to check the edit menu. and definitely a shortcut to toggle it :)
2. same goes for current grid size; i remember you saying you were considering an alternative to a status bar though so assuming this is being considered already.
3. pretty much second DaZ's thoughts about the entity window in his video. you may have already figured out a solution but i think it would be cool being able to add field names by right-clicking and selecting from a little menu based on the fgd/def info for that entity
lastly, a question: is there a keyboard shortcut to switch between the entity/face/view tabs?
Eesh
#677 posted by rj on 2013/03/15 10:48:33
a few minor glitches i'm getting; after 674 posts i can't be 100% sure they haven't occurred for anyone else and aren't being looked at!
1. the 'X' buttons on the view and texture filters don't seem to work; they select the text in their respective fields but don't remove anything
Rj
1. the 'X' button on the view and texture filters don't seem to work; they select the text in their respective fields but don't remove anything
That's a bug in the GUI library I'm using. Not much I can do about it right now I'm afraid.
2. the keyboard shortcut for rotating a texture 90 degrees does nothing for me; i can do it by holding ctrl and clicking on the spinner, and can also press shift-pgdn to rotate it one degree, but nothing for ctrl-pgdn/pgup
There is no such shortcut AFAIK. What exactly are you trying to do?
3. the increase/decrease grid size shortcuts only work on the -/+ keys next to backspace, not the num pad ones (which are far easier to access without looking!)
You will be able to assign the keyboard shortcuts in 1.1.
1. it would be nice to have some visual indication of texture lock being on or off without having to check the edit menu. and definitely a shortcut to toggle it :)
Others have request this, too, and it will probably go into the toolbar.
2. same goes for current grid size; i remember you saying you were considering an alternative to a status bar though so assuming this is being considered already.
Ditto.
3. pretty much second DaZ's thoughts about the entity window in his video. you may have already figured out a solution but i think it would be cool being able to add field names by right-clicking and selecting from a little menu based on the fgd/def info for that entity
Yes, entity editing will be improved a lot in 1.2.
lastly, a question: is there a keyboard shortcut to switch between the entity/face/view tabs?
Not yet, but it's on my todo list.
Thanks for your feedback!
#679 posted by rj on 2013/03/15 11:54:06
There is no such shortcut AFAIK. What exactly are you trying to do?
following the guide here: http://kristianduske.com/trenchbroom/docs/working_with_textures.html ('Texture Rotation' heading)
Thanks for your feedback!
thanks for your editor!
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Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.
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