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Posted by SleepwalkR on 2012/03/14 17:58:44 |
Hi everyone,
after two years of work, I am releasing the first beta of my Quake editor for Mac OS X, TrenchBroom. It is the result of an experiment where I tried to find out how Quake editing would be like if you could do it directly in the engine - that is, in 3D only. Consequently, TrenchBroom has only one big 3D view and an inspector (which you can hide anytime).
Go to kristianduske.com/trenchbroom for a screenshot and downloads.
Some highlights:
- renders even large maps smoothly
- support brush and alias models in the 3D view
- create new entities by drag and drop
- create, move, rotate, and resize brushes with the mouse
- clip brushes using the smart 3 point clipping tool
- create new vertices by splitting edges and faces or merge two neighboring vertices
- move vertices, edge and faces without creating invalid geometry
- texture lock that also works for rotations
- prefabs
- brush groups
- builtin compilation tools (TxQBSP, MH's light version, Willem's vis version)
- autosave, since this is a beta and all
Thanks to Bengt Jardrup, MH and Willem for their compilers and to Gom Jabbar and Vigil and other #tf guys for feedback.
Okay, that's it for now. I hope there are some people who will find some use for this. I'd certainly appreciate it if you reported any bugs, problems or feedbacks to me either here or via email to kristian.duske@gmail.com. |
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Ijed & Ericw
Thanks! ijed, I don't think you'll be able to use emulation. You'll have to wait for the ports.
ericw, gnustepnis not an option for me. And porting the internals to C or C++ has other benefits apart from better portability: better performance, lower memory footprint and it gives me the. Hance to review and refactor old code.
I will need help with the Windows and Linux GUIs though (the Mac version will keep its Cocoa GUI. If anyone is interested in helping me with that, let me know.
Otoh
It may be an option to use Gnustep or Cocoatron, but only after the core has been separated from the GUI and rewritten in C.
#46 posted by negke on 2012/03/15 19:38:47
I'm sure I wouldn't have come so far if I didn't have the motivation of making a tool for myself to use.
In other words, you're going to release a map in the near future. Going to nail you down on that statement!
Neggers
Define "near future" ;-)
Ericw Re: Quakeed-macosx
#48 posted by mindabuse on 2012/03/15 19:58:19
Yeah, I set up that Google Code site with the hopes of putting my QuakeEd project up there. I ended up nuking that since github has appealed to me much more (social coding aspects, etc).
I don't have much up yet, but my intention is to put QuakeEd on github eventually:
http://github.com/jeremiah-sypult/
Are there many mappers out there that are also Mac users? I know it's not immediately related to TrenchBroom, but I'm curious if there are other forums/sites/places to poke around at since I've been out of touch with the mapping/modding scene for a while and am curious about mapping/modding on the Mac platform.... I found Func_Msgboard while searching for various QuakeEd-related projects (came across sikkpin's QE3 tree/fork, which is what my port is based off of).
GtkRadiant on Mac OS X with X11 was not maintained and was awful to look at (in comparison to a native Mac app, not to mention that I never ran X11 for anything else).
I appreciate that there's people out there that have an interest in QUAKE/id Tech development on Mac OS X.
Oh
#49 posted by necros on 2012/03/15 20:28:52
btw, how are you loading entity definitions?
please say structured text. ^_^;
#50 posted by JneeraZ on 2012/03/15 20:29:15
There's not a ton of Mac guys making Quake levels. It's a tiny niche within a small niche. :) But there are some...
Necros
I'm loading def files - why? What do you mean by structured text? XML? I have to say I'm not a big fan of XML, but .def files are pretty stupid, also.
#52 posted by necros on 2012/03/15 22:08:18
anything with structure really. just wanted to know for that def/fgd converter thing. i'm almost finished it now... has a gui, can parse files and such. was going to see if i needed to add another format. :)
Hehe
No, TrenchBroom uses standard file formats for everything. It won't have a special format for anything.
Hot.
I'm all over this the instant I can get a build that works with my shit. Which would pretty much have to be PC/Windows. The iPants version sounds like a great idea but a massive challenge! I bought one for the wife a while back though, so bring it on. Hell, I'd even install Linux as long as I can get a build where I don't have to recompile my Colonel Sanders and write my own sound drivers.
On the subject of .def files, it's probably a good move to go with that, since it'll be familiar to some people, and you can use existing resources if needed. Tigger-oN has some that were pretty comprehensive and well documented that he was distributing with his GtkRadiant guide/package years ago. Whatever the format is, if its easy enough to follow, people can help with adding Quoth stuff and what have you.
Isn't There A Def File For Quoth Already?
I plan to include .defs for commonly used mods with the release. Currently, only standard Quake is included, but I'd like to add quoth, too. Which other def files should I add to that list?
Okay, I see that many people are interested in a Windows / Linux version, so I'll get cracking on that right away.
Quoth Def
I would certainly imagine there's a .def for Quoth by now, that was the point though, it was a smart move to use an existing format rather than creating a new one. But of course you already know that. I can also state some more obvious things such as ports would be awesome!
I'll have to start planning my first TrenchBroom map.
Cool
I'll keep you guys posted about the progress.
Frib!
#58 posted by than on 2012/03/16 15:14:06
did anyone make an SP EFDM12 yet? If not, you should!
Hi Than
Not yet, but yes, I should. If only because you said so. Honestly, I'd love to do some Quake stuff again. I have a great setup for it, just need to stop working 80 hours a week on shovelware to make my own mediocre stuff!
Don't Forget
#60 posted by jt_ on 2012/03/17 03:31:32
The rubicon def file.
Already On The List
thanks
Multi-type Classnames
#62 posted by negke on 2012/03/17 11:40:35
Does/will TB support multiple entity types with the same classname, e.g. brush triggers along point-based ones? Not allowing this is a major inconvenience in Gtkr.
Def files: I hope the existing Quoth def (if there is one) was done by Preach. Otherwise it'll be just as incomplete as the Quoth mapping manual. The standard Quake def that comes with Radiant is missing some stuff, too.
I Don't See Why Not
I can add support for that, yeah.
Compile Error
#64 posted by horrorprn on 2012/03/25 06:13:31
I downloaded ttsample.map to test compile, everything completes without giving an error but when I try to run the map I get:
Removing existing BSP file '/Applications/quake/id1/maps/TTSample.bsp'
Failed to copy BSP file from '/Applications/Quake/id1/maps/TTSample.bsp' to '/Applications/quake/id1/maps/TTSample.bsp': The operation couldn�t be completed. No such file or directory
when I try loading the .bsp file directly the map is fullbright.
#65 posted by necros on 2012/03/25 06:44:22
looks like the shell script is removing the bsp file first then trying to copy?? or is it removing the old version?
fullbright map just means light.exe did not run (or no light data was saved).
Hmm
Yeah, I see that sometimes, your Quake directory has a capital Q and sometimes it's lowercase in those error messages. Can you drop me an email with the full error messages at kristian.duske@gmail.com please?
Necros
It's not a script, and yeah, it removes the old bsp from Quake/id1/maps first, then copies the new version.
Aha
Did you put the .map file into your Quake/id1/maps folder and the compiled the map from there? Because then, it'll create the new bsp, remove the old one (which in this case is identical to the new one) and then, when it tries to copy the new bsp, it's gone. You should not store your .map files in Quake/id1/maps. Put them someplace else.
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