 So It's Offically To TB Now Supports Win?
#46 posted by spy on 2013/03/02 10:38:37
great news
#47 posted by spy on 2013/03/02 10:44:43
<quote>Loading file H:\Mapping\555.map
Loading unsupported map Valve 220 map format</quote>
thats sad
 Tried It A Tiny Bit
#48 posted by scar3crow on 2013/03/02 10:52:15
Went through 80% of the documentation, I really appreciate that it is there! So far everything feels very good. Going to finish the documentation in the morning, then prod at the primary functions, and once I feel comfortable, attempt a speedmap with it.
Oh and FYI, Tom Mustaine retweeted the link Carmack had supplied, and stated he knew what he was going to be up to this weekend. Perhaps word will spread to Levelord and we can get some bizarro mini-Scourge of Armagon going on...
#49 posted by FifthElephant on 2013/03/02 10:53:16
I think he said he's working on support for 220 map files. It'd be nice (and I could import my WIP levels in to do the organic stuff like terrain), but I'd love to have some more robust texture alignment features (snap to top/bottom/face/floor etc, basically the options available in WC)
 Gonna Read This Thread From Its Start
#50 posted by spy on 2013/03/02 11:02:17
 Not Loading .mdl Files
#51 posted by Lava Croft on 2013/03/02 11:58:17
Maybe I have done something wrong, but TrenchBroom will not find/load any .mdl files from either the Quake paks or the progs folder.
Other than that, this editor is a fantastic piece of work. Now on to adding support for Quake2 and Quake3! :)
 What Does It Say On The Console?
#53 posted by JneeraZ on 2013/03/02 12:02:37
It would be nice if Q2 and Q3 support were segregated well. Most editors wear all the games on their sleeve and it's annoying to see menu options and flags all over the place that don't apply to the game you're editing.
 Not Loading .mdl Files
#54 posted by Lava Croft on 2013/03/02 12:13:00
Apparently TrenchBroom selected Quake\id1 instead of just Quake\. Solved!
 Not Loading .mdl Files
#55 posted by Lava Croft on 2013/03/02 12:13:35
Actually, it only loaded player.mdl. It did not load anything else...
#56 posted by Spirit on 2013/03/02 12:27:29
Same crash as Quaketree on a Windows 7 with Intel GMA 3150 with ancient drivers. I will reboot into nvidia (it's an optimus system).
#57 posted by Spirit on 2013/03/02 12:35:16
Works fine with the nvidia.
Placing "Preferences" in "View" seems weird to me. "Edit" would be more normal.
 Random
#58 posted by Spirit on 2013/03/02 12:43:43
Loading wads quickly says "loaded" in the console but then it stalls for a moment before the wad appears in the list (thumbnails I guess). Maybe add a message, I thought it crashed.
When you have toggled "group" in the wad view, make the wad name clickable and extend it into a list of all the loaded wads to let the user quickly jump to a wad.
 Lava Croft
Please open an issue at the issue tracker and post the console output there.
 Willem
Good point! The interface must adapt to whatever game you are working on.
 Sleepwalker
#61 posted by Lava Croft on 2013/03/02 13:25:58
The issue seems solved once I pointed TrenchBroom to Quake\ instead of id1\. I don't recall if I set it to Quake\id1 or if TrenchBroom did. I will stick with my being at fault for now. Thanks a bunch for the editor, awesome work!
 TrenchBroom 1.0.2
Changes
- Fix issues with texture caching when removing wad files.
- Correctly display long spawnflag names.
- Improve clip plane guessing when less than 3 points are available.
- Fix crash when calling "Center Camera on Selection" when nothing is selected.
- Add option to disable instanced rendering.
About the last issue: If the editor goes bonkers when you activate vertex mode, it failed to properly detect whether OpenGL instancing is supported by your driver. In this case, go to the preferences and choose "Force off" from the instancing mode dropdown list.
Thanks everyone for the bug reports.
 Addendum
Also fixed an "off by one" error in the mod list of the map properties dialog.
 Unable To Load Mdl
#64 posted by DxC on 2013/03/02 16:40:57
Loading 'progs/player.mdl' (searching C:\Quake\ID1,C:\Quake\ID1)
Unable to find MDL 'progs/player.mdl'
as a example - I saw others fixing it by pointing TrenchBroom to Quake\ instead of id1\ I have no idea how to go about this. So any help or being pointed towards a solution would be great - I am looking forward to using this as been using Quark for so long a change would be wonderful!
 Are Your Pak Files All Lowercase?
And yes, you have to set your Quake directory in the preferences, but it looks okay from the log output. Can you post the contents of your id1 directory please?
 Contents
#66 posted by DxC on 2013/03/02 16:59:27
GFX
glquake
MAPS
progs
SOUND
there are the folders
GFX.WAD
PROGS.DAT
QUAKE.RC
qwprogs.dat
Are the side files in the folder also.
 Contents
#67 posted by DxC on 2013/03/02 17:05:02
GFX
glquake
MAPS
progs
SOUND
there are the folders
GFX.WAD
PROGS.DAT
QUAKE.RC
qwprogs.dat
Are the side files in the folder also.
 There Are No Pak Files
TrenchBroom will only read models from pak files, not from the directories. You will need the standard pak files.
 Contents
#69 posted by DxC on 2013/03/02 17:32:54
GFX
glquake
MAPS
progs
SOUND
there are the folders
GFX.WAD
PROGS.DAT
QUAKE.RC
qwprogs.dat
Are the side files in the folder also.
 Two Feature Requests?
#70 posted by quakis on 2013/03/02 17:35:47
Duplicate brush and paste EXACTLY where previous brush is. Just an alternative to copy & paste really. This is super useful to save even a few seconds, no need to align x/y/z when I just need it nudged to the left/right a few times. Pretty sure Radiant/DarkRadiant has this, but it's been a while since I last used them.
Texturing from the texture window without needing a face selected. I choose my texture, and start clicking at random faces and they'll be assigned there. Kind of like WC/Hammer (iirc)
Otherwise, I am loving this editor. Still messing around with it but workflow is pretty fast already. It honestly feels a bit smoother and quicker to use than Radiant varieties I've tried.
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