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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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#755 posted by deqer on 2013/03/19 04:47:41
mfx, I don't care that you don't care. Who cares that you don't care?
Har
#756 posted by ijed on 2013/03/19 12:24:28
Whoever is more on topic wins.
#757 posted by JneeraZ on 2013/03/19 13:33:25
mfx - You misspelled "Cool story, bro".
#758 posted by deqer on 2013/03/19 16:43:00
mfx, and Willem are on my shitlist now. grats, guys. One less person to respond/comment to anything you have to say, or any screenshots you post, or whatever. Less work for me. :)
"Who cares?"
Well, since the story was about TrenchBroom, then I think SleepwalkR would find it a nice bit to hear that his editor pushed me to fix my tower to try his editor. Maybe.
You sound like a bunch of jealous girls that have no such stories to share. Not my problem, that's your problem. Bye. :)
#759 posted by JneeraZ on 2013/03/19 17:16:58
You're just barely holding this new persona together dude. Best of luck.
It's Like Before
#760 posted by scorb on 2013/03/19 17:26:32
But this time he's shitting up the whole forum instead of just this thread! :D
#761 posted by Text_Fish on 2013/03/19 19:13:22
What was once one slightly boring post in a previously interesting thread is now eight very boring posts. Actually, now it's nine because of me.
I like TrenchBroom because it's cool.
#762 posted by deqer on 2013/03/19 20:05:26
Nope. Just you, Willem, and mfx. Everyone else is fine. But, you two, yes, you two have already had your 5 strikes. Yes, 5 strikes, not 3 strikes. I gave you 5, and you've used them up already, here and in other threads. 5 strikes; that's how much patience I gave.
Good day.
Deqer
#763 posted by Vondur on 2013/03/19 20:50:28
1. please read this carefully:
http://en.wikipedia.org/wiki/Superiority_complex
2. calm down already.
3. stop posting irrelevant bollox in this sacred thread.
#764 posted by JneeraZ on 2013/03/20 00:02:43
Nope. Just you, Willem, and mfx. Everyone else is fine. But, you two, yes, you two have already had your 5 strikes. Yes, 5 strikes, not 3 strikes. I gave you 5, and you've used them up already, here and in other threads. 5 strikes; that's how much patience I gave.
http://cdn.crushable.com/files/2012/07/jlaw-okay.gif
#765 posted by anonymous user on 2013/03/21 16:40:56
Could find func_detail in trenchbroom...
func_detail seems to be not included.
Has someone a working Quake.fgd with func_detail support for trenchbroom?
#766 posted by - on 2013/03/21 17:49:32
The included .fgd has func_detail, but it is commented out since only Tyrann's compilers support it. Just search your .fgd for 'func_detail', and removed the // from the beginning of that line (func_group is defined and commented out too).
#767 posted by rebb on 2013/03/21 18:11:45
The included .fgd has func_detail, but it is commented out since only Tyrann's compilers support it.
Not exactly
Sorry
#768 posted by - on 2013/03/21 18:31:49
I meant, only 'fancy new compilers made by incredibly talented young men' support it
Less Than Three
#769 posted by rebb on 2013/03/21 19:02:42
Why is there no heart icon :(
#770 posted by anonymous user on 2013/03/21 19:55:55
mmh - the result is not that what i expected.
uncommented the func_detail, made a boxed "testchamper", placed some irregular/complex brushes in it and compiled with tyrann's tools = still got a messed up (highly splitt/weirdly triangled) bsp (r_showtris 1)
Vis may have been faster..
Maybe i'm betting on the wrong horse. :-)
How do i prevent irregular brushes to splitt the bsp then? i thought func_detail would be the right way.
Func_wall 'em? enlight me.
#771 posted by negke on 2013/03/21 20:01:40
In Quake, detail brushes only speed up the vis process. Apart from that, they are treated like normal world geometry. If you want to avoid splitting, you'll have to make it a func_wall.
#772 posted by Stahlkralle on 2013/03/21 20:07:27
Thanx.
Seems that my hl and q3 based memory tricked me.
i stopped mapping for ages, restarted with trenchbroom 'caused it feels nice to work with.
Great job btw. Love it.
#773 posted by Spiney on 2013/03/21 21:06:29
I'm noobish and ignorant, but is there any reason to not simply use func wall for details like that?
func_wall can't cast shadows, for one.
Spiney
#775 posted by - on 2013/03/22 02:25:29
func_walls are entities and come with several issues. like OTP said, no shadows. Also, stock engines have limitations on edicts and models present in a bsp, so using lots of them (or in a larger map) can lead to needing to perform balancing acts if you want to stay under those limits.
func_details are not actually entities, despite being used like them in an editor. They are world geometry, and cut the world geometry as normal, but are not considered while calculating the PVS.
Func_wall Shadows
#776 posted by Tyrann on 2013/03/22 02:49:16
Grab the latest utils snapshot here for func_wall shadow support. Check the light.txt file for details.
Btw
#777 posted by Tyrann on 2013/03/22 02:51:53
This supports shadows for any brush entity, not just func_wall.
Wait
#778 posted by Kinn on 2013/03/22 03:03:12
whoa o_O
That's Pretty Cool
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