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.
Quakis
Duplicate in place is already on my todo list.
As for the texture application issue, TrenchBroom has something similar builtin. Look at the section "Working with Textures / Mouse Shortcuts" in the documentation.
Dude
#72 posted by RickyT33 on 2013/03/02 18:03:47
I think I'm going to play with this :)
Looks really cool.
Video just blew my mind.
Contents
#73 posted by DxC on 2013/03/02 18:07:19
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.
We Get It Dude
Thanks!
#75 posted by DxC on 2013/03/02 18:08:33
No idea why it keeps posting that iv even restarted my browser and it still insists on doing so.. >.<
anyway thanks Ill try track down the original Pak files they should not be so hard to find!
DxC
I already have a build that will load models from scattered files. If you want it, send me an email to kristian.duske@gmail.com
The fix will go into 1.0.3, but I'm not going to release that right away.
Needs Xonotic Support
#77 posted by poVoq on 2013/03/02 19:04:59
Needs to support Xonotic (runs on the quake1 based Darkplaces engine) like RIGHT NOW!
Awesome work, thanks for making this.
Strange Texture Skewing
I'm having a lot of trouble with texture alignment (as you may have seen on my other posts) but I haven't shown a picture. Essentially I've edited the verts of a brush so that I can create a kind of angular wall but the alignment is way off. Is there a way to align the texture to the face like in WC? Pictures below for reference -
http://s15.postimage.org/wgjjzbix7/weirdskew.jpg
http://s16.postimage.org/enqn5lg5h/weirdskew2.jpg
I hope I'm not being annoying with bringing this up multiple times, this is otherwise an excellent editor (and I will probably end up dropping using Worldcraft entirely).
This Is Not A Bug
It's not a feature either ;-). This is how Quake does texture projection. WC uses a different type of projection that most compilers also understand, but TB doesn't support his yet. It's on the todo list though, and since a few people have already asked for this, I will probably get working on it soon.
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