The TrenchBroom Level Editor for Quake

Discuss the construction of maps and the tools to create maps for 3D games.
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ceriux
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Re: The TrenchBroom Level Editor for Quake

Post by ceriux »

how do i set a minimum light level for a map in trenchbroom?
xaGe
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Re: The TrenchBroom Level Editor for Quake

Post by xaGe »

Same as any other editor I believe just add a minlight value to the worldspawn.

ceriux wrote:how do i set a minimum light level for a map in trenchbroom?
Oh BTW if you're using TyrUtils add a Worldspawn entry as "light" and a value of whatever you want as instructed in that readme:

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   Worldspawn Keys
       The following keys can be added to the worldspawn entity:

       "light" "n"
              Set a global minimum light level of "n" across  the  whole  map.
              This  is  an  easy way to eliminate completely dark areas of the
              level, however you may lose some contrast as a  result,  so  use
              with care. Default 0.
Last edited by xaGe on Tue Nov 18, 2014 10:39 pm, edited 1 time in total.
xaGe
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Re: The TrenchBroom Level Editor for Quake

Post by xaGe »

Has anyone successfully compiled TB on an Arch based distro?

The Linux compile instructions are very Debian eccentric, but followed with arch based equivalents best I could. I look to have all the necessary headers installed, but it compiles to the point where it looks like it almost compiles, but then craps out with 4 g++ errors:

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g++: error: /home/retro/compileme/TrenchBroom-master/wxWidgets-2.9.4/build-release/lib/libwx_gtk2u_gl-2.9.a: No such file or directory
g++: error: /home/retro/compileme/TrenchBroom-master/wxWidgets-2.9.4/build-release/lib/libwx_gtk2u_adv-2.9.a: No such file or directory
g++: error: /home/retro/compileme/TrenchBroom-master/wxWidgets-2.9.4/build-release/lib/libwx_gtk2u_core-2.9.a: No such file or directory
g++: error: /home/retro/compileme/TrenchBroom-master/wxWidgets-2.9.4/build-release/lib/libwx_baseu-2.9.a: No such file or directory
Process terminated with status 1 (0 minute(s), 1 second(s))
4 error(s), 4 warning(s) (0 minute(s), 1 second(s))
The main directory is not important, but just where I happened to unpack it to compile. The issue seems to be with the older wxWidgets-2.9.4 instructions never made the /libwx_* directories when as per instructions I:

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Change into wxwidgets/build-release
- Run 
  ../configure --disable-shared --with-opengl --with-gtk=2
- Run make (don't run make install!)
- Change into wxwidgets/build-debug
- Run 
  ../configure --enable-debug --disable-shared --with-opengl --with-gtk=2
- Run make (don't run make install!)
Not sure why or if its there where the /libwx_* directories aren't created or further along when TB is actually compiled. It might be a simple error on my part or obvious to someone more knowledgeable than I. Any help appreciated.
qbism
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Re: The TrenchBroom Level Editor for Quake

Post by qbism »

In windows, I compiled successfully with wx 3.0. Might try a newer version.
xaGe
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Re: The TrenchBroom Level Editor for Quake

Post by xaGe »

Well the current wx version is 3.0.2 which was the 1st thing I tried with and it failed. I've had some time away so I'll try it again maybe I messed up something setting up the wx source.
qbism wrote:In windows, I compiled successfully with wx 3.0. Might try a newer version.
AND still fails.

Image

Choking out on /TrenchBroom-master/wxWidgets-3.0.2/include/wx/platform.h line 183 #include "wx/setup.h" No such file where its looking and that's because there isn't one. There is a setup.h file in the /include/msvc/wx/ for Windows builds and other places as well.

Image

I've followed the TB Linux build directions, but beyond that I've got not a clue how to get past this.

Thought I was an idiot! :) I took the time to go through everything I step by step over again from scratch, but as it turns out I did everything as I should. Guess I'm giving up because I've got no idea why its not working as it should following the directions. :(

Maybe I should submit my issue to the github.
SleepwalkR
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Re: The TrenchBroom Level Editor for Quake

Post by SleepwalkR »

Hey there. Please submit this on github and we can try to work it out. It's hard keeping track of problem reports when they're all over the place ;-)
xaGe
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Re: The TrenchBroom Level Editor for Quake

Post by xaGe »

Oh I understand and I made a github account a little while ago so I can submit my issue later after a nap. Depressing attempting and failing to compile so many times today. :)
SleepwalkR wrote:Hey there. Please submit this on github and we can try to work it out. It's hard keeping track of problem reports when they're all over the place ;-)
Spirit
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Re: The TrenchBroom Level Editor for Quake

Post by Spirit »

If it did not need those .a files and compiled with a plain makefile I would have made a package ages ago. :(
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Re: The TrenchBroom Level Editor for Quake

Post by Spirit »

But so my afternoon is not fully wasted:

Ignore all the wxwidgets stuff, just have the package wxgtk installed. Then use my fork https://github.com/SpiritQuaddicted/TrenchBroom (only the codeblocks project is changed). Since I have no idea what I was doing, this might lead to completely broken and unstable builds. Direct all complaints at SleepwalkR. :P

https://www.quaddicted.com/files/tools/ ... -spirit.7z
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SleepwalkR
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Re: The TrenchBroom Level Editor for Quake

Post by SleepwalkR »

OR just take the NewArchitecture branch, which is TB 2.0, and use cmake to build it.
qbism
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Re: The TrenchBroom Level Editor for Quake

Post by qbism »

xaGe wrote:Choking out on /TrenchBroom-master/wxWidgets-3.0.2/include/wx/platform.h line 183 #include "wx/setup.h" No such file where its looking and that's because there isn't one. There is a setup.h file in the /include/msvc/wx/ for Windows builds and other places as well.
When the libraries are built, a setup.h "should" be created in the right place. In the windows distribution I recall that setup.h existed but had to add the path manually. Also, order of include paths is important. This thread helped me https://forums.wxwidgets.org/viewtopic. ... 5&p=156680
xaGe
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Re: The TrenchBroom Level Editor for Quake

Post by xaGe »

So 2 is good enough to try? I want to check it out. I already have wxwidgets 2.8 and 3.0.2 installed in my Linux system.
SleepwalkR wrote:OR just take the NewArchitecture branch, which is TB 2.0, and use cmake to build it.

Once I figure out how to grab the NewArchitecture branch I've try to compile that.

I do know how to GIT just wasn't sure if should of pulled from or just grab the zip instead since both failed when tried with TB 1.x.x sources. I have found where the 2.0 NewA is. So I switch to that view in the github page, then download zip or clone, then build it would appear yes? I'm attempting to now. :)

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[retro@ToolBox build]$ cmake .. -DCMAKE_BUILD_TYPE=Release
-- The C compiler identification is GNU 4.9.1
-- The CXX compiler identification is GNU 4.9.1
-- Check for working C compiler: /usr/bin/cc
-- Check for working C compiler: /usr/bin/cc -- works
-- Detecting C compiler ABI info
-- Detecting C compiler ABI info - donenotthing
-- Check for working CXX compiler: /usr/bin/c++
-- Check for working CXX compiler: /usr/bin/c++ -- works
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - done
-- Build type Release
-- Using static wxWidgets library
-- Found wxWidgets: TRUE  
-- Found FREETYPE: /usr/lib64/libfreetype.so  
-- Found FreeImage: /usr/lib64/libfreeimage.so  
-- Compiler is GNU
-- Found Git: /usr/bin/git (found version "2.1.2") 
-- Looking for XOpenDisplay in /usr/lib64/libX11.so;/usr/lib64/libXext.so
-- Looking for XOpenDisplay in /usr/lib64/libX11.so;/usr/lib64/libXext.so - found
-- Looking for gethostbyname
-- Looking for gethostbyname - found
-- Looking for connect
-- Looking for connect - found
-- Looking for remove
-- Looking for remove - found
-- Looking for shmat
-- Looking for shmat - found
-- Looking for IceConnectionNumber in ICE
-- Looking for IceConnectionNumber in ICE - found
-- Found X11: /usr/lib64/libX11.so
-- Found OpenGL: /usr/lib64/libGL.so  
fatal: Not a git repository (or any of the parent directories): .git
-- Configuring done
-- Generating done
-- Build files have been written to: /home/retro/compileme/TrenchBroom-NewArchitecture/build
Should I worry about "fatal: Not a git repository (or any of the parent directories): .git" ??

So other than that it seems ok, but cmake --build does nothing...

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[retro@ToolBox build]$ cmake --build
Usage: cmake --build <dir> [options] [-- [native-options]]
Options:
  <dir>          = Project binary directory to be built.
  --target <tgt> = Build <tgt> instead of default targets.
  --config <cfg> = For multi-configuration tools, choose <cfg>.
  --clean-first  = Build target 'clean' first, then build.
                   (To clean only, use --target 'clean'.)
  --use-stderr   = Ignored.  Behavior is default in CMake >= 3.0.
  --             = Pass remaining options to the native tool.
Last edited by xaGe on Tue Nov 18, 2014 7:14 pm, edited 3 times in total.
Spirit
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Re: The TrenchBroom Level Editor for Quake

Post by Spirit »

The zip is the easiest way to grab a branch unless you know git.

Then theoretically this should do

mkdir build && cd build
cmake ..
make

but there seems to be a file missing or a dependency not declared.
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ericw
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Re: The TrenchBroom Level Editor for Quake

Post by ericw »

yep, either download the zip after selecting the branch in the github web ui, or

Code: Select all

git clone https://github.com/kduske/TrenchBroom.git
cd TrenchBroom
git checkout NewArchitecture
xaGe
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Re: The TrenchBroom Level Editor for Quake

Post by xaGe »

I'm a terminal kind of guy and yeah I know how, but appreciate the git help. :D
ericw wrote:yep, either download the zip after selecting the branch in the github web ui, or

Code: Select all

git clone https://github.com/kduske/TrenchBroom.git
cd TrenchBroom
git checkout NewArchitecture
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