The TrenchBroom Level Editor for Quake

Discuss the construction of maps and the tools to create maps for 3D games.
ajay
Posts: 559
Joined: Fri Oct 29, 2004 6:44 am
Location: Swindon, UK

Re: The TrenchBroom Level Editor for Quake

Post by ajay »

Hi SleepwalkR
I've been having some issues with my map being loaded correctly (completely!) in both Worldcraft 1.6 and 3.3 - delighted to say TrenchBroom loads it beautifully :) The only problem si that it can't load the .wad I use due to: "Invalid mip dimensions (1024x1024)"
Is this a known thing, or do I need to get rid of some textures in the wad?
Many thanks again, a great editor, ajay
SleepwalkR
Posts: 53
Joined: Sat Oct 02, 2010 5:42 am

Re: The TrenchBroom Level Editor for Quake

Post by SleepwalkR »

TB limits texture size to 512x512 if I remember correctly. If you need those large textures, then please create a bug report on GitHub and I'll gladly increase the limits.
ajay
Posts: 559
Joined: Fri Oct 29, 2004 6:44 am
Location: Swindon, UK

Re: The TrenchBroom Level Editor for Quake

Post by ajay »

I am really dumb - I thought I did the need the textures, but on further checking the only ones above 512 were ones in my wad from a previous mod, all fixed now. I'm really impressed with editor; not sure I'm ready to completely learn a new editor for my current mod, but it's certainly there for my next one and I'll be using it to iron out all the problems with my current one that WC can't handle. Fingers crossed.
Btw can you group light entities together, I tried but it didn't stick; almost certainly me ;)
SleepwalkR
Posts: 53
Joined: Sat Oct 02, 2010 5:42 am

Re: The TrenchBroom Level Editor for Quake

Post by SleepwalkR »

What do you mean by "group together"?
ajay
Posts: 559
Joined: Fri Oct 29, 2004 6:44 am
Location: Swindon, UK

Re: The TrenchBroom Level Editor for Quake

Post by ajay »

Just I can group multiple light entities together so that I can click on one to choose them all and then change their properties in one go, rather than go round the map clicking on each of them and then changing their properties
SleepwalkR
Posts: 53
Joined: Sat Oct 02, 2010 5:42 am

Re: The TrenchBroom Level Editor for Quake

Post by SleepwalkR »

Yeah, TB doesn't have a grouping feature, but it's on the todo list.
ajay
Posts: 559
Joined: Fri Oct 29, 2004 6:44 am
Location: Swindon, UK

Re: The TrenchBroom Level Editor for Quake

Post by ajay »

No problem. It's still enabling me to stay on track with my mod, which is wonderful :)
scar3crow
InsideQC Staff
Posts: 1054
Joined: Tue Jan 18, 2005 8:54 pm
Location: Alabama

Re: The TrenchBroom Level Editor for Quake

Post by scar3crow »

Newsed, and posted to the Quake Facebook page =)
...and all around me was the chaos of battle and the reek of running blood.... and for the first time in my life I knew true happiness.
SleepwalkR
Posts: 53
Joined: Sat Oct 02, 2010 5:42 am

TrenchBroom 1.1.1

Post by SleepwalkR »

Changes
- More natural snapping when resizing brushes
- Remove limit on maximum mip texture dimensions
- Don't fall back to software renderer on OS X

Download: http://kristianduske.com/trenchbroom/downloads.php
JasonX
Posts: 422
Joined: Tue Apr 21, 2009 2:08 pm

Re: The TrenchBroom Level Editor for Quake

Post by JasonX »

Where we can donate!? :mrgreen:
SleepwalkR
Posts: 53
Joined: Sat Oct 02, 2010 5:42 am

Re: The TrenchBroom Level Editor for Quake

Post by SleepwalkR »

You can donate by making maps with TB ;-)
J0linar
Posts: 4
Joined: Sat Sep 21, 2013 4:43 pm

Re: The TrenchBroom Level Editor for Quake

Post by J0linar »

SleepwalkR wrote:You can donate by making maps with TB ;-)
Hi let me just say - awesome work with TrenchBroom
it`s much more then just a quake editor ;)

some maps/levels i made in TB
for my game
Image

Image

I know those are not textured yet but that is not a hard thing and since am making them in TenchBroom - the result is great when it comes to texturing ( think world coordinates^^)



For the ones curious how am going to get those in the Engine am using
it is actually pretty straight forward
and i have written down a small tutorial that involves
the usage of TrenchBroom along with compiling as quake bsp and how to import it into Blender by using the latest Blender QuakeBSP Importer
this works almost with evry modern Engine
and i bet it would work in Doom3 aswell - anyways so far i tested it in Torque3D MIT and Unity/ UDK
and the results are pretty good

Here is the link
http://www.moddb.com/games/zentense/tut ... o-torque3d
Image

Image



and again thank you SleepwalkR for creating TrenchBroom, and am looking forward to the v2 :)
SleepwalkR
Posts: 53
Joined: Sat Oct 02, 2010 5:42 am

Re: The TrenchBroom Level Editor for Quake

Post by SleepwalkR »

It's so cool to see that people use TB to make maps, so thanks for showing these to me.
J0linar
Posts: 4
Joined: Sat Sep 21, 2013 4:43 pm

Re: The TrenchBroom Level Editor for Quake

Post by J0linar »

@SleepwalkR
I was thinking about the Grid Size
would it be possible to extend the current setup to include a Grid Size of 0.5 and if possible 0.25 aswell?

it would help allot - probably not for quake maps
but i dont see a reason why TrenchBroom should be restricted to just quake maps.
SleepwalkR
Posts: 53
Joined: Sat Oct 02, 2010 5:42 am

Re: The TrenchBroom Level Editor for Quake

Post by SleepwalkR »

This will be added when I add support for games where such grid sizes make sense.
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