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Re: The TrenchBroom Level Editor for Quake

Posted: Wed Jul 01, 2015 6:33 pm
by ericw
There's a new release of TB1 with a few bug fixes:
Changes
- Fix crash during vertex manipulation (ericw)
- Fix vertex drift issue when copy/pasting (ericw)
- Fix for entity key/value corruption when renaming a key (ericw)
- Add checkbox to filter detail brushes (ericw)
- Work around modifier keys getting stuck (ericw)
- Fix for some valid wad files being rejected (ericw)
Download here.

Re: The TrenchBroom Level Editor for Quake

Posted: Fri Oct 02, 2015 1:35 pm
by JasonX
I'm dying to see OBJ export with proper material assign. :biggrin:

Re: The TrenchBroom Level Editor for Quake

Posted: Thu Dec 10, 2015 8:00 am
by drm_wayne
I started using this editor just 2 days ago, and i already loving it :D
My workflow is already really fast, and i dont really miss the 2d views (i used Worldcraft for years). :D
I also love you dont need to work with "weird formats (RMF etc..)", and "Quake Adapter hacks" :D

There are some things which needs to be added / fixed imo:

- Sometimes the camera movement acts weird and jumps far away from the action.
- texture function "find and replace", this is something i really love in worldcraft.
- fit texture function like in worldcraft (usefull when creating stuff like cargo boxes, windows etc..)

TrenchBroom 2.0.0 Beta 93e34bf

Posted: Sun Mar 13, 2016 1:52 pm
by SleepwalkR
Hey guys, I have released a public beta of TrenchBroom 2 today. You can get it at http://www.kristianduske.com/trenchbroom as usual.

Re: The TrenchBroom Level Editor for Quake

Posted: Thu Apr 14, 2016 8:03 am
by toneddu2000
Great work SleepwalkR! A very nice revolution compared to all radiant-like editors! Compliments!

Just curious? Why not using a modern license like MIT or Apache? There are part of code that are tied to GPL Quake 1 Level editor?

EDIT: Would it be possible to extend it to q3bsp? Pleeeeeeeaaaase! I'd love that! :biggrin:

Re: The TrenchBroom Level Editor for Quake

Posted: Sat Jul 02, 2016 8:31 pm
by xaGe
Checkout the github page. Quake 3 support has been requested and it will take time to make its way into TrenchBroom 2, but some day...
toneddu2000 wrote:EDIT: Would it be possible to extend it to q3bsp? Pleeeeeeeaaaase! I'd love that! :biggrin:

Re: The TrenchBroom Level Editor for Quake

Posted: Sun Jul 03, 2016 8:42 pm
by toneddu2000
Thanks xaGe for the link. I gues we'll wait a loong time for TB quake3 support..
By the way, I'm not so sure that only difference between quake1 and quake3 maps are only patches. Iirc there are lots of differences, from maxnumber of triangles per maps, to max bounds limits, to shaders support, but of course, it'd need that an engine programmer should talk instead of me! :biggrin:

Re: The TrenchBroom Level Editor for Quake

Posted: Fri Jun 02, 2017 12:48 pm
by ceriux
How would i go about applying a minimum darkness level to my map in trenchbroom?

Re: The TrenchBroom Level Editor for Quake

Posted: Sat Jun 03, 2017 3:16 pm
by JasonX
toneddu2000 wrote:Thanks xaGe for the link. I gues we'll wait a loong time for TB quake3 support..
By the way, I'm not so sure that only difference between quake1 and quake3 maps are only patches. Iirc there are lots of differences, from maxnumber of triangles per maps, to max bounds limits, to shaders support, but of course, it'd need that an engine programmer should talk instead of me! :biggrin:
I think he's referring to MD3 support and shaders. That's though. The Quake3 MAP export feature shouldn't be hard.