The TrenchBroom Level Editor for Quake
Moderator: InsideQC Admins
Re: The TrenchBroom Level Editor for Quake
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
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
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
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ajay - Posts: 559
- Joined: Fri Oct 29, 2004 6:44 am
- Location: Swindon, UK
Re: The TrenchBroom Level Editor for Quake
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.
- SleepwalkR
- Posts: 53
- Joined: Sat Oct 02, 2010 5:42 am
Re: The TrenchBroom Level Editor for Quake
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
Btw can you group light entities together, I tried but it didn't stick; almost certainly me
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ajay - Posts: 559
- Joined: Fri Oct 29, 2004 6:44 am
- Location: Swindon, UK
Re: The TrenchBroom Level Editor for Quake
What do you mean by "group together"?
- SleepwalkR
- Posts: 53
- Joined: Sat Oct 02, 2010 5:42 am
Re: The TrenchBroom Level Editor for Quake
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
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ajay - Posts: 559
- Joined: Fri Oct 29, 2004 6:44 am
- Location: Swindon, UK
Re: The TrenchBroom Level Editor for Quake
Yeah, TB doesn't have a grouping feature, but it's on the todo list.
- SleepwalkR
- Posts: 53
- Joined: Sat Oct 02, 2010 5:42 am
Re: The TrenchBroom Level Editor for Quake
No problem. It's still enabling me to stay on track with my mod, which is wonderful 
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ajay - Posts: 559
- Joined: Fri Oct 29, 2004 6:44 am
- Location: Swindon, UK
Re: The TrenchBroom Level Editor for Quake
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.
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scar3crow - InsideQC Staff
- Posts: 1054
- Joined: Tue Jan 18, 2005 8:54 pm
- Location: Alabama
TrenchBroom 1.1.1
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
- 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
- SleepwalkR
- Posts: 53
- Joined: Sat Oct 02, 2010 5:42 am
Re: The TrenchBroom Level Editor for Quake
Where we can donate!? 
- JasonX
- Posts: 411
- Joined: Tue Apr 21, 2009 2:08 pm
Re: The TrenchBroom Level Editor for Quake
You can donate by making maps with TB 
- SleepwalkR
- Posts: 53
- Joined: Sat Oct 02, 2010 5:42 am
Re: The TrenchBroom Level Editor for Quake
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
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/tutorials/from-a-quake-map-to-torque3d
and again thank you SleepwalkR for creating TrenchBroom, and am looking forward to the v2
- J0linar
- Posts: 4
- Joined: Sat Sep 21, 2013 4:43 pm
Re: The TrenchBroom Level Editor for Quake
It's so cool to see that people use TB to make maps, so thanks for showing these to me.
- SleepwalkR
- Posts: 53
- Joined: Sat Oct 02, 2010 5:42 am
Re: The TrenchBroom Level Editor for Quake
@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.
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.
- J0linar
- Posts: 4
- Joined: Sat Sep 21, 2013 4:43 pm
Re: The TrenchBroom Level Editor for Quake
This will be added when I add support for games where such grid sizes make sense.
- SleepwalkR
- Posts: 53
- Joined: Sat Oct 02, 2010 5:42 am
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