Changes
- Fix off-by-one bug of mod list in map properties dialog.
- Snap vertex coordinates if close to integer coordinates.
- Add logging on all platforms.
- Properly merge spawnflags when loading fgd or def files.
- Properly set the size of point entities from fgd files.
- Fix crash bug when ...
Search found 53 matches
- Sun Mar 03, 2013 3:45 pm
- Forum: Mapping
- Topic: The TrenchBroom Level Editor for Quake
- Replies: 143
- Views: 198556
- Sun Mar 03, 2013 9:41 am
- Forum: Mapping
- Topic: The TrenchBroom Level Editor for Quake
- Replies: 143
- Views: 198556
Re: The TrenchBroom Level Editor for Quake
Thanks for the report. This will be fixed in 1.0.3.qbism wrote:The built-in fgd files. The menu item says "corner" but the label says "path_corner", if that matters.
- Sun Mar 03, 2013 12:20 am
- Forum: Mapping
- Topic: The TrenchBroom Level Editor for Quake
- Replies: 143
- Views: 198556
Re: The TrenchBroom Level Editor for Quake
Sorry, but yeah.Dr. Shadowborg wrote:Something tells me that the Mobility Radeon X300 in my laptop is too outdated to run this. :/
- Sat Mar 02, 2013 10:27 pm
- Forum: Mapping
- Topic: The TrenchBroom Level Editor for Quake
- Replies: 143
- Views: 198556
Re: The TrenchBroom Level Editor for Quake
does this editor not have a compiler? i havent been able to find the compile option for my map. (iv made a quick test map)
No, the editor doesn't come with builtin compilers. It's on my todo list, but it's not a high priority.
but so far! im loving this more than i ever did worldcraft! amazing ...
No, the editor doesn't come with builtin compilers. It's on my todo list, but it's not a high priority.
but so far! im loving this more than i ever did worldcraft! amazing ...
- Sat Mar 02, 2013 10:04 pm
- Forum: Mapping
- Topic: The TrenchBroom Level Editor for Quake
- Replies: 143
- Views: 198556
Re: The TrenchBroom Level Editor for Quake
I would test q3 .maps with this editor; I'm not a coder though and don't know the format itself too well.
Okay. I'll get back to you when I start on the Quake 3 support, but it'll be a while.
Can I suggest looking at Hexen 2 support as well? If this editor supported H2, I would potentially want ...
Okay. I'll get back to you when I start on the Quake 3 support, but it'll be a while.
Can I suggest looking at Hexen 2 support as well? If this editor supported H2, I would potentially want ...
- Sat Mar 02, 2013 12:48 pm
- Forum: Mapping
- Topic: The TrenchBroom Level Editor for Quake
- Replies: 143
- Views: 198556
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.
- (Hopefully) fix off by one issue in ...
- 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.
- (Hopefully) fix off by one issue in ...
- Sat Mar 02, 2013 7:20 am
- Forum: Mapping
- Topic: The TrenchBroom Level Editor for Quake
- Replies: 143
- Views: 198556
Re: The TrenchBroom Level Editor for Quake
For releases you should provide a source zip -- downloading 64MB of git repository is a pain compared with a 10MB (pure guess) source package.
You're right. The repository contains 3 years of history, two rewrites, and a bunch of now useless binaries. Once I automate the release process, I will ...
You're right. The repository contains 3 years of history, two rewrites, and a bunch of now useless binaries. Once I automate the release process, I will ...
- Fri Mar 01, 2013 9:26 pm
- Forum: Mapping
- Topic: The TrenchBroom Level Editor for Quake
- Replies: 143
- Views: 198556
Re: The TrenchBroom Level Editor for Quake
Right now it outputs standard Quake maps. It will read Valve 220 maps, but it will disregard the per face texture axes. I would certainly like to support Quake 3, but I would need someone who knows the format well and who would be willing to test the editor as I'm not familiar with Quake 3.
- Fri Mar 01, 2013 7:28 pm
- Forum: Mapping
- Topic: The TrenchBroom Level Editor for Quake
- Replies: 143
- Views: 198556
The TrenchBroom Level Editor for Quake
Today I am releasing TrenchBroom 1.0 for Windows and Mac OS X. TrenchBroom is a modern cross-platform level editor for Quake.
FEATURES
- True 3D editing, no 2D views required
- High performance renderer with support for huge maps
- Vertex editing with edge and face splitting that will not create ...
FEATURES
- True 3D editing, no 2D views required
- High performance renderer with support for huge maps
- Vertex editing with edge and face splitting that will not create ...
- Fri Mar 16, 2012 9:01 am
- Forum: Mapping
- Topic: TrenchBroom - A Modern Quake Editor For Mac OS X
- Replies: 22
- Views: 8872
Re: TrenchBroom - A Modern Quake Editor For Mac OS X
Customizable hotkeys is on my radar, but it's not a very high priority.
- Thu Mar 15, 2012 5:03 pm
- Forum: Mapping
- Topic: TrenchBroom - A Modern Quake Editor For Mac OS X
- Replies: 22
- Views: 8872
Re: TrenchBroom - A Modern Quake Editor For Mac OS X
Haha, okay now I understand all the confusion. This is not what the groups in TrenchBroom are like. Grouped objects do not move together. I guess the term is already connotated with that meaning because many programs define it that way. Maybe layers is the better word then. I'll consider that.
- Thu Mar 15, 2012 4:34 pm
- Forum: Mapping
- Topic: TrenchBroom - A Modern Quake Editor For Mac OS X
- Replies: 22
- Views: 8872
Re: TrenchBroom - A Modern Quake Editor For Mac OS X
The groups feature in this editor is currently just standard func_groups with names. Visgroups (from Hammer I suppose) are different in that they allow you to add entities to them, too, which is currently not supported in TrenchBroom. The planned features are:
- allow entities to be added to groups ...
- allow entities to be added to groups ...
- Thu Mar 15, 2012 3:39 pm
- Forum: Mapping
- Topic: TrenchBroom - A Modern Quake Editor For Mac OS X
- Replies: 22
- Views: 8872
Re: TrenchBroom - A Modern Quake Editor For Mac OS X
Okay, I understand. So the main complaint is the fact that it's named "groups" instead of "layers". I'll consider a name change when I start implementing the missing features for groups then, but again I feel that the term "layers" is a bit misleading here. Thanks for the feedback and explanations!
- Thu Mar 15, 2012 10:58 am
- Forum: Mapping
- Topic: TrenchBroom - A Modern Quake Editor For Mac OS X
- Replies: 22
- Views: 8872
Re: TrenchBroom - A Modern Quake Editor For Mac OS X
Okay, but the point of PS layers is that their order matters. How does the order of layers affect the editor? I don't think "layer" is a good metaphor for what this functionality does because it applies that the layers have some sort of natural order...
- Thu Mar 15, 2012 7:12 am
- Forum: Mapping
- Topic: TrenchBroom - A Modern Quake Editor For Mac OS X
- Replies: 22
- Views: 8872
Re: TrenchBroom - A Modern Quake Editor For Mac OS X
Yeah, support for alternate Quake map formats is also on the to-do list.