Search found 53 matches
- Thu Mar 15, 2012 5:49 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
Yes, Windows and Linux versions are planned, but it will be quite a while.
- Wed Mar 14, 2012 8:41 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 TrenchBroom does all that with the exception of freezing groups, but that can easily be added. TBs groups can be named and hidden / shown, and they will be hierarchical in a future release. I think apart from the freezing, they're pretty much similar, or am I missing something ...
- Wed Mar 14, 2012 7:13 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 version which I had uploaded before didn't render edges at all. Uploaded a fixed version already.
- Wed Mar 14, 2012 5:21 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 brush group feature will be extended so that groups can also contain entities (and other groups). What else do layers do?
- Wed Mar 14, 2012 5:00 pm
- Forum: Mapping
- Topic: TrenchBroom - A Modern Quake Editor For Mac OS X
- Replies: 22
- Views: 8872
TrenchBroom - A Modern Quake Editor For Mac OS X
Hi everyone,
after two years of work, I am releasing the first beta of my Quake editor for Mac OS X, TrenchBroom. It is the result of an experiment where I tried to find out how Quake editing would be like if you could do it directly in the engine - that is, in 3D only. Consequently, TrenchBroom ...
after two years of work, I am releasing the first beta of my Quake editor for Mac OS X, TrenchBroom. It is the result of an experiment where I tried to find out how Quake editing would be like if you could do it directly in the engine - that is, in 3D only. Consequently, TrenchBroom ...
- Tue Feb 28, 2012 10:43 pm
- Forum: Mapping
- Topic: Quake .map format versus .Map 220 format
- Replies: 25
- Views: 34607
Re: Quake .map format versus .Map 220 format
Baker, you can't really convert from 220 to standard format, you will always have a different texture alignment. The problem lies in the way texture coordinates are computed from the texture info in the map files. In standard Quake, the texture axes are always contained within one of the XY, XZ and ...
- Tue Feb 28, 2012 1:19 pm
- Forum: General Programming
- Topic: Segmentation fault in FitzQuake SDL 0.80 with Ubuntu
- Replies: 5
- Views: 3376
Re: Segmentation fault in FitzQuake SDL 0.80 with Ubuntu
Don't use Fitzquake SDL 0.80 for anything - it never really made it out of beta and was superseded by QuakeSpasm.
- Sat Oct 02, 2010 7:04 am
- Forum: General Discussion
- Topic: QuakeSpasm
- Replies: 27
- Views: 11753
Mac problems
Hi, it would also be useful if you could post some more information about your system. Please go to System Menu (Apple) -> About this Mac. Then click on "Further information" (or "more information" or something). This will open the System Profiler.
In the profiler, go to the Hardware node in the ...
In the profiler, go to the Hardware node in the ...