Download here.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)
The TrenchBroom Level Editor for Quake
Re: The TrenchBroom Level Editor for Quake
There's a new release of TB1 with a few bug fixes:
Re: The TrenchBroom Level Editor for Quake
I'm dying to see OBJ export with proper material assign.
Re: The TrenchBroom Level Editor for Quake
I started using this editor just 2 days ago, and i already loving it
My workflow is already really fast, and i dont really miss the 2d views (i used Worldcraft for years).
I also love you dont need to work with "weird formats (RMF etc..)", and "Quake Adapter hacks"
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..)
My workflow is already really fast, and i dont really miss the 2d views (i used Worldcraft for years).
I also love you dont need to work with "weird formats (RMF etc..)", and "Quake Adapter hacks"
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..)
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TrenchBroom 2.0.0 Beta 93e34bf
Hey guys, I have released a public beta of TrenchBroom 2 today. You can get it at http://www.kristianduske.com/trenchbroom as usual.
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- Posts: 1395
- Joined: Tue Feb 24, 2009 4:39 pm
- Location: Italy
Re: The TrenchBroom Level Editor for Quake
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!
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!
Meadow Fun!! - my first commercial game, made with FTEQW game engine
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- Posts: 1395
- Joined: Tue Feb 24, 2009 4:39 pm
- Location: Italy
Re: The TrenchBroom Level Editor for Quake
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!
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!
Meadow Fun!! - my first commercial game, made with FTEQW game engine
Re: The TrenchBroom Level Editor for Quake
How would i go about applying a minimum darkness level to my map in trenchbroom?
Re: The TrenchBroom Level Editor for Quake
I think he's referring to MD3 support and shaders. That's though. The Quake3 MAP export feature shouldn't be hard.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!