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Re: The TrenchBroom Level Editor for Quake
Posted: Sun Mar 03, 2013 4:48 am
by qbism
SleepwalkR wrote:qbism wrote:I couldn't select path_corners except with a selection brush. Most other point entities were easy to select.
Are you using a custom entity definition file or one of the builtin files?
The built-in fgd files. The menu item says "corner" but the label says "path_corner", if that matters.
Re: The TrenchBroom Level Editor for Quake
Posted: Sun Mar 03, 2013 9:41 am
by SleepwalkR
qbism wrote:The built-in fgd files. The menu item says "corner" but the label says "path_corner", if that matters.
Thanks for the report. This will be fixed in 1.0.3.
TrenchBroom 1.0.3
Posted: Sun Mar 03, 2013 3:45 pm
by SleepwalkR
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 clipping all selected brushes.
Get it
here.
Re: The TrenchBroom Level Editor for Quake
Posted: Sun Mar 03, 2013 9:24 pm
by ceriux
qbism wrote:
The built-in fgd files.
built-in ? does this tool not support external (custom) fgds?
Re: The TrenchBroom Level Editor for Quake
Posted: Sun Mar 03, 2013 9:59 pm
by SleepwalkR
ceriux wrote:built-in ? does this tool not support external (custom) fgds?
Of course it also supports external FGD and DEF files. You can load them by opening the Map Properties dialog (Edit > Map Properties), then selecting "Choose..." from the first dropdown list.
Re: The TrenchBroom Level Editor for Quake
Posted: Mon Mar 04, 2013 5:08 am
by qbism
qbism wrote:I couldn't select path_corners except with a selection brush. Most other point entities were easy to select.
When selecting a subdirectory to search for entity models, the selected directory is searched, but the wrong dir name is displayed.
Both items are fixed in 1.03, thanks!
Re: The TrenchBroom Level Editor for Quake
Posted: Mon Mar 04, 2013 1:15 pm
by ceriux
cool thanks. another question. will this editor also support other bsp formats ? it would be really cool if it could support as many as dp and fte support. if not its still a great editor. i love how it automatically clips things for you if its needed. no more invalid brush errors =).
Re: The TrenchBroom Level Editor for Quake
Posted: Mon Mar 04, 2013 1:56 pm
by SleepwalkR
ceriux wrote:cool thanks. another question. will this editor also support other bsp formats ? it would be really cool if it could support as many as dp and fte support. if not its still a great editor. i love how it automatically clips things for you if its needed. no more invalid brush errors =).
I'm not quite sure what you mean by "other bsp formats". The editor isn't concerned with bsp at all. I suppose you mean "other map formats" such as Quake 2 and Quake 3?
Re: The TrenchBroom Level Editor for Quake
Posted: Mon Mar 04, 2013 2:25 pm
by frag.machine
Ok, tested the program quickly opening an existing map, and found this bug: in some entities the description label gets garbled text (both in the 3D view and in the selection panel, which suggests corrupted strings somewhere and not just a rendering problem).
In the image below, you see a bunch of regular path_corners with this problem:
This map has a lot of custom entities, but this seems unrelated to the bug, since most of non-standard entities show correclty their descriptive labels (at least in the 3D view):
Otherwise, I am really liking what I see, and my first impression of a quick and intuitive interface seems confirmed. A great contribution to the Quake community, SleepwalkR.
Re: The TrenchBroom Level Editor for Quake
Posted: Mon Mar 04, 2013 2:32 pm
by SleepwalkR
Thanks for the warm words!
I think what you're seeing is a bug in the code that converts vector fonts to meshes. Unfortunately I made the decision to use meshes for string rendering, which is slow, ugly and error prone. I plan to rip this out and replace it with texture fonts. I had initially discarded texture fonts because I was unable to get them to render without blurring, but I know now how to fix that. I can't say when I'll be done with that, though. Maybe I'll squeeze it into 1.2, so it should be done sometime in April.
TrenchBroom 1.0.4
Posted: Mon Mar 04, 2013 8:22 pm
by SleepwalkR
Changes
- Improved Quake.fgd and Quoth2.fgd (thanks negke!).
- Improvements to clipboard pasting.
- Fixed a crash bug when loading maps with invalid brushes.
Re: The TrenchBroom Level Editor for Quake
Posted: Tue Mar 05, 2013 12:32 am
by ceriux
SleepwalkR wrote:ceriux wrote:cool thanks. another question. will this editor also support other bsp formats ? it would be really cool if it could support as many as dp and fte support. if not its still a great editor. i love how it automatically clips things for you if its needed. no more invalid brush errors =).
I'm not quite sure what you mean by "other bsp formats". The editor isn't concerned with bsp at all. I suppose you mean "other map formats" such as Quake 2 and Quake 3?
quake 2, quake 3, half-life bsp. maybe other similar formatted types.
Re: The TrenchBroom Level Editor for Quake
Posted: Tue Mar 05, 2013 2:37 am
by JasonX
This is the best map editor i ever had the pleasure to work with. Amazing work, dude. Really.
Re: The TrenchBroom Level Editor for Quake
Posted: Tue Mar 05, 2013 8:52 am
by SleepwalkR
Thank you!
Re: The TrenchBroom Level Editor for Quake
Posted: Sat Mar 09, 2013 11:48 am
by andrewj
There's some discussion on DoomWorld forums about your editor, here:
http://www.doomworld.com/vb/showthread. ... id=1152391
I think it would be great if TrenchBroom could read the textures directly out of the PAK files of the game, especially for people not used to quake editing. I have written code to do this, e.g. my 'qsavetex' program which is GPL'd -- you can browse the source here:
https://sourceforge.net/p/oblige/code/9 ... /qsavetex/ or find it in the oblige-428-source.zip download.