To load a separate .wad file for map textures. It doesn't pull these from the quake folders. There is a comprehensive amount of .wad files on quaddicted.com
Can't Get It To Start
The window opens for about a second. I can see it trying to load stuff, then it just shuts down with no error message or anything.
Log file just ends abruptly.
4068 2013-06-26 10:35:38: Renderer info: GeForce 7800 GS/AGP/SSE2/3DNOW! version 2.1.2 from NVIDIA
4068 2013-06-26 10:35:38: Depth buffer bits: 16
4068 2013-06-26 10:35:38: Multisampling disabled
4068 2013-06-26 10:35:38: OpenGL instancing disabled
4068 2013-06-26 10:35:38: Loading entity definition file C:\Trenchbroom\Resources\Defs\Quak...
4068 2013-06-26 10:35:38: Loading 'progs/player.mdl' (searching )
4068 2013-06-26 10:35:38: Unable to find MDL 'progs/player.mdl'
4068 2013-06-26 10:35:38: Loading 'progs/g_shot.mdl' (searching )
4068 2013-06-26 10:35:38: Unable to find MDL 'progs/g_shot.mdl'
4068 2013-06-26 10:35:38: Created Face Shader Program
4068 2013-06-26 10:35:38: Created Face.vertsh
4068 2013-06-26 10:35:38: Created Face.fragsh
4068 2013-06-26 10:35:38: Unable to link Face Shader Program, linker output was:
and that's where it ends.
What version are you using?
What operating system are you using?
If you're on Windows, did you install "Microsoft Visual C++ 2010 Redistributable Package" http://www.microsoft.com/en-us/dow...
Trenchboom is 1.09.224
Windows XP SP3 fully updated
VC++ x86 redistributable 10.0.30319 is installed
Computer is an old Athlon 64 3400+ (nVidia chipset)
I guess I could try on another computer, but this is the one I do all my dev type work on.
What is the GL driver version? It looks like the driver is failing to compile / link the shaders, which may or may not be a driver bug.
The video driver is really old (2007). I never mess with it because I updated it once and had a lot of problems, so I went back to the old one and have never had any problems since.
That was so long ago that I don't actually remember what the problems were, only that I made a mental note to never screw around with the video driver again. Maybe a new driver wouldn't have the problems.
I didn't ask about video card drivers, because I thought it was obvious and common sense by now that people update their video card drivers. You see the message everywhere now a days.
Sorry about that. The Face shader which is failing on your system is quite complex and might therefore cause these problems. However eithout an error message I have nothing to go on to fix it. If you're willing, We could try to pinpoint the problem by removing functionality though. Write me at email@example.com if you want to try this.
Loving this so far. :) My biggest gripe is that I don't know all the Quake entity key/values and Trenchboom doesn't list them (either in the documentation or in the Entity tab). Seems pretty hard to find that info on the net too. :) I ended up opening up GTKRadiant, placing entities and seeing what it's descriptions say. Any chance of having better entity descriptions/more options in the Entity Properties Tab?
The Happy Friar
That feature is coming, but the author of Trenchbroom is on vacation right now.
But, if you can find 100 people to start using TrenchBroom, and get 100 websites to start praising TrenchBroom, then I think the author will come home early from vacation and implement that feature ASAP. ;)
I'm Not On Vacation
Hey, I love you for this. No really, I LOVE you.
Keep it up :)
Google quake map specs and also google worldcraft guide. Both are what I use for mapping. Or alternatively download my map q-deck because it was made entirely in trench and I included the source :)
Here's The Links
Thanks For The Nice Words, Guys.
just open the .fgd or .def file included in the download and search the entity you need. Should be a lot quicker than opening another editor at the same time!
I just found that out later today. I was looking to see if I could add that info to the .fgd and saw it was already there. What would be useful is a Windows help file with all the entity info, similar to Doom 3's script reference help file.
such things are planned.
Select A Subdirectory Within Your Quak Direction To Search For..
In the map properties option, the 'Select a subdirectory' spot there are no options.
I feel like this is a very simple thing to fix but I'm blind.
Do you have the path to Quake set up correctly in View->Preferences?
I like it!
some crashes on win32 though.
*when i click on the titlebar symbol (accidentaly)
if you get any errors, it helps to track them if you submit them on github:
There's much improved version that I still haven't finished. If you would like to try it out, send me an email at firstname.lastname@example.org.
@necros I'll report the errors :)
Anyway those are not really showstoppers and It is a joy to work with trenchbroom ;)
@SleepwalkR Thanks :)you got mail
This Is Really Cool.
I only wish I'd seen this thread five months ago.
At first I was frustrated because it doesn't work like radiant, but after a few sesssions I'm getting into the paradigm of TB a little better.
I found a funny bug, not a showstopper but it did cause me to lose a few minutes' work: Open a new map, make a few random brushes, but don't save the map. Quit Trenchbroom - a dialog box will come up asking me if I want to save changes to unnamed1 - only problem is, nothing happens when I click any of the dialog box options of "cancel," "no," or "yes." So I am just stuck there and have to force quit the process.
After reading the whole thread, it sounds like this could be a bug in the backend stuff (wxwidgets, gtk?) rather than TB itself.
Early 08 Macbook Pro with 8600M, OS X 10.6.8.
It's A Known Problem With WxWidgets
The State Of TrenchBroom
I just wanted to let everyone know what's going on with TB lately and why there haven't been any updates for a while.
The currently released version is written in C++ and based on wxWidgets, a cross-platform GUI toolkit. I have written this version in quite a hurry without knowing either C++ or wxWidgets too well, and unfortunately it shows. There are all kinds of hacks and shortcuts in the code that make it hard to maintain. The worst effect of this is that whenever I touch something to add a new feature or fix a bug, I often get new bugs and problems.
This is the case with the current codebase of the next release (TB 1.1), which doesn't work properly on Windows (can't use arrow keys) and has a lot of problems on Linux as well. I would like to fix the Windows bugs and release this version, but it has been quite difficult to track them down, so it might take a while (or not happen at all - read on).
At the same time I have started over completely from scratch. This new codebase is much better structured and easier to maintain. It will become TB 2.0 and it will have (almost) all of the features of the current 1.1 codebase. On top of that it will support multiple games (probably Hexen2 and Quake2 out of the box, with Quake3 and Half Life support coming later). Also, I'm making sure that this version will work fine on all three major platforms from that start. This version is coming along well, but it will be several months until it's ready for release.
So, as you can see, I have been silently working on TB, but I can't say when the next release is going to happen, or what it will entail. I'll try to get the 1.1. release out of the door so that you can keep using TB until 2.0 is ready, but I can't promise anything.
Sweet. We may see a resurgence of maps for other games!
You need any more people to test on linux?
I eventually got TB working on my laptop some time ago, but various bugs and incompatibilities with my particular ageing machine made it a bit of a chore to use tbh. I'm using my desktop a bit more often now though.
Out of curiosity, what is your main/favourite programming language? You said you don't know C++ that well, but you managed to write a Quake editor :)
By Now It's C++
Until three years ago, I mostly used Java. Then I switched to Objective-C to write TB, and about 1.5 years ago I started learning C++ in order to make TB portable to other platforms. C++ is however quite different from purely OO languages like Objective-C and Java because it has meta programming facilities. Because of that and the manual memory management it requires, I find C++ quite difficult to learn. I guess TB 1 was my testbed, and now that I know a bit more about the language, I hope that TB 2 will be better.
Great News On TB2.0
Thanks for the update... just one request: Instead of targeting other more or less dead games, how about support for Xonotic, Warsow etc.?
Once Multi Game Support Is Done
you are free to add support for these games, or find someone who will ;-)
Other Games Are No More Dead Then Quake...
and id-based .map format is pretty similar across all their .map tech.
A neat feature would be to use GTKRadiant game info in TB to support games.
But, glad to hear you're still plugging away at it! Looking forward to TB 2.0!
Committed To Making A Proper Map With This Now
appreciated you aren't in the place to be implementing insignificant little suggestions at the moment with the rebuild going on. but here's one anyway (feel free to shoot it down if it's just me being really lazy)
it would be nice if the clip tool remembered the most recent previously used 'mode'. case in point, if you use it to split a brush in two without deleting anything, with this functionality you wouldn't need to tab twice each time you wanted to repeat the operation. normally when i use the split function i use it multiple times in succession (eg. for cutting up a floor in order to lower part of it)
This would be handy. Small time savers like this can add up to big ones, especially with something as fundamental as clipping.
Please Add It To The Issue Tracker
Otherwise it will get lost.
just making sure it wasn't a completely retarded idea first. wouldn't want to clog the tracker up otherwise!
is the broken transparent textures a known bug or is it only for some video cards? (nvidia 250gts)
It's not really a bug, though. It sometimes happens when there are intersecting transparent polys.
i meant how transparent brushes aren't actually transparent, but selected brushes have their faces drawn and models are always visible through them.
I Don't Understand
Can you show me a screenshot?
liquids occluding unselected brush
selected brush's faces being drawn through liquid brushes.
model is always drawn over liquids
even though it is behind them
in many cases. There when i need to isolate stuff i'm using the view options - with models for example.
In other cases, like multiple water brushes fighting with each other, it can get confusing quickly.
oh, is this intentional??? i thought it was just bad drawn order.
It is bad draw order, and I don't really know how to fix it. I'll have to think about it. Can you please submit a bug report?
sure. i've just been away from TB for so long that I didn't know if it was known or not. :)
I Don't Get That Bad Draw Order.
You can see that I have the same entity and a brush selected, it all looks like I'd expect it to.
ATI 3850, Catylist 13.4, Win XP-32.
Didn't happen in the 12.x driver series either.
It's More Or Less Random
necros, I'll look into it, and if you are saying that you're spending a bit more time with the editor now, that would make me quite happy ;-)
Happy Friar, I don't think the problem depends on the graphics adapter. It's just that sometimes the faces will be sorted correctly and sometimes they won't. It depends on where the camera is and where you're looking.
That said, I could be wrong and maybe I have broken something.
doesn't look random to me. i've never seen it work. :)
however, even though it is being drawn in the right order for happy friar, the brushes are not actually transparent in his screenshot either.
Never Seen It Work?
Which Version are you using, anyway?
About says 1.1.0, build 317
Is There A Seperate Transparency Tag?
I thought if you use Lava (water, etc) it automatically applies a transparency flag. I tried it again with a sky/water on top and water/pentagram on bottom, still never shows through.
Version 1.0.9, build 224. Didn't have a new one last I checked. Nothing newer on the TB website.
The 1.1.0 Release Is Beta
Necros, does 1.0.9 work for you?
Yes, sorry for the confusion. :(
Ok, So It's Only Broken In 1.1.0
Use 3 layers of screendoor + opaque.
Can't Seem To Run This
on my brand new Surface Pro. No idea why, I click the icon and it simply doesn't load. No error messages or anything.
That's A Shame...
But I can't really do much about it right now. Last time I checked it ran fine in Windows 8.
Does this have any dependencies on other things I should know of (like .net framework or anything similar)?
I need to get this to work because it's likely going to be my main way of working for a while.
Is it possibly because the surface is 64 bit?
If It Doesn't Support 32 Bit, Then Maybe
The TB builds I'm publishing are 32 bit. 64bit builds should not be a problem. Can you test whether the SF Pro runs 32bit binaries?
Well it runs everything I have used so far, including a really old copy of Paintshop Pro that I have installed on every box I have ever owned since 1997. ;)
The surface also is only compatible with DirectQ from all the quake engines I have tried. (literally, something to do with the touchscreen messing up the controls in other engines)
So I decided to download a dependancy scanner to see if I am missing something.
According to the program Dependancy Walker the editor is trying to run something called IESHIMS.DLL...
"Warning: At least one delay-load dependency module was not found.
Warning: At least one module has an unresolved import due to a missing export function in a delay-load dependent module."
Had a look to see which things are highlighted and they are -
But I don't suppose that would help you massively. Weirdly, I have found IESHIMS.DLL and I can't see any reason why it is showing up as a problem.
Not even why TB would try to load those. Probably something else that depends on them. Sorry!
Looks like they're dependencies of other dll files that TB uses. I will run the profiler on dependency walker and also run process monitor and see if I can find anything there.
This is a real bummer though, my old computer died literally days ago and the surface is my replacement computer.
PSA just in case: Don't download dll files from random websites. Doing so is a security risk!
I'm not going to be downloading random .dll files any time soon so don't worry about that.
I think it's something to do with running 64bit windows 8, it'd be good if someone else running 64bit could confirm this though.
I'll Have A Look
When I get back to my home pc in a couple of days.
A friend of mine has 64bit windows 8, it works on his machine.
This is quite annoying. Of all the programs that I use this is one of the ones that I really need to work. Damnit.
Seems like the default drivers (and even the updated ones through windows update) are no good for running TB.
Had to go to intels website and download the latest drivers manually (the auto-update wont allow me to download them).
If in doubt, update your drivers. Seems to be the TB rule of thumb!
Is usually crap for Windows regarding hardware. They can be years off of the curve if they bother at all. I had a laptop that used a 2007 update that they never had in their update database.
One update that partially disabled my laptop. Had to download the fixed update on another machine and use a pen drive to fix it.
Having a slight issue with using this editor. When I spawn in a light, there's no obvious way to control the radius/strength of the light fixture. When I compiled the map, the entire room was made super duper bright. Is there some flag i'm supposed to set? I think i'm missing something.
you need to add a 'light' key to the light entity and give it a numerical value, something like 100.
(the editor isn't very friendly to people new to Quake editing when it comes to the entities and some of the properties they may need or use. It's a work in progress)
also, make sure when you compile, you also run a light compiler. qbsp only generates the polygonal hulls of the map, you also need to run a light compiler on the bsp to generate the lightmap.
may be of help if you are still confused!
I used Darkplaces with RT shadows. :)
I already know about the lightmaps generator, I just needed to know about what key to put in, thanks.
These are Bengt's tools: http://user.tninet.se/~xir870k/
Which are still the standard for q1 compiling; very dependable and the tool tips document on that page is full of useful information.
There's also Tyrann's tools, which are more modern / experimental and support detail brushes (more detail without longer vis times): http://www.disenchant.net/
I Had The Same Question A Bit Ago...
Here's two sites given to me in this thread with all the info about the Quake entities:
I always notice that when i'm using Trenchbroom, there's the words "Smart Editor Not Availabe" on the window. Why is this?
The Smart editors are a set of specialized editors for entity properties. Currently, the only smart editors available are the spawnflags editor and the color editor, which is shown if you select a spawnflags property or a color property, respectively.
There are plans for more smart editors for properties such as angle, angles, mangle and so forth, but these are currently not implemented. The editor shows the "not available" message when you select a property for which no smart editor is available.
Can't stop playing around with it. Good job! I'm even considering dropping Radiant for Quake. There's only one thing I can't figure out. In Radiant, you have 2d views which I use extensively for clipping complex curves.
Trenchbroom doesn't have that and without it, I'm kinda lost on how to do it. It does show the coordinates but I'm really missing the grid. There's probably a viable technique for this but so far I haven't found it.
To illustrate my point and make my question easier:
How would one go about creating that arch brushwork in Trenchbroom?
That Really Is A Question For The Users, But
I'd use the 3D clip tool and the vertex tool for this. It really does require some practice to create this kind of architecture in 3D, but it works. One thing that is really different from Radiant et. al. is that in TB, you have to move the camera around a lot.
Maybe necros and others can shed some light... in the long run, I hope someone will get around to making a bunch of tutorials for TB.
Maybe You Could Add A 2D View To Make Such Editing Easier?
As in snap to a fixed orthogonal axis and have a non-perspective view.
Not sure if this was reported, but the editor crashes if you snap vertices and then try to move them around.
Hit 'C' to activate the clipping tool, you can then place up to three point to define the clipping plane.
V activate vertex manipulation, although it can cause microleaks if used as structural stuff and you don't use the snap to vertices action.
Use Tab to lock movement to X or Y axis, and hold Alt to switch to vertical Z axis movement.
With those you can easily make complex geometry fairly quickly.
Trenchbroom allows for much more freeform brushwork.
Which is where the grid mindset becomes hard to shake off. I've been using the editor for months now and still find myself constrained by the habit of thinking in front/sides/top grid terms.
It is worth unlearning that :)
Could you create an issue on github? Please also add steps to reproduce. Thanks.
Done. It looks like this doesn't always happen, though. I've given more information about that in the issue entry.
Good and quick replies, thank you all. It was more a question in general. I'm having some difficulties finding the right words in English. Clipping and free form brush work is one thing, controlling the coordinates is another.
I made this in Radiant:
I was only able to do this by using some math in determining the grid coordinates to make all the curves out of brushes. That's something, as far as I'm aware, that I cannot do in Trenchbroom. I hope this makes sense.
Anyway, I can always build those parts in Radiant and convert to them Quake and import it in Trenchbroom.
It looks like you're already basing your stuff off it.
would it be helpful if you could place a grid plane to help you find the proper coordinates? Is the problem that you can only see the grid where it is already projected onto brushes?
I Made Deck
entirely in TB and I managed to get a lot of curve action going on. You can still apply a 2d grid mindset to working 3d.
You can make any of those shapes shown there in TB quite easily, you can just point the cam directly at it and use brush clipping with the grid enabled to get the same results.
The only thing I wasn't able to figure out was making curved pipes, I'm sure it can be done but I couldn't manage to figure it out. Someone should just make a bunch of prefab shapes to be honest.
You mean a curved pipe like that? http://imgur.com/AQ7eRxa
I did this in TrenchBroom with the help of the grid. Granted, it's not the most curvy thing ever, but it gets the job done. :p
... originally I was going to have my deck map have pipes leading into the different slime pits. but I scrapped the idea after several failed attempts at getting the pipe-work done (though there are some quite primitive pipes in the map in the final release).
The CZG tutorial depends on being able to scale brushes as a whole rather than adjust faces alone.
I've got a map full of right angled pipes, should probably figure out a decent curved pipe construction method.
I'm guessing you used rotation, clip and snap vertices skacky?
Yup. I didn't use the snap vertices command since it's glitchy for me, but I did use vertex editing.
Thanks for the link Ijed. Different math, but the same system.
I've been a dumbass since I didn't realise a couple of things in Trenchbroom. But I do now. Tada!
So this will be my editor of choice for Quake. Can't wait to start making maps.
Btw, I do miss a brush merge option but I see it's already on the list.
everyone has said it better than me already. :)
I will say that it is a little bit awkward doing some brush operations without a 2d grid.
placement within the map coordinate is difficult to gauge, for example. i often put down point entities at the +- 4096 mark so I can keep track of where I am.
I have yet to start a map from scratch in TB, but i suspect the lack of a easily visible global coordinate system would be annoying.
Personally I open my map with worldcraft to see if it's near the boundaries or not. It's also useful to see if I've made some bad manipulations. Now that I think about it, an error report window would be handy.
error reporting is definitely planned. i think i'd just like some extra visualization stuff like being able to see '0 0 0' as well as the boundaries (or even arbitrary boundaries to help me keep a sense of place relative to the map origin).
Necros 4 President
Necros said what I didn't manage to phrase correctly. I take it this would be helpfull then:
would it be helpful if you could place a grid plane to help you find the proper coordinates? Is the problem that you can only see the grid where it is already projected onto brushes?
had a grid plane that ran through its 3d view that also showed you the edge boundaries. Maybe a toggle version of this would suffice?
I think this would come under a general 'helper objects' thing. Maybe including other stuff as well, like a tape measure.
That's on my todo list along with a placeable grid.
I sometimes find myself applying different textures in order to measure things.
Crashing While Using Vertex Tool
I moved my trenchbroom folder to my laptop so I can map during my studies' pasttimes, but whenever I try to use the Vertex tool, a message comes up saying an error has occured, and if I choose "ignore" the map just deletes itself and I cannot make a brush or spawn an entity.
Check the system requirements stated on TBs download page.
Had the same problem, my hardware (gfx-card) was just too old to cope with OpenGL 2.1.
And you need to have the VisualC++ package installed, when running it under Windows. :)
Try Playing With The Instancing Option In The Preferences
Report back if it doesn't help!
Forcing OpenGL Off Worked
TrenchBroom 1.1.0 Released
- Keyboard customization
- Restrict to X or Y axis when moving objects
- Limit face points to integer coordinates
- New duplication options (drag to duplicate and duplicate in specific direction)
- New information bar at top of 3D view
- Moved search field to information bar
- Improved precision and stability of vertex tool
- Select objects by line number
- Brush resizing feels more natural and snaps more accurately
- Autosave when the applicaton exits
- More brush filtering options
- Better performance for view filters
- Clip tool remembers last clip side
- Clip tool adds new brushes to parent entities of clipped brushes
- Clipped brushes remain selected after deactivating the clip tool
- Double click on brush selects all brushes belonging to the containing entity
- Shift + double click on brush to select all of its faces
- Paint selection
- Show entity angle in 3D view
- Camera tracks for point file navigation and center on selection
- Show compass in 3D view
- Buttons for texture flipping in face inspector
- Hotkeys to activate inspector tabs
- Smooth camera navigation with WASD keys
- Customizable texture browser icon size
- Render skip / clip / hint / trigger and liquid brushes semi-transparently
- Numerous bug fixes
220 .map Support?
Wasn't that on the 1.10 todo list? ;)
Even more Kölsch for you!
Thank you Sleepy, you are awesome!
Can't get this to work... bloody drivers!!
I click it and it says "a problem caused the program to stop working correctly. Windows will close the program and notify you if a solution is available"
Probably would be worth me rolling back the drivers and reinstalling.
Could You Please Create An Issue Report On Github
With hw specs, windows and driver versions? Thanks!
I will when I get home from work sure
hope it helps. I have the next few weeks off work, I might try and reformat my machine and freshly install the latest drivers. I need to try this new version, and hopefully make something.
As I wrote in the issue, I can't support the Surface as I don't have access to one. The latest build works in my Windows 8 VM, so I guess it's a driver issue.
It doesn't come up with any insightful error messages either cause windows has always been a piece of crap in that regard.
It won't be a huge bother to reformat probably, I keep my machines fairly stock most of the time.
- More natural snapping when resizing brushes
- Remove limit on maximum mip texture dimensions
- Don't fall back to software renderer on OS X
Finally Had A Chance To Test
sadly I'm using this on the old decrepit laptop that I used to make my first TB map. BUT, it does run TB and this one works too.
I love the changes you've made to this version, I especially love how the entities are now linked showing you what is connected to what (in terms of what it triggers). This is a very UnrealED change that I greatly appreciate.
I would love to see some of the worldcraft texture features (like align to floor and the auto-align tools etc), plus obviously 220 support (more accurate texture mapping ftw).
I will dabble in some map making soon, keep up the good work Sleepy!
and thank god you added the texture viewer zoom options. That is a god send!
Glad You Like It!
Groups And Instances
Hi there, nice job with the editor. I'm thinking it is possible to make a group of brushes and turn ON the instance mode so if I'll change something in one instance it will change in all other instances of this group. Saving such groups to files would be neat :)
Instancing Is On The Todo List
But I still haven't figured out how to make it work well. I have some ideas, but it'll take a while.
Dropping In To Say AWESOME Again
Just dropping by again and snagged the latest update. Much appreciated! I love this tool and its made my willingness for making maps in quake2 rejuvenated. I might have missed it but was there a request ever for colored lights / general lighting previews with this tool?
Either way keep on with the great work!
Quake 2 / Lighting
Quake 2 support is already being worked on for TB 2.0. It's coming along nicely, but it will take a while as 2.0 is a complete rewrite.
Lighting preview has of course been suggested by quite a few people, but it's hard to get right and there are more pressing issues right now. Meaning, it's on my to do list, but not with a very high priority right now.
Surface Pro + TB
Got it to work (dunno how long for), using driver version 220.127.116.1167 from 05/12/2012.
This was from going to settings and "refreshing" the system, not a complete reformat.
There's definitely some driver issues with the surface pro.
It may be a good idea to turn off GL by default, or at least externally. This seems to be causing a lot of the problems I am experiencing with TB and my Surface Pro.
If I try to use the vertex manipulation tool while opengl instancing is active I get this lovely crash -
GL instancing is more hassle than it's worth and will be gone from 2.0 anyway.
Looking For Help
I'm looking for someone to help me out with some icons for TrenchBroom's UI. I need about 10 icons:
I would describe the style as "flat and reduced". Does anyone want to help out? I'll warn you right now that I'm picky ;-)
For the "various" icons, I also need an "Edit" icon.
Flat And Reduced
You mean something among these lines?
Game Setup - don't really know what to put here
View Setup - A widescreen computer monitor
Mouse Setup - A stylized mouse seen from above without any rotation, e.g. the buttons point up
Keyboard - A stylized keyboard seen from above without any rotation.
Add - a plus sign
Remove - a minus sign
Path - don't know
Save - a flopyy disk of course ;-)
Delete - a trash can?
since it's gpl you could just pick from the many free icon sets. I had good experiences with iconfinder.com
Some from that link above.
I love drawing these things, but then again, why reinvent the wheel every time?
They should all have compatible licenses afaik.
wxWidgets 3.0 is out now, wasn't there some issues where you waited for it?
for the update! That's great news. I was already using wxWidgets 2.9.5 which resolved many of the issues I was having.
How Do I Compile The Maps I Made With Trenchbroom?
thanks for those tutorials, but I already figured it out.
Sorry To Bother...
...But I'm having a bit of an issure with the light entity in trenchbroom.
I want to make a lighting affect like this: http://i.imgur.com/m1EbAhU.jpg
But I get this: http://i.imgur.com/hagirQu.jpg
Any idea how to fix this?
Try going into the light entity and click the plus sign, then name the key "wait" or "delay" without the quote marks. And change the values a bit.
Try wait 5, delay 0 and light 500. That might make a bright light with a small radius.
It worked! but I'm wondering how I'm supposed to get lighting styles in trenchbroom. (this might be the last time i'd bother asking here for today.)
is key. A lot of the compilers will come with info in readme files on different settings you can add to light entities.
That's how I found out that setting. Make a few different test maps too, nothing beats testing your ideas for different results.
Nvm, I just found out how to do it, but thanks anyway!
TB doesn't show the values to configure the entities. Open up the source file, either .def or .fgd and it will list how to configure everything.
Also Try Delay 5
Personally I think delay 0 has way too much "reach", it just goes forever. I try to use only one or two in a given area, mostly for fill lighting.
Here is some pretty good info on Quake lighting:
is the default light setting. You must be thinking of something else.
I was thinking about delay 1.
I guess I wasn't yet completely awake.
If only we had this 16 years ago.
Since you've got a Modern Quake Level Editor, Maybe a Modern Logo/Splash could work. It would go perfect on T-shirts to generate awareness and funds. Appeals to the New Gen Level Makers?
let me know if you like it?
It's Too Difficult
To read. It also looks like you've got two seperate logos next to each other.
That does look cool
The broom part looks a little out of place though. I'd also drop the texture and outer glow personally.
ehh, as long as it goes away on it's own when the editor's loaded.
I'm Making Something
Cool! But if you want more feedback, it's best to post screenshots in the "Screenshots & Betas" thread.
Thanks! I'm glad you like it so far!