I would first need to check if my particular MinGW installation is common enough.
The supplied libraries in lib/bin/win32 didn't work for me, which is why I had to build FreeImage and FreeType myself, then edit TrenchBroomApp.cmake to use my compiled libraries rather than the repo's.
Other than that I followed the instructions in Build.md (building wxWidgets worked fine). After building, I copied my compiled FreeType/FreeImage/wxWidgets dlls into the binary directory.
I can make the FreeImage_FlipVertical PR, though.
Tried out TrenchBroom a couple of weeks ago, and it works very nicely!
I'd also like to commend it for the good documentation and easy editing directly in the 3d-view. While I understand some people like to have the option of one or more 2D-view simultaneously (Including myself), I've found that I use the 3D for most things anyway now after a few weeks.
Thank you for your hard work, SleepwalkR!
For reference, I'm running the RPM-binary-version on a Archlinux installation. Trenchbroom version is v2.0.0-RC4.
Glad to hear that you like it!
Quake 3 Support ??
Hi, I just found out about your wonderful editor. It amazes me that it took this long for someone to finally come up with a simple yet powerful bsp editor in all these years.
I'm sure this has come up quite a few times already, but are you planning on implementing Quake 3 support in the near future?
Please keep updating this wonderful editor, and thanks for letting noobs like me make great maps :P
Sorry For The Double Post...
but could you tell me how far you consider a final v2.0 release?
I follow Tb2 development closely. If the plan hasn't changed, Quake 3 support is planned for the future but there is no real time frame. I would guess that it is quite a ways off. Sleepwalker is the creator of the program. I am not sure how often he checks func so I figured I would chime in. You can watch the development of TB2 here:
You'll note under milestones they are 98% to a proper 2.0 release.
I am working on video tutorials for TB2 aimed at absolute beginners. I am still writing them but should have all or a least a large batch of them completed by the end of the year.
Okay thanks, looking forward to further updates :)
Does anyone know if it's possible to remap the wasd keys with the arrows, for regular navigation?
Not in fly mode, but when you're navigating the 3d view normally.
I never liked using the wasd keys and always navigate with the arrow keys so this is very counterproductive to me :)
I couldn't find anything in the manual so maybe you guys can help me?
It brings up a window, click the mouse icon/tab.
Down at the bottom you can change the movement keys.
I tried that already, it doesn't seem to work. It is only for Fly mode and even there it doesn't work.
If I change the wasd keys to the arrows like your screenshot, all it does is change select/unselect the 3d viewport.
Arrow keys must be "hard coded" for nudging brushes and such.
Okay I really hope there is a way to remap those keys. I friggin hate the wasd setup, we use azerty here so it is so utterly terrible to have to use wasd.
I really do hope this will be implemented because I like this editor a lot, but right now I can't even do simple navigational things.
Map it to ZQSD? seems about the only compromise :(
Okay, if I change my keyboard setup to US then it is doable. Still, I hope that Kristian finds a way to make them remapable, even if I can't change them to the arrow keys I would still like to change them.
For now I can work again on my mapping :)
If course this does mess up any keyboard shortcuts that use the wasd keys like ctrl+z for undo.
Sorry for the multiple posts btw, seems more like a chat conversation with a helpdesk :D
Have you joined Github? You are more than likely to get a quick response or at least an explanation if you post an issue or request there. Link is above.
I prefer asdf, homerow keys. Much more natural.
I'll sign up to github :)
Problems Compiling Q2 Map
This is the first time I'm trying to compile my map but I keep getting an error when creating the bsp.
This is my compiler setup and error:
I copied the 64bit compiler and dll files from my gtkradiant 1.6 installation. I didn't want to try the newer separate compilers and start simple with the existing one.
Does anyone know what I'm doing wrong?
Thanks on advance :)
Looks like your paths are all messed up but hard to see everything in your screenshot. Looks like you have spaces, periods and weird characters and it could be that.
Under Quake make a new directory called "compile".
Download ericw's compile tools here: http://ericwa.github.io/ericw-tools/
Download Necros' compiling GUI here: https://shoresofnis.wordpress.com/utilities/ne_q1spcompilinggui/
Install ericw's entire folder into your new compile directory.
I think you can put Necros' GUI anywhere you want. Instructions are on the page linked above.
Now you have two options to compile. I suggest Necros' GUI for beginners. Try it. If you'd rather use TB then set up the paths in this new. compile directory.
There's a bunch of things that could have gone wrong with your current setup. Best to start from scratch. ericw's compilers work perfectly with default settings, they are backwards compatible and more up to date than what you have.
Okay thanks, I'll give it a go
Just a quick question, is this compiler also for Quake 2 ??
but can do Hexen2
read the qbsp documentation
Doom 3 Support?
I know Doom 3 isn't as popular as Half-life or Quake but it's still really fun to map for and I like Trenchbroom much more than the alternatives. Is there any glimmer of hope that we will ever get support for Doom 3?
You Can In A Way
TB saves to .map. Make as much as you'd like in TB. Save it. Open in your Doom3 radiant editor. Texture and fill with items/enemies. Compile.
Sounds like a rather nasty workflow honesly :/
It would be nice if the author of trenchbroom would clear it up if Doom 3 support is something we will ever get and if not then the reason he doesn't care to include it.
Ya It's Not The Best Solution For Now
I wouldn't expect him to, at least for a good long while. He has a long list of features he's talked about implementing for Quake that I'm sure he is more interested in working on for now.
Any examples of the new exiting features that are coming for Quake?
You can check out the milestones at Github here:
Right now they are working on 2.0.0 and it looks like 2.1.0 is chugging along.