Files *Required* For TrenchBroom
The editor and compiling tools depend on some additional files from Microsoft: Visual C++ Redistributable for Visual Studio
Both the 2013 and 2015 versions.
Install both of these - even though they are quite similar
- you'll need both
. After that you should be good to go.
Very cool coverage and insights. I had no idea it dated back to 2010. Wow.
Compiling Tools For Mac OS X?
Any idea where to download map compiling tools for mac? I can only find tools for Quake 1 but not for 2 :/
Oh sorry that's for Quake 1, I misread your question.
Open Multiple Maps?
I'm one of those mappers who likes flipping back and forth between a map I'm working on and maps I'm referencing. Is this possible or can I only open one map at a time?
Depends On The Platform
On Mac and Linux, this is not a problem. On Windows, TB is a single document interface app, meaning you can only open one map at a time. But to offset this, you can open multiple instances of TB for different maps on Windows.
I usually have 2 TBs open, you can copy-paste from one to the other, so it's basically the same as having two maps open.
I got a notification that my feature request (targetname autocomplete) was closed on the issue tracker. I assumed it was being put on the backburner for the drive to expand the range of supported games. So you can imagine my surprise and delight to upgrade to the release version and find it present! It's already proved valuable in creating one short map hack, so thank you for this and all the rest of the work on the editor.
Please Thank Ericw
He implemented it, I only reviewed it.
Not Sure If This Is Something I Caused Somehow
But the info_teleport_destination model
is displayed about 32 units underneath the the entity's bounding box.
No that's normal. Set in the FBD that way I believe. Not sure why. Don't go by the model. Go by the Bbox and you're good.
One thing the QuakeC does is moves every info_teleport_destination 32 units upwards from its starting point. I guess that the bounding box is accounting for this but the model isn't/can't?
Is there no hack to bring the model in line with the bbox? Kind of annoying to look at.
There might be a sensible way, if it bugs you enough to accept a local fix you could: create a copy of the player model that's raised by 32 units, then reference that copy of the model in the FGD definition of info_teleport_destination.
I’ll probably try that. Thanks Preach.
May I Suggest A Quality Of Life Improvement Here
or would you prefer I rather make a post in the issue tracker?
It's not too important, just a separate memory if you will for "open wad" vs "save map"
I find that I reflexively save a map only to find it in my wad folder from when I opened the wad for it.
Still loving TB2. Thank you!