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.
Anon Demands Features!
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!
Yeah It's Annoying
Create an issue for it.
Is the func_door_rotating in Hexen 2 supposed to be set differently as they are in other map editors? I cannot seem to figure it out using the origin brush.
Ok, I figured it out. One must use different qbsp to make rotating door to work.
Selecting Only DM Or Non DM Specific Entities
I think I've seen some screenshots of editors that enable you to toggle entity visibility based on their difficulty level/dm spawnflags. I'm trying to finish up my map by making it work in dm too, and I'd like to select all the triggers that don't have the "not in deathmatch" spawnflag set to them, so I could assess whether there are still some triggers that need to be disabled for dm.
In fact, it would be nice to generalize the whole idea: Whenever I select a huge amount of entities (typically with Ctrl+A) and have the entity tab open with all those "multi" value fields and spawnflag checkboxes with squares instead of checkmarks, it would be nice to filter my selection by let's say right clicking the "multi" value field next to the "target" key for example, and then a checkbox dropdown menu would appear at the pointer, where I could select all the values the entities of which I want to manipulate. The same principle would apply for the spawnflag section and maybe even the color section.
So I have two suggestions:
1) Add four more checkboxes in the View "pop-up" menu:
"Show easy skill entities"
"Show normal skill entities"
"Show hard skill entities"
"Show deathmatch entities"
or something along those lines.
2) Implement the above-mentioned idea of filtering a selection
Ok, I lied: a third bonus suggestion:
3) Add one more checkbox in the View "pop-up" menu:
"Show group entities"/"Show groups"/"Show group entity bounds"
or something along those lines. :)
Pretty please! ;; It's always such a hassle to manually hide my groups when everything else can easily be hidden with the click of a button.
1) Cannot be done since spawnflags are not general, but game specific. But filtering by spawnflags may be done in general, yes:
2) Filtering will be done using queries written in a simple query language, see
3) Cannot be done specifically for group entities, but for brush entities in general:
So all of your suggestions are already in our todo list. Thanks!
I've finally started experimenting with layers. Is it possible to rename them? o: With a quick glance I couldn't find anything in the UI or the manual.
Not that I am aware of. Workaround is to move selection to a new layer and remove the old one.
It‘s An Oversight On My Part
There is already an issue for it I think.
Rotfish/ Fish Monter Issue
Having a weird thing in TrenchBroom 2.02... When I put the monster fish in the level, it messes up the monster/kill count in-game. It seems to be counting one fish as two, as I put 7 in the level, but my kill count goes up by 14, and after clearing the map of all enemies it still says I have 7 left in the kill count.
Haven't found reference to this elsewhere unless I missed it.
That's a bug with Quake, not Trenchbroom. This bug is also in the original game.
If you don't want to use a mod, Preach has a fix for it here: https://tomeofpreach.wordpress.com/2017/02/07/fish-fix/
By the way, because this is such a well-known err "feature" of the original game, no-one minds if it's not fixed if you're doing an id1 release.
But It Is Nice To List Fish Count In The Readme
Feature To Save Camera Views?
Has anyone suggested the possibilty of saving different camera views behind hotkeys? That way I could easily fast travel between different places I'm working on the map.
While editing a map, I often go fetch something from another room, and sometimes, when the room is pretty much on the complete opposite end of the map, getting there can be painfully slow, especially using the WASD fly method.
I've sped up the travel process by drill selecting myself through all the clutter obstructing my view close to the entity I need to go fetch and then centering my view to the entity. That way I can travel to the room faster.
Another trick I've used, depending on the situation, is hiding all the entity types that I don't need, which makes the entity I need visible, and I can select it all the way from my location.
The above mentioned tricks do make things faster, but I wouldn't mind the possibility of making things even faster and more effortless, y'know. ;)
That's on their to-do list. I am looking forward to it! Here's a tip: use info_intermission entities and jot down the origin. Then to navigate to them go to
View>Camera>Move Camera to...
enter the origin of the info_null
Warning the map will leak if you put the entity in the void. You could just jot down the origin and delete it.
Meant info_null both time. It can be any point entity really.
Meant info_null both time. It can be any point entity really.
Groups, Adding Vertices And Vertex Brush Creation In 2D View.
Will this ever be implemented? Hexmaker had a really useful feature that let you do this in any 2D view, while setting the initial brush height/length/width with a ruler beside the grid. It was really useful in letting you quickly block out a rough shape for a complex arrangement of blocks in one view, saving a lot of time. It's a lot harder to do this fast and accurately in the 3D view.
Somewhat related, is there a way to add both the front and back vertices to a brush in the 2D views? As it is now I can only add it for one side, then have to go into 3D view for the other.
Lastly, is it possible to group brushes together then make them into a brush entity? It's so useful for complex brush entities and much easier to select them all at once.
Not sure about the vertex functionality in 2d modes.
Take a search through the Git page here: https://github.com/kduske/TrenchBroom/issues
As far as grouping brushes together and making them entities:
Select the brushes you want and press Ctrl + G to make them a group. Now double click the group and you will see all brushes except for your group highlight blue. Now you can select the grouped brushes and make them a brush entity. It's sort of a hidden feature. In this mode you can then double click the brush entity to select the entire thing.
I don't use this often but give it a test drive.
Resizing Non-orthogonal Brush Faces By Distance
I have a room with non-orthogonal walls, and I'd like to make 16 map unit wide trims (see screenshot
I'd like to duplicate-resize the highlighted wall section and drag it precisely by a length of 16 units. Would it be possible to have a distance indicator appear at the pointer when I start dragging the face?
According to the TB manual it should be possible for me to drag the face precisely by 16 units:
The distance is snapped to the current grid size, i.e., if you drag a face by 17.5 units along its normal, it will be moved by 16.0 units if the current grid size is 16. This is useful if you are resizing brushes which are part of a curve because their faces will line up after the drag.
In practice, however, I was unable to resize the face in the screenshot by 16 units, no matter how carefully I tried to drag. (I had made a reference by duplicating the nearby trim and rotating it and was never able to align the wall with it when resizing.) TB seemed to always prefer the other snapping method over the distance method. :'( Did I misinterpret the above quote from the manual or something?
When I use the vertex tool and hover the pointer over a vertex, its coordinates are displayed. Could you make it possible to easily copy the coordinates (without having to resort to typing the coordinates manually to Notepad)?
Could you also have the coordinates display and be copiable when using the face and edge tools, too?
Being able to copy and paste coordinates would be useful for inputting the rotation origin in the rotate tool.