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.
Creating Custom Axes Of Rotation
Could it be made possible to define your own axes of rotation (see the illustration
I sketched with Paint).
In the drop-down menu, where the user can choose the axis (x, y or z) about which to rotate the selected objects, an additional selection of "user defined" etc. could be added.
After having selected "user defined", more options would appear on the rotate tool (see illustration), with which the user can type in the two points that define the rotation axis. Alternatively the user can set the points by clicking on the map. (It would be nice if the center of rotation, too, could be set with the mouse, btw.) :)
This release contains a few bug fixes. It also fixes a major memory leak and a few crash bugs.
De-coupling Wads From Quake Mapping
Is there any way that we can add mapping for Quake without the need for wad files? Iterating textures while working on a map is a pain by having to use TexMex, there's no need for an outdated and unsupported piece of software to be required in the tool chain.
TB2 supports Q2 mapping and that doesn't use wads, why should Quake in 2018?
Trenchbroom is one of the nicest pieces of software that I've ever had the pleasure of using. Thanks to SleepwalkR and other contributors for all of their work on it.
Disabling The Red Hue When Setting Textures
I'm quite indecisive when it comes to choosing a texture and I like to preview a lot of different alternatives before making up my mind.
To better see what the texture choice looks like in a room, I always have to deselect the faces to get rid of the red hue the selection gives to the textures (and also the red face edges).
Then, when I'm done assessing the the texture choice, I have to press undo a couple of times until the faces are selected again, so I can select another texture. It's kind of a pain.
I would really appreciate making it possible to toggle the red hue and edge lines on/off, so previewing texturing would become a breeze.
Thanks for all the hard work you've put on the editor. I might not be mapping for Quake if it wasn't for your editor. :)
You should file an issue for this on GitHub.
After you type a value in a key-value pair box and hit Enter, can you please please please make it so hitting enter escapes the mouse / focus from that box??
Every single time I do this, I then hit something on the keyboard to move the camera or whatever, and overtype my light value with S or my mangle with D or whatever. I don't think the mouse focus should automatically go back to the editor view, just out of the damn textbox so when I hit a key, nothing happens rather than b0rking my text entry...
The property editor is optimized for quick entry of multiple key values. It is also impossible to separate mouse focus from keyboard focus with wxWidgets. Sorry, but I‘m afraid you‘ll have to get used to clicking the mouse in the 3D viewport.
I'm used to mangle = sd , it will be a staple of any of my future mapping ;)
Contains plenty of bugfixes. Available on github as usual: https://github.com/kduske/TrenchBroom/releases/tag/v2.0.4
TrenchBroom 2.0.5 is functionally equivalent to 2.0.4, but was necessary to fix the macOS build scripts: https://github.com/kduske/TrenchBroom/releases/tag/v2.0.5
Even though I don't actively use TB, I still install every new version. Much appreciated how you continue to work on and improve the editor and to see what people create with it.
Thanks must also be directed at ericwa, who not only contributes features and fixes, but also carefully checks my code (and catches lots of problems). His contributions, and feedback from the community, are very motivating.
I've always called him Quake's MVP!
with a finger in every pie.
Thanks sleep and eric. Some good fixes in this release - especially happy about the move brushes to world change.
Thanks For The Update!
Trenchbroom is a really nice editor and makes soo many things about a billion times easier than they were in Worldcraft (as amazing as WC was in 1997, it barely runs any more).
Thanks especially for fixing that quirk of moving brushes to worldspawn. I also wish there was a way to disable selection of worldspawn when double clicking on a regular brush, since I never actually want to select it, but frequently do select it by accident.
I'll probably submit a bunch of suggestions to your github after I've spent enough time using the editor.
Looking forward to your ideas (and your new maps)!
Please finish that one dmrmx map - or you know, do whatever
for this amazing piece of software!
It is no wonder that it set a milestone for Quake mapping.
Always nice to hear from a satisfied user ;-)
I think that ctrl+z will deselect all worldspawn brushes and just leave your desired brush selected. A lot of things are really intuitive in the editor and end up working almost like you'd think they would.
Could you consider adding a way for users to define shortcuts for creating entities from brushes? For instance, select a brush and press alt-d to create a func_door.
I've been back on TB2 lately and want to make some suggestions for ericw and Sleep. Since func has been a bit slow lately I wanted to discuss here and see if anyone else has ideas before I submit an issue.
In no particular order:
*would like to be able to switch a selected entity in the 3d window by clicking on a different entity in the browser. Bonus points for a modifier key to keep the angle/targetname/target fields from the prior entity
* small UI thing: scroll wheel or arrow keys in search boxes to invoke search history (as in Atom)
* big thing (for me) I hate having a lot of textures to scroll thru. So much so, that I make custom minimal wads when I map. If the texture browser consolidated animated textures into one texture this would help with clutter, organization and prevent mappes putting the wrong texture on a button. Not sure how you'd handle situations where you want the "wrong" texture on the button.
I am well aware that Sleep wants to focus on "big ticket" bugs and features. But I don't think there's harm in asking. Also, I'm hoping experienced coders in the community twill lend a hand with TrenchBroom development. Sleep and ericw can only do so much and TB is well worth the effort!
De-couple TB2 From .wad Files IMO
I'd love to see TB2 support folders filled with textures rather than .wad files tbh.
Working on projects where the texture files change a lot is a real nightmare for having to pack/re-pack .wad files, also I dislike the fact that we're still reliant on external programs like Wally and TexMex.
would like to be able to switch a selected entity in the 3d window by clicking on a different entity in the browser. Bonus points for a modifier key to keep the angle/targetname/target fields from the prior entity
This sounds like a useful thing in theory, but I am afraid it may lead to a lot of inadvertent changes when you browse through the browser and click on something without being aware that you have entities selected. But it may be worth a try.
small UI thing: scroll wheel or arrow keys in search boxes to invoke search history (as in Atom)
This should go on the issue tracker, but it's a lot of work for a rather small feature (gotta write a custom search box that keeps a history and handle scroll events).
big thing (for me) I hate having a lot of textures to scroll thru. So much so, that I make custom minimal wads when I map. If the texture browser consolidated animated textures into one texture this would help with clutter, organization and prevent mappes putting the wrong texture on a button. Not sure how you'd handle situations where you want the "wrong" texture on the button.
The problem I see here is that this is very game specific. But it may be possible to generalize this into a feature where all textures which satisfy a certain condition are collapsed, and the condition could go into the game config.
All of these features are UI polish and currently not very high on my list (as you noted). I want to concentrate on expanding the user base by supporting more games. This goal has again been delayed somewhat by pushing Quake 3 support into 2.2, which we had to do so that we could get the other changes of 2.1 out the door sooner.
Fifth, you can already use loose texture files, you just need to add a custom game config. I plan on documenting game configs for 2.1 in the manual, and to add a generic config that uses loose files and doesn't contain any game specific stuff.
I appreciate the reply and the reasoning too. Sometimes we non-coders have no idea how much work is involved for these little asks. :)
Despite appearances, I appreciate all feature requests and bug reports ;-)
But it's hard to balance it with the greater picture and vision for TB, which is heading from pure Quake 1 editor into a more generic direction to expand the user base, and hopefully, the number of contributors.