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 Iterating textures while working on a map is a pain by having to use TexMex, there's no need for an outdated and unsupported piece of software to be required in the tool chain.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.