Please @ me when you tweet about them so that I can retweet.
Ahh it might be a folder issue ...I'm definitely NOT in the Quake directory with everything.
I forgot to process the audio before uploading. It's not as "crunchy" sounding as usual. :(
TB really seems like a more powerful editor than a Hammer derivative like JACK. Looks like it's just generally easier to create simple and more complicated geometry.
is how I like to describe it. Once you learn the kb shortcuts and UI you can really fly. I create 100% of my brushes in 3d. Only use 2d to align entities and to inspect my brush alignment.
Yeah That's Probably A Better Word
I wonder how it compares to Radiant. Radiant has always looked like a foreign language to me, yet I believe Sock uses it and he creates such massive, complicated designs. I feel like the kinds of things he and several other mappers create for Quake are outside the realm of possibilities for a Hammer derivative map editor.
Was a huge inspiration for TB. QERadiant, that is. I used QERadiant for my own mapping after I had started out with Worldcraft. In WC, you spent most of your time switching between tools, whereas in Radiant, you could do a lot of things without these "mode switches". My speed increased a lot once I got the hang of it.
In TrenchBroom, I have tried to recreate this fluidity. The most common operations should be easy and quick. You should be able to manipulate objects directly, without strange gizmos like in popular 3D packages. And you should be able to do everything in 3D if you want. That's why the 2D views came much later - they are there because some things, such as proper alignment, are easier to do in 2D.
It makes me happy to hear TB described as "elegant", because that confirms that we got things right in many aspects. Granted, not everything can be easy. Sometimes you do need gizmos, e.g. for rotation. But the bread and butter cases should be easy and quick.
I feel like the kinds of things he and several other mappers create for Quake are outside the realm of possibilities for a Hammer derivative map editor.
Note, I'm not aligned with any one editor but... do you sincerely believe that?
I'm just thinking of some of the most amazing HL2 maps/mods I've played, all built WITH Hammer, and then trying to make sense of your comment.
There is literally nothing that you can do in TB or NetRadiant or Jack that you can't do in any of the others. In all those editors you have the tools to make any convex brush, they all now do Valve220 texturing, and that's all you need. The only difference is the efficiency of the UI. From personal evaluation of all three I still believe Radiant (the latest version of NetRadiant) is the daddy in terms of raw speed of banging things out, but I haven't had a look at TB in quite a while, things may have changed, I dunno.
Let's move to general abuse.
Does TB 2 Have Hammer's ALT+RMB Texture Transfer Yet?
Episodes 7 & 8
You can select a face with Shift and then Alt-click any other face to apply the selected texture. AFAIK you cannot paint a bunch of textures all at once from the selection.
That may have changed? If so I missed it. Is this what you mean?
That he's referring to Hammer's texture wrap function. It's a really neat feature that allows you to wrap textures around faces a brush seamlessly.
Ahh I see. Yes I think Muk0r added a request for this on the TB GitHub a while back. Not sure if it's in or planned.
There have been some additions to the Valve 220 format mode which I have not tried yet.
Is there documentation on Valve 220? I keep hearing that term thrown around and I don't know what it means in relation to other map format versions.
Texture wrapping works in TB, just select a face and alt-shift click a neighbouring face (or alt-ctrl? All these shortcuts are stored in my muscle memory and not my brain), it's pretty awesome.
Time to download TB again.
Just to be clear, this obviously only works in valve220, but I wouldn't recommend anyone use anything other than valve220 at this point.
One thing I've noticed you do is that you don't really explain why you do set up something a certain way. For example, you don't explain why you should pick "standard" for the map type as opposed to "valve". You don't explain why you need to keep your Quake dev folder in the root of a drive. You just kind of tell us that this is how you do it, but it would be helpful to understand why it must be that way, or if it can be changed in some circumstances.
I think since the tutorials are for beginners, the idea is to not flood them with too many technical considerations and options, and get them mapping and using the tools as fast as possible.
If you stop to explain everything you'll probably lose people as you go.
Bal is 100% correct. The tutorials are for beginners and every decision starts there.
Also I had originally planned a 9 part series of Quake 101 videos that explained everything in detail before one brush was laid down. Sort of a lecture series. I wished I hadn't dragged my feet on those. (I blame the Xmas Jam!) Once Sleepwalker told me 2.0 was imminent I changed focus.
The reason I haven't mentioned Valve 220 yet is when I started these there were still issues with it. Those are fixed now. When I get to the texturing video I will explain all that. If the user is making a standard map they can convert it easily with ericw-tools.
After watching a couple of your tutorial videos I got the urge to make a quake map again. Didn't have this feeling for many years.
Everything is set up and working. We will see what comes out of it.