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Posted by SleepwalkR on 2013/03/01 18:37:12 |
Today I am releasing TrenchBroom 1.0 for Windows and Mac OS X. TrenchBroom is a modern cross-platform level editor for Quake.
Features
- True 3D editing, no 2D views required
- High performance renderer with support for huge maps
- Vertex editing with edge and face splitting
- Manipulation of multiple vertices at once (great for trisoup editing)
- Smart clip tool
- Move, rotate and flip brushes and entities
- Precise texture lock for all operations
- Smart entity property editors
- Graphical entity browser with drag and drop support
- Comprehensive texture application and manipulation tools
- Search and filter functions
- Unlimited undo and redo
- Point file support
- Automatic backup
- Support for .def and .fdg files, mods and multiple wad files
- Free (as in beer) and open source (GPLv3)
- Cross platform (Windows, Mac OS X and Linux supported)
Check out a video of TrenchBroom in action here.
You can download the editor here.
If you would like to give feedback, please do that in this thread. If you find a bug or have a feature suggestion, please submit them at the issue tracker.
If you are wondering where the Linux binaries are then sorry, but currently there are none. The Linux version has a few problems which I could not fix before this release. I will get working on those right away so that the Linux version should be available in a couple of weeks, too.
Finally, I would like to thank necros for all his work over the past year. Without his tireless efforts, TrenchBroom would simply not exist. Or it would suck.
Alright, enough of this. Have fun with the editor!
Update: 2.1 here:
https://github.com/kduske/TrenchBroom/releases/tag/v2.1.0-RC1
Features "cool shit". |
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 King Of The Outdated Drivers :D
#188 posted by - on 2013/03/05 10:47:38
 You're Missing Something
#189 posted by RickyT33 on 2013/03/05 10:48:30
A paypal donate button on the main Trenchbroom page.
 No-one Has Asked The Most Important Question...
Why is it called Trenchbroom anyway?
 Necros
#191 posted by ijed on 2013/03/05 11:17:06
Ah, I forgot about Quark. Only used it briefly since I started with WC. Tree view sounds about right.
Maybe to mitigate the downside new logic entities could be offset 16 units, even though they're not seen.
 Paypal
This is just a hobby for me, and I'm happy if people like the editor (and use it to create maps). I doubt I'd get a lot of money from it, and I don't really need it, either. Not that I'm rich, but I have a job that's paid well enough to support me and my family.
 FifthElephant
Nobody has asked because these crusty Quake senior citizens already know the answer.
Back in the day, one of the most popular and respected deathmatch map review sites was RAMSHACKLE. You can view an archive of the site here: http://bit7.org/quake/mirrors/ramshackle/
The author of the reviews, Jeff Yost, was quite fond of using the term 'Trench Broom' to describe the double-barreled shotgun. Of course, the phrase has its origins elsewhere, but Jeff placed in the collective Quake consciousness via his entertaining reviews.
 The Name
The name "TrenchBroom" is in reference to The Ramshackle, a Quake DM map review site by Jeff Yost. He kept referring to one of the Quake weapons (either the Shotgun or the GL) as "TrenchBroom".
I like the sound of the word, also it's rare enough that it's google friendly, and it references a Quake website that has been defunct for > 10 years now.
What's not to like?
 Entity Properties
#195 posted by Toomaa on 2013/03/05 11:55:11
First of all, good work with the editor! I love the simplified 1-view only interface.
So, I decided to make something for Q1 again after 10+ years and one thing that confuses me are entity properties. I know I can add new keys, but shouldn't there be some predefined keys for let's say trigger_once? Is there any way to find which keys a specific entity has?
 Edit: Entity Properties
#196 posted by Toomaa on 2013/03/05 12:03:02
Ok, I was lazy and didn't bother to read previous comments.
Only the last question remains: Is there any way to find which keys a specific entity has? Or should I check other editors for reference?
Thanks and keep on with the work :)
 Toomaa
Right now, this information is not displayed in TB. I plan to greatly improve entity editing support, but it will take a while. For now, you can open the Quake.fgd file and look at it.
 I Have The Answer To The Duplicate Dilemma.
It also brings about a decent productivity boost.
Firstly, the answer to the question of whether or not to translate an object created by using the standard duplicate operation is quite obvious. You should always move it away from the original object. Don't get me wrong, I fully understand why people want it to remain in place for faster re-positioning, but I don't think this is the answer - the danger of leaving objects on top of each other is too high. Yes, if you're paying attention you're fine, but there's always a chance that you'll hit duplicate accidentally (or repeatedly), or that you'll get distracted for a while and forget you've cloned the object when you return. You are then left with unwanted brushes which you will not be aware of - as far as I can tell, brushes in TrenchBroom don't z-fight if they are placed on top of each other either (even if they have different textures applied). This makes it impossible to know there's a problem if you're not looking for it.
Mr Fribbles, I don't want to hear problems, I want to hear solutions!
OK, here's the answer (or a suggestion, at any rate): an additional set of commands (and corresponding shortcuts) to duplicate and offset the selected object(s) in one go. I would suggest the hotkey set listed below (opinion alert, I'd also remap some of the current ones!)
LEFTARROW: move object left
RIGHTARROW: move object right
UPARROW: move object forward
DOWNARROW: move object back
CTRL+LEFTARROW: rotate object left
CTRL+RIGHTARROW: rotate object right
CTRL+UPARROW: move object up
CTRL+DOWNARROW: move object down
CTRL+SHIFT+LEFTARROW: duplicate object and move the clone left
CTRL+SHIFT+RIGHTARROW: duplicate object and move the clone right
CTRL+SHIFT+UPARROW: duplicate object and move the clone up
CTRL+SHIFT+DOWNARROW: duplicate object and move the clone down
Naturally you'd offset the object by the current grid amount (if snap to grid is on). If grid snap was off, pick your poison (a sensible default distance, or perhaps something clever such as offsetting the object by its width in the chosen direction!)
 Hmm
Maybe the entire concept is not so good. Maybe it would be better to always duplicate objects just by dragging them, e.g. Ctrl+Drag will create a clone and move that.
OTOH, I wanted to use Ctrl+Drag to select multiple objects in a future version. But that could still be achieved if the drag starts with an unselected object. If it starts with a selected object, the selected objects would be cloned.
 Frib
I could add keyboard shortcuts as well, of course.
 Let's Try That Again
(Because I done fucked up!)
LEFTARROW: move object left
RIGHTARROW: move object right
UPARROW: move object forward
DOWNARROW: move object back
CTRL+LEFTARROW: rotate object left
CTRL+RIGHTARROW: rotate object right
CTRL+UPARROW: move object up
CTRL+DOWNARROW: move object down
SHIFT+LEFTARROW: duplicate object and move the clone left
SHIFT+RIGHTARROW: duplicate object and move the clone right
SHIFT+UPARROW: duplicate object and move the clone forward
SHIFT+DOWNARROW: duplicate object and move the clone back
CTRL+SHIFT+LEFTARROW: duplicate object and rotate clone left
CTRL+SHIFT+RIGHTTARROW: duplicate object and rotate clone right
CTRL+SHIFT+UPARROW: duplicate object and move the clone up
CTRL+SHIFT+DOWNARROW: duplicate object and move the clone down
Combine these with well chosen grid settings and you will be an unstoppable Quake editing beast of righteous fury.
 Why Not Just
#202 posted by Kinn on 2013/03/05 12:38:49
have "duplicate offset" in the options menu
That way, (most i think?) people can set this as (0,0,0), whilst others who prefer it to be offset can give it a different value.
 Oh Wait
#203 posted by Kinn on 2013/03/05 12:40:24
Maybe the entire concept is not so good. Maybe it would be better to always duplicate objects just by dragging them, e.g. Ctrl+Drag will create a clone and move that.
OTOH, I wanted to use Ctrl+Drag to select multiple objects in a future version. But that could still be achieved if the drag starts with an unselected object. If it starts with a selected object, the selected objects would be cloned.
this sounds like an even better idea.
 RE: RE: Paypal
#204 posted by RickyT33 on 2013/03/05 12:47:02
Well I read the 'free for beer' part, and thought 'Well, I can't buy him a beer directly - where do I donate?!'. And I actually went looking for the Paypal donate button. But there was none. So....
If I thought of it, others must have (surely :)
Maybe there'll be a few beers in it for you if you give us the means to buy you one!
You see I tried the editor, and I was so impressed and excited that it's a live project, I thought it WAS worth a beer.
 Hmm
Fribbles, I think your proposal will interfere with other actions which are done using the arrow keys. Also I don't like the clone + rotate options because it can create the same problem as duplicate in place if the brush is symmetric. Also I'm not sure how often it's necessary to clone + rotate in place. And it's not much more work to clone-drag, then rotate.
 Beer
Is always welcome, and if any of you guys is ever in Berlin (or I am near your place), you can buy me as many beers as you like (and I can drink).
 SleepwalkR
I know I'm late to the party, but I wanted to thank you for making this, porting it over and continuing to support it!
This editor is full of win. I'm waiting till I have more time to fully dive into it (ok, full disclosure, I also really need the free fly mode before I can really get into it - I'm just too accustomed to it because of Radiant and my editor at work).
There's a lot to like here though! Quite frankly I'm amazed at how slick and easy to use this is. Top shelf!
 SleepwalkR
Yeah, the last commands are just fruity bonus ones (although I do use the dupe + moveup/down a fair bit at work in our editor). I understand that some of what I proposed differs from or conflicts with the current paradigm.
Another limitation/difference you will note is that I favour moving the objects up/down using CTRL+UP/DOWNARROW which conflicts with the rotation commands in TrenchBroom. My reasoning is that moving up and down is a much more common activity than rotating up/down.
Of course, if the actions are there and can be remapped by the user, everybody wins.
 Frib
Thanks, I'm happy to hear that you like it. Flythrough mode will happen in 1.1, due in a couple of weeks.
And you will be able to customize the keyboard in 1.1, too, so there's no point in discussing the current selection of keyboard shortcuts ;-).
 Hah!
I'll keep my stupid suggestions to myself then. (Oh yeah you wish!) Here's a few more random thoughts and what have you.
Copy/paste transform
Useful for quickly repositioning objects or replacing stuff. "I want that thing over here." As you expect by now I offer key combo suggestions!
CTRL+SHIFT+C = copy transform of currently selected object
CTRL+SHIFT+V = paste selected object to saved transform
Gizmos and widgets
Stick to your guns and find the right solution for TrenchBroom. Let's be real and admit that certain things (such as small movement manipulators and fully mouse driven camera controls tee hee) can waste time and reduce productivity.
Mouse wheel to resize stuff
Just a suggestion. Get rid of the mouse wheel to zoom the view, and make it resize the brush according to the currently selected face. For example, select a face and mouse wheel up/down would effectively move that face positive/negative along its normal or the closest axis, whatever. Wheeeee! (The current method is fine, just for fun and freestyling.)
Texture flip request
Please make the flip operations work for the currently selected face (that is, change the scale to -1 (or negative<current value>) horizontally or vertically, whichever was chosen. Toggle it back to positive if it was already negative. Do this and you may genuinely never need to use the texture dialogue to enter manual offsets which would elicit a loud and hearty FUCK YES from everyone who ever used a level editor.
 ><((((�>
Ok, two more things and then I'll shut up for the night.
Selecting objects
Area select would be welcome of course, but please additionally consider paint select (both for brushes and faces) ala GtkR because it's just so fucking good.
Toggle brush outlines
Apologies if this has been mentioned (or can already be changed), but is there a way to toggle the white brush outlines? It's useful and I'd prefer to have it on most of the time, but sometimes I'd like to be able to turn it off to get a better idea of how things will look in game (or to see how well certain faces/textures sit with each other at the very edge, without the visual distraction).
#212 posted by JneeraZ on 2013/03/05 13:51:21
In terms of the duplicate argument I guess this is one time where I wouldn't be too opposed to a checkbox in the preferences:
[ ] Offset duplicates?
Then it either offsets based on your grid settings or it doesn't.
There seem to be strong opinions on each side of that one.
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Website copyright © 2002-2025 John Fitzgibbons. All posts are copyright their respective authors.
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