 Frib
The new copy and paste code is in the 1.1 codebase, sorry.
 Willem
In 1.1, paste will just paste in the original position (if nothing else is selected). I like your idea and will try it out.
 I Love You! Awesome Editing Tool!
#240 posted by Skiffy on 2013/03/05 14:30:30
Way to go! I am all about good tool pipelines for game development. Imagine what folks would have done back in the day if the developer tools allowed such an intuitive environment for level authoring. This rocks! I cant say enough how much I appreciate this project.
I have a big soft spot for the older retro games but I have become spoiled by the likes of UDK and unity for level editing. Going back to the old editors lacking a proper 3d editing environment is a big hurdle these days. We are so used to more polished programs.
I think you might just have injected new life into the older titles sir! If you add quake 2 support "KMquake2 entity support would be even better" then I would be lost for months on end making new content for that game.
Cheers and keep up the great work!
 Skiffy
Thanks, and Quake 2 and Quake 3 support is on my todo list. Quite a number of people are asking for it, so I guess it will happen rather sooner than later.
I don't know about KMquake2, is it a mod? If so, all you need is a proper entity definition file (TrenchBroom will load .FGD and .DEF files).
 Well
I mean to write "all you WILL need", because I'd have to do Quake 2 support first.
 KnightMare
#243 posted by ijed on 2013/03/05 14:36:13
Is a Quake2 mod, one that adds a massive amount of stuff.
#244 posted by Razumen on 2013/03/05 15:14:51
Quake 2 and 3 are on my todo list. You're the second person to ask for Hexen 2 support. I have no idea what would be necessary to support that game though. But I'll look into it once I start supporting other games.
Thanks! The H2 community is pretty small but we'd all really appreciate it. I don't think there is that much of a difference between the engines, but I'll see if I can find any necessary details myself.
 Razumen
Yes, that would be helpful. When the time comes, I can also talk to Ozkan Sezer, who develops the uHexen2 engine.
 Texture Alignment
If anyone is wondering (and is making odd or very angular geometry) I have found the texture alignment on Tyr's tools to be more accurate when you use the -oldaxis command line argument on the bsp program. Dunno why this is though...
 Yes
Maybe we should mention this in the docs:
- In txQBSP, you must NOT supply the -altAxis argument for TrenchBroom.
- In Tyrann's tools, you must supply the -oldAxis argument for TrenchBroom.
The reason is in the method to select the projection axis for the textures. I'll add this to the issue tracker so that we can add it to the docs.
 KMquake2
#248 posted by Skiffy on 2013/03/05 17:25:54
Well its a recompiled quake 2 engine with tons of extra features added. Indeed it has the .FGD and .DEF files setup. Well sir you had my curiosity now you have my attention.
Cheers!
 Thank You!!!!!
#249 posted by mechtech on 2013/03/05 17:34:17
Time to put away the Hammer and pick up the Broom.
Just when it seems like things are slowing down around here. Out comes all these wonderful new toys.
 Shit
#250 posted by Orbs on 2013/03/05 19:29:10
i read this thread lsat week and thought hmm that might be an editor suited for me, Dl'ed it installed crashed checked the req's dl�d MS c++ crap, found out already had that installed. Then i see videocard drivers mentioned and im currently using my Mobo's gfx, meh (burned my gfx card on diablo3)
 Quake.fgd
#251 posted by negke on 2013/03/05 20:03:31
Just noticed it's missing at least two standard entities: viewthing and misc_noisemaker. I suppose hardly anyone ever uses them, but they should be included still.
 Aren't
#252 posted by ijed on 2013/03/05 20:20:16
They both debug entities?
 Yes
#253 posted by negke on 2013/03/05 20:25:08
They are.
 Fair Enough
#254 posted by ijed on 2013/03/05 20:37:15
 Negke
Would you be so nice? Just send me the definitions in an email so that I can add them to both FGDs.
 Orbs
It requires OpenGL 2.1 and GLSL 1.2. I should do a better job of detecting these things and not crashing, though.
 AFAIK
#257 posted by ijed on 2013/03/05 21:39:26
These should work;
@PointClass size(-8 -8 -8, 8 8 8) color(0 255 0) = misc_noisemaker : "debug entity" []
@PointClass size(-8 -8 -8, 8 8 8) color(0 255 0) = viewthing : "fake player" []
 Thanks!
 Should They Have The Appearflags Baseclass?
The Appearflags base class adds spawnflags for skill levels. Or should they have any other properties?
Also, should they also be added to Quoth2.fgd?
 Ah
#260 posted by ijed on 2013/03/05 22:55:26
I cobbled those together, removing the baseclass since the fgd I took the syntax from has more involved baseclass' for various things.
I'm guessing you want these for entity hacks negke?
 Excuse My Noobiness
#261 posted by Orbs on 2013/03/06 00:23:44
I kind of know what opengl is, i dont know if my card supports 2.1 though, how do i find this out, should the manufacturer list this? Never heard about GLSL at al, same kind of thing? Something your gfxcard either can handle or not?
 @Orbs
#262 posted by quaketree on 2013/03/06 01:28:37
Basically if your cards original specs say that it can handle games with Shaders v2.0 then you "Should" be able to run this. It won't break anything to give it a try and see if this will run on your PC. In my case it stopped right after the console said something about loading shotgun.mdl.
You may need to update the video card drivers so that the card can handle Shaders 2.X but that's a software upgrade and I can't think of a reason why a 2.0 piece of hardware wouldn't be able to handle 2.X with the correct drivers.
Without more information this is as good as it can get as far as help goes. If you have a year of manufacture, make and model number of the original PC (2005 Dell abc201 for example) then maybe you can get more assistance here. If you added a gfx card on your own then you need to go to their web site and find the latest driver package applies to that card. Note that it will probably be either Nvidia or ATI\Radeon based so even if you get a card from a third party they should still be able to use their drivers (but perhaps not their consoles but that's usually not a problem as most installers give you the option to not install those anyway and just install the drivers instead).
|