 Grid View Feature.
#394 posted by deqer on 2013/03/09 05:12:48
I agree, hakkarin. A grid view switch would be nice.
I used the "F" hotkey a lot, in Quest editor. Because the "F" key would switch to flat grid view, and/or switch back.
The grid view made many things a lot easier and quicker to do.
Easy for author of TrenchBroom to do? Perhaps. The grid view would just be the same as the 3d view, but be FLAT. Basically just rotate/snap camera to a 90-degree angle for a "forward view" and then display flat frame/layer of the 3d view as a 2d view--and you still have same functionality as before.
#395 posted by necros on 2013/03/09 05:15:55
There is something to be said for an orthogonal projection, maybe...
 Necros
What map textbox is bugged?
 Textbox Bug
#397 posted by deqer on 2013/03/09 08:22:11
He's referring to the video "Compiling a Map", where I used a 3rd-party tool for compiling and in that tool there is a way to select your *.map but it also provides a textfield. Most people would click the "..." button, but I tried to type the path directly into the textfield, but the path didn't save--didn't select the map file.
 I Haven't Tried (yet?)
#398 posted by megaman on 2013/03/09 12:24:10
but goddammit, fucking awesome work!
 Spiral Staircase
#399 posted by deqer on 2013/03/09 12:40:37
TrenchBroom: Create a Spiral Staircase - Experiment
http://www.youtube.com/watch?v=p29wbvatKkY
TrenchBroom: Create/Import Spiral Staircase into TrenchBroom from another Editor
http://www.youtube.com/watch?v=MpGsBb6EPZQ
#400 posted by JneeraZ on 2013/03/09 13:24:46
deqer
I love that you're making videos for the editor but, man ... 25 minutes for a spiral staircase? A little editing/planning would go a long way.
 !!!!!!!!!!!!!!!
#401 posted by Spirit on 2013/03/09 13:30:07
 Spirit
That's the tutorial I used to make curves in my maps. :D
I don't know if the curved pipe tutorial works in TB though, haven't tried it yet. :P
#403 posted by JneeraZ on 2013/03/09 13:51:06
The concepts will work but you can't create cylinders yet so you can't follow it directly. You can memorize the ratios and proportions and use the clipping tool to get the same results though.
 My Videos Aren't Official Tutorials.
#404 posted by deqer on 2013/03/09 19:08:36
Willem, my videos aren't official tutorial videos. I just "wing it" as I go.
Most of my videos are titled to indicate that as well, with titles like "First time." and "Experiment."
As you can see in my second staircase video, I used my old editor to create a perfect spiral staircase in just a few minutes, by using circle brushes.
#405 posted by JneeraZ on 2013/03/09 19:19:32
I know they aren't official. Just passing along some critique for you. I assume you'd like people to watch these since you're taking the time to upload them ... and 25 minutes is a large chunk of time for a spiral staircase video. That's all!
 Curved Pipe Tutorial
#406 posted by deqer on 2013/03/09 19:19:34
Spirit: "http://www.quaketerminus.com/hosted/happymaps/curv_tut.htm"
Nah.
That tutorial looks stupid. Thanks though.
 Willem, I Agree.
#407 posted by deqer on 2013/03/09 19:20:48
I agree, Willem. I'm making a better video now; and it will only be 3 minutes long this time. :)
#408 posted by JneeraZ on 2013/03/09 19:31:28
Nice!
 Willem, I Updated The Description Of That Long Staircase Video
#409 posted by deqer on 2013/03/09 19:32:16
Willem, I updated the description of that long staircase video to make it clear that it's not a solution.
New description is: "NOTE: I don't actually succeed in creating the spiral staircase in this video. However, I show a technique for creating a perfect circle shape. So, then you use the circle shape as a reference and trace over it with your new brushes for stairs and walls. "
 Wait
#410 posted by Kinn on 2013/03/09 20:21:14
25 minutes and we don't even get the money shot?
 Using Quest To Create Spiral Stairs In 5 Minutes. Import Into TB.
#411 posted by deqer on 2013/03/09 21:44:16
Alright Willem, he's a 5min version.
Note, that I don't actually use TrenchBroom to create the spiral stairs. I just show how I would do it in another editor, and then import it into TrenchBroom.
"TrenchBroom: Create/Import Spiral Stairs in 5 minutes."
http://youtu.be/LYkqpwxRQjY
 Incoming Update To TrenchBroom, Key Bindings.
#412 posted by deqer on 2013/03/10 01:00:58
"Key bindings" feature was just pushed to their repository, an hour ago.
https://github.com/kduske/TrenchBroom/compare/master...issue237_customization#L6R330
You can see the list of all the features that will be configurable through the new Preferences->Keybinds window/frame they've recently added as well.
You can see they uploaded new icon graphics for it as well. Icon/picture of a keyboard.
---
And of course, having "key bindings" feature also allows us to define keys for functions that don't have keys bound by default. For example, "Snap all vertices" has no key bound by default in the current version of TrenchBroom, but with new version of TB I could now set a key to this, such as CTRL+N, and use it!
 Make Selection Planar Command
#413 posted by necros on 2013/03/10 03:29:27
Would a command that makes a selection (collection of 2 or more vertices, 1 or more edges or 1 or more faces) planar on X, Y, Z be useful to anyone besides me?
Note that this brings up the problem of axis selection again...
 Progress...
#414 posted by than on 2013/03/10 05:36:40
Although I haven't bothered to try recompiling TrenchBroom under windows, I went back to the Linux version, and followed the steps listed in build.txt.
I discovered that wx/setup.h was not found because of an incorrect path in the build options->compiler settings->other options panel where the wxWidgets directories are set.
-I$(#WXWIN)/build-debug/lib/wx/include/gtk2-unicode-static-2.9
does not exist after I make wxWidgets, but I instead had gtk 3, so I changed it to
-I$(#WXWIN)/build-debug/lib/wx/include/gtk3-unicode-static-2.9
This started to compile fine, but when it tried to link wxWidgets I got the following error:
"Linking executable: bin/Debug/TrenchBroom
g++: error: /home/andy/Programming/wxWidgets-2.9.4/build-debug/lib/libwx_gtk2u_gl-2.9.a: No such file or directory
g++: error: /home/andy/Programming/wxWidgets-2.9.4/build-debug/lib/libwx_gtk2u_adv-2.9.a: No such file or directory
g++: error: /home/andy/Programming/wxWidgets-2.9.4/build-debug/lib/libwx_gtk2u_core-2.9.a: No such file or directory
Process terminated with status 1 (6 minutes, 25 seconds)"
These libraries are specified in the linker settings tab under other linker options. Changing instances of gtk2 to gtk3 fixes this, but then I get this error:
"ld||cannot find -lgtk-x11-2.0|
ld||cannot find -lgdk-x11-2.0|
||=== Build finished: 2 errors, 0 warnings ===|"
Any idea how to fix this mess anyone? Should I revert all the gtk3 instances to gtk2 and recompile wxWidgets to use gtk2? If so, does anyone know what options I need to use? I will have a look now, but I don't think I'm not most knowledgeable person about this kind of thing, so would appreciate help.
 Hmm...
#415 posted by than on 2013/03/10 05:48:27
seems to be the --with-gtk=2 compiler option on configure. Seems I also needed to install libgtk2.0-dev.
I'll try rebuilding wxWidgets with gtk 2 and see what happens.
 Hexen II Support Thirded
#416 posted by Shanjaq on 2013/03/10 06:31:07
What kind of information do you need to support another Quake-engine game, such as Hexen II? Ozkan Sezer and myself might be of some help. I'm on gmail.
 FINALLY
#417 posted by than on 2013/03/10 06:54:14
managed to compile and successfully run TrenchBroom under Mint Linux. Turns out you NEED to have libgtk2.0-dev installed for it to work, though wxWidgets compiles fine if you have another version. I had 3.0 already installed and assumed it would be fine, but it wasn't. I ended up compiling wxWidgets with the following settings:
release: configure --disable-shared --with-openlgl --with-gtk=2
debug: configure --enable-debug --disable-shared --with-opengl -with-gtk=2
and then everything just worked fine.
The editor runs fine, though there are a couple of problems I've noticed.
1. text does not render properly in the 3d view, texture view or entity view. When in the texture view, applying a texture causes the names to be refreshed and they render correctly, but soon revert to being mostly not rendered.
2. This is probably just a linux mint problem, but holding alt and dragging moves the window. There might be a way to disable this in mint.
 Than
Thanks for the info, I'll add the --with-gtk=2 option to the configure options. GTK versions are not compatible with each other, sadly. I'll put more emphasis on the fact that you need 2 and cannot use 3.
1. The text problem also happens on some Windows systems. I have no idea what the cause is, and I'm going to replace the current font rendering with texture fonts anyway. Maybe I'll find a way to fix the current font systems in the meantime.
2. You have to disable this behavior for your Windows manager. I don't know how to do it in Mint though.
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