 Slow Texture Application
#438 posted by Qmaster on 2013/03/11 02:48:40
I disabled and then reenabled one of my monitors and it fixed the slow texturing problem. Wierd. Just FYI.
 Qmaster
#439 posted by necros on 2013/03/11 03:16:28
grid snapping to offsets is intentional. Force a vertex to snap to grid by holding shift while you move a vertex.
Not forcing the snap lets you do more such as work at large grid sizes without loosing small details.
 Great Editor
#440 posted by deqer on 2013/03/11 08:26:57
It is a spectacular editor though. The best feature is the texture rendering in 3d view, and texture management in general. I also like the grid lines on the brushes, and the extending helper grid lines when selecting a brush.
I will use 3d view a lot. But, I also use flat grid view just as much. Please provide grid view or something equivalent.
 World Center And Limits?
#441 posted by Skiffy on 2013/03/11 13:13:08
Hello SleepwalkR,
Do you think its possible to add a world center and limits info to the 3d viewport? It would be most helpful in figuring out the center and maximum boundaries of the level. Some form of coordinate system that has a 3d grid which fades out after a set distance which can be turned on and off? That way folks that like a grid or none at all will live happy ever after. For me its good to get my bearings.
Otherwise loving this.
 How Do I...
add the name of the level and things in TrenchBroom?
#443 posted by Spirit on 2013/03/11 13:31:42
it took me until now recognise the origin of your nick, I should read more!
add a "name" field to the worldspawn.
 Skiffy
Showing where the center is and where the world ends has been requested by others. I'm still thinking about how to do it without cluttering the view port. Maybe it can be combined with a way to give people more orientation and a better idea of the relative position of objects.
 Working On Ubuntu 12.10 Fine
#445 posted by than on 2013/03/11 13:40:10
Compiled on my main pc running Ubuntu 12.10. Had some minor troubles during compilation, but fixed and it runs just fine as far as I can tell (not tested extensively yet, however).
Everything is working fine, but wxWidgets setup.h seems to redefine SIZEOF_LONG as 8, where it has already been defined in freetype. Commented out the highlighted line and it compiled without issues.
The z-buffer is working fine:
Renderer info: GeForce GTX 560 Ti/PCIe/SSE2 version 4.2.0 NVIDIA 304.51 from NVIDIA Corporation
Depth buffer bits: 24
Multisampling disabled
OpenGL instancing enabled
 Sleepy
#446 posted by than on 2013/03/11 13:42:29
It might be good to have some goto brush and/or world position tools in there to help find and eliminate problems. I guess that can easily be tied into the map explorer when you are doing that?
 Than
Cool. Still annoying that it doesn't work correctly on Mint though. Which edition / desktop are you using on your Mint machine?
I'm aware of the SIZEOF_LONG issue, I have to do some include trickery to get around it. It's on my todo list.
Goto brush is on the todo list also ;-). Necros keeps asking for it.
 Suggestion
#448 posted by hakkarin on 2013/03/11 13:53:18
This editor really needs a cut tool. Lets say I want to remove a small area in a wall that is shaped like a box. It would be nice if you could put a brush into that area and then have the area occupied by the brush removed.
 CSG Subtract
I plan to add some CSG operations (most importantly CSG merge), but CSG subtract (or "cut" as you call it) is not among those. The reason is that it is very hard to make the subtract operation create "optimal" brushwork. Here, optimal means brushwork that creates a minimal amount of plane cuts when run through QBSP.
AFAIK, the general consensus is to stay away from CSG subtract operations because of this. And that's why I'm not going to add it to TrenchBroom.
 Lol
#450 posted by RickyT33 on 2013/03/11 14:11:53
What's with that video - 'How to make a spiral staircase with Trenchbroom'. Basically - 'Use Quest'? Seems a little counter-intuitive.
 So Not Wanting To Re-read 450 Posts - SleepwalkR
#451 posted by RickyT33 on 2013/03/11 14:17:51
Is this a known issue?
Loading file C:\Quake\Id1\maps\endeavor.map
Loading unsupported map Valve 220 map format
Malformed map file: expected token of type integer number, or decimal number, but found string at line 1198, column 77
Loaded map file in 0.020000 seconds
Loading entity definition file C:\trenchbroom\Resources\Defs\Quake.fgd
.... aaaand the map doesn't seem to show at all.
So are any Valve220 maps a no-no?
 So Not Wanting To Re-read 450 Posts - SleepwalkR
#452 posted by RickyT33 on 2013/03/11 14:19:06
Is this a known issue?
Loading file C:\Quake\Id1\maps\endeavor.map
Loading unsupported map Valve 220 map format
Malformed map file: expected token of type integer number, or decimal number, but found string at line 1198, column 77
Loaded map file in 0.020000 seconds
Loading entity definition file C:\trenchbroom\Resources\Defs\Quake.fgd
.... aaaand the map doesn't seem to show at all.
So are any Valve220 maps a no-no?
 Possibly
I haven't tested them extensively. And even if they do load, TrenchBroom can't handle the new texture projection stuff (yet). If you send me the file, I can take a look and fix any problems with the parser, but as I said - you'll have garbled textures all over the place.
Best if you make a bug report and post the map (or the offending portion incl. containing entities) file there: http://github.com/kduske/trenchbroom/issues
 That Said
Proper support for 220 maps with freely configurable texture axes are on the todo list for 1.2 or 1.3.
 Sweet!
#455 posted by RickyT33 on 2013/03/11 14:24:13
Well I'll post that .map file anyway (It's that Catatonic Fits of Despair source, but I got the same bug with a bunch of different maps)...
 Quick Question
#456 posted by than on 2013/03/11 14:26:09
I submitted an issue about setting the quake path (possibly you already added it as I mentioned it here already... I forgot about that), but in the meantime, is there some way to force set it? I could probably hard code it, but surely there is some config file somewhere I can open in a text editor and set the path? Where is it on Linux?
 Yeah, Just Add A Few Examples
And I'll fix the parser for 1.0.5.
 Also, Another Question For Linux Users..
#458 posted by than on 2013/03/11 14:28:54
Anyone got multisampling working? Do you have anti-aliased lines etc? My Trenchbroom render window looks a bit ass. I'm using an GeForce 560 with the closed source drivers.
Also, my depth buffer is only set at 24bits, which could be the cause of the lines looking a bit thin and aliased.
 Than
Yes, there is. Go to your home directory and look at the file .TrenchBroom - this is where the preferences are stored on Linux.
Try to set the Quake path to something that the file dialog is fine with so that it is actually stored in the prefs. The edit the file (I think it's an ini file) to reflect the correct path.
 Aliasing
The editor tries to autodetect multisampling, but I'm sure it doesn't work too well on Linux (I was using a virtual machine when I wrote that). If you like, you can look at the file LinuxCapabilities.cpp (or .h) and maybe you can figure out a way to detect and enable multisampling on Linux.
I'll add it to my list of problems with the linux version, in any case.
 Oh Yeah - The Texture Thing
#461 posted by RickyT33 on 2013/03/11 14:35:11
I'm aware that the 220 textures are loaded incorrectly in other editors (if the maps load at all), but it would still be nice to be able to load just the brushes. :)
 Ricky
As I said, if you create a bug report and add some examples, I'll fix it.
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