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jute
My avatar grips his belt rather tightly.


Posts: 1391
Registered: 03-03


An awesome new Quake editor called Trenchbroom has been released.
Website: http://kristianduske.com/trenchbroom/
Video: http://vimeo.com/60789206
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)

Old Post 03-07-13 03:17 #
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iori
#legacy bastard


Posts: 831
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Awesome!!!

Old Post 03-07-13 03:45 #
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Aliotroph?
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This editor is better than the game it edits!

Old Post 03-07-13 04:20 #
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Technician
Still no custom title


Posts: 7942
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FINALLY! I hope this sparks some new interest in the Quake community.

I'd rather build maps for Quake to be honest. I just hope it's as easy as Doom. The possibilities...

Old Post 03-07-13 04:41 #
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Pavera
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Posts: 1502
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That's pretty sweet. I'll have to check this thing out!

Old Post 03-07-13 05:13 #
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PRIMEVAL
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Posts: 1969
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Gotta look into this.

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Old Post 03-07-13 05:32 #
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printz
CRAZY DUMB ZEALOT


Posts: 8856
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Oh, nice of him for opening its source and making it available to Windows too. Yay, it should be mighty useful for a base of a modern GZDoom editor too…

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Old Post 03-07-13 05:51 #
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kristus
Megablast!


Posts: 10607
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Lovely. Now if he'd only add Quake 3 map format.

Last edited by kristus on 03-07-13 at 07:27

Old Post 03-07-13 07:16 #
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Dragonsbrethren
Senior Member


Posts: 2445
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I took a look at the page, but I'm not so sure I really like the idea of working entirely in 3D. Seems like it'd make everything more difficult.

Old Post 03-07-13 08:22 #
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neubejiita
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Posts: 674
Registered: 02-09


I have to give this a go. We need a Doom Builder for Quake!

Old Post 03-07-13 08:26 #
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A.Gamma
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Posts: 243
Registered: 08-09


Seeing this really makes me want to build a map for Quake.

Old Post 03-07-13 09:29 #
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Ed
Senior Member


Posts: 1269
Registered: 07-01


Been working on a map for Darkplaces, this is really exciting - not so much for primary map editing, but the vertex edit mode looks infinitely useful.

Old Post 03-07-13 11:10 #
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Doom Dude
Senior Member


Posts: 1352
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That looks very cool. I can't remember the last time I edited Quake, it's been so long ago. I will have to give this a go. Maybe I'll actually finish a Quake map. The Shambler's Brown Dirt Hovel coming up... ;)

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Old Post 03-07-13 12:53 #
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Nomad
Not dumb enough to get a custom title


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Maybe Vorecore will be a thing then?

Old Post 03-07-13 14:02 #
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Doom Dude
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Vorecore... that's not likely. ;)

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Old Post 03-07-13 14:09 #
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Szymanski


Posts: 1010
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Very neat

Old Post 03-07-13 14:15 #
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Aliotroph?
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I'm betting my PC becomes self aware before Vilecore II comes out. :p

Old Post 03-07-13 14:15 #
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walter confalonieri
Senior Member


Posts: 2079
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very cool editor!

Old Post 03-07-13 15:55 #
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Caffeine Freak
black and shiny


Posts: 716
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jute said:

- Point file support



That's gotta be nice. So now a map having a leak doesn't mean it needs to be discarded.

Old Post 03-07-13 15:58 #
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negke
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Posts: 285
Registered: 07-06


You never had to discard a map just because it leaks. In such a case, the compiler creates a point file (.pts) which the engine can display as a dotted line to help locate the hole. "Pointfile support" means it can also be displayed in the editor without the hassle of having to run the game. Not at all a novel feature actually.

Old Post 03-07-13 18:04 #
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hardcore_gamer
Fáviti Member


Posts: 2366
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Looks cool.

Though I wonder if you need a source port in order to actually run the maps.

Last edited by hardcore_gamer on 03-08-13 at 08:03

Old Post 03-08-13 07:51 #
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rf`
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neg!ke said:
You never had to discard a map just because it leaks. In such a case, the compiler creates a point file (.pts) which the engine can display as a dotted line to help locate the hole. "Pointfile support" means it can also be displayed in the editor without the hassle of having to run the game. Not at all a novel feature actually.

I never knew this existed!

Old Post 03-08-13 09:16 #
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hardcore_gamer
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I am having trouble getting the textures to show up.

The editor loads up the models just fine but no textures. When I try to set the texture wads I can't find any anywhere in my Quake folders.

I am using the STEAM version of Quake by the way. Is the STEAM version of Quake missing some files that the editor needs?

Old Post 03-08-13 17:51 #
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negke
Member


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The textures aren't included in the game as wads, they are stored inside the levels/.bsp files upon compiling. The texture wads were released as individual files on the net - you can get quakewad.zip from here and add it in the map properties menu. To run the map ingame, you also need a set of compile tools - qbsp, light and vis. For example, from here (txqbspbjp.zip & visbjp.zip).

Last edited by negke on 03-08-13 at 18:18

Old Post 03-08-13 18:12 #
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Tango
Senior Member


Posts: 1674
Registered: 04-06


doom community quake megawad project anyone????

but like, seriously

Old Post 03-08-13 19:37 #
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esselfortium
A Major Doomworld Concern


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This looks pretty interesting. I might have to give Quake mapping another failed attempt sometime.

Old Post 03-08-13 19:40 #
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schwerpunk
Senior Member


Posts: 2053
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Well, I finally figured out how to compile/run my test map, so barring a close deadline, I'm most likely down.

EDIT: err, maybe not. I can't even figure out how to make a working door, and the documentation for this programme isn't exactly extensive...
EDIT: maybe the documentation is a bit better than I thought. I was using the offline help file. This is much better.
EDIT: nevermind... lol, what an adventure.

So how are you guys figuring all this out?? o_O

Last edited by schwerpunk on 03-08-13 at 23:02

Old Post 03-08-13 22:24 #
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GoatLord
I really should think before I post.


Posts: 2647
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I'm excited. I tried "Quake" editing years ago with some early program called QUARK, the acronym of which I cannot recall. I found it to be a big rigid, and didn't want to pay 30 bucks for the full version (the shareware version was limited to a mere 300 brushes). This program almost sounds like Doom Builder for "Quake." This is great, because I'm itching to do some true 3D geometry.

Old Post 03-09-13 00:17 #
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hardcore_gamer
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Posts: 2366
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GoatLord said:
I'm excited. I tried "Quake" editing years ago with some early program called QUARK, the acronym of which I cannot recall. I found it to be a big rigid, and didn't want to pay 30 bucks for the full version (the shareware version was limited to a mere 300 brushes). This program almost sounds like Doom Builder for "Quake." This is great, because I'm itching to do some true 3D geometry.


The biggest problems right now it seems is the lack of documentation. There is documentation, but it appears to be extremely basic.

Last edited by hardcore_gamer on 03-09-13 at 00:32

Old Post 03-09-13 00:20 #
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GoatLord
I really should think before I post.


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Dragonsbrethren said:
I took a look at the page, but I'm not so sure I really like the idea of working entirely in 3D. Seems like it'd make everything more difficult.


You'd think so. I had practically no experience in that department, and after messing with Google Sketchup, began generating complex 3D geometry almost immediately. The point I'm making is that if the program is intuitive, the parts of your brain that process spatial information will ease you into it more smoothly than you might assume.

Old Post 03-09-13 00:21 #
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