Title: Trenchbroom thread Post by: fromhell on January 15, 2019, 07:58:40 PM As of today Trenchbroom 2019.1 is released and it has just added experimental and preliminary Q3 map support
https://github.com/kduske/TrenchBroom/releases/tag/v2019.1 which is easily adaptable to use with OA so i've started this thread about it. i'll update this post later. NOTE THAT THERE ARE NO CURVES/PATCHES AND NO BRUSH PRIMITIVES. Q3map2 will only understand the "Standard" map format from the editor. Also note: the current release cannot parse OA shaders properly. It will crash on comment blocks. This is being looked into. Title: Re: Trenchbroom thread Post by: Neon_Knight on January 18, 2019, 08:40:20 AM Just a heads-up: I've fixed some stuff in the .shader files of our GPL gamepack, fortunately few files used multi-line comments (and those multi-line comments were few).
I know this is been looked upon, but as for now, anyone who uses Trenchbroom should try the newer shader files and see if they can operate with TB. Title: Re: Trenchbroom thread Post by: Neon_Knight on January 24, 2019, 08:12:14 AM One of the most recent commits finally solved the multiline shader comment problem. However I'll hold back solving anything in the gamepack until a newer version of TB is released.
Title: Re: Trenchbroom thread Post by: Neon_Knight on February 02, 2019, 09:08:50 AM New update, shader problem solved, and md3 support added.
https://github.com/kduske/TrenchBroom/releases/tag/v2019.2 (https://github.com/kduske/TrenchBroom/releases/tag/v2019.2) Title: Re: Trenchbroom thread Post by: fromhell on February 03, 2019, 05:24:35 AM currently there's another parsing problem with blendFuncs now. This is reported
Title: Re: Trenchbroom thread Post by: fromhell on February 06, 2019, 08:47:06 PM Trenchbroom 2019.3 is out and this solves the shader parsing issues for good (?) now.
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