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Hello. I've recently started working on game using Trenchbroom for map creation, and I figured I'd open an issue to ask about the feasibility of some sort of support for input/output properties in FGD…
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**Describe your suggestion**
The ability to apply a custom radio model to the radio entity in trenchbroom
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I want to implement a feature to assist in the creation of linked entities such as paths. My proposal is that:
- Consider a target / targetname "numbered" if it is text followed by a number: /.*{0-…
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In Quake II's gameconfig.cfg, the `"attribs"` field is used in the brushface tags definitions to make SURF_TRANS33 and SURF_TRANS66 appear as translucent when set, like so:
```diff
{
…
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### Detailed description of your suggestion
One of my favorite ways to do level design is by using a tool like TrenchBroom and using basic cubes and then combining them to make more complex shapes by…
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### System Information
TrenchBroom right from the repo on Windows 11
### Expected Behavior
should build
### Steps to Reproduce
Clone the repo, make a `build` folder inside, go to it, ru…
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### System Information
Version 2023.1 on Windows 10
### Expected Behavior
trenchbroom provides a more verbose error that the selected fileFormat is invalid. ideally, it does this when you cre…
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So there are allot of level creation tools out there for Quake. Most of which are free, open source and/or are cross platform. All of them support the .map format.
Opposed to writing a custom BSP/CSG…
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Hi, I'm trying to test out the `trenchbroom_example` option, but running into a couple of issue/questions with the info in README and project:
I've attached a screenshot with the questions I have.…
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Need group_info entity for grouping brushes and entities like in Q3Radiant
https://github.com/id-Software/Quake-III-Arena/search?q=group_info