Revisions of rbdoom3bfg
Imo Hester (VortexAcherontic)
committed
(revision 2)
- Update to version 1.4.0 * [TRENCHBROOM] + Tweaked exportFGD command for new icons + Added new icons to TrenchBroom for certain entities like lights, speakers or particle emitters + TrenchBroom offers a dropdown menu to select the Quake 1 light style for lights + Drastically improved loading time of textures for materials in TrenchBroom + Added RBDoom console command convertMapToValve220 <map>. You can also type exec convert_maps_to_valve220.cfg to convert all Doom 3 .map files into the TrenchBroom friendly format. Converted maps are saved with the _valve220.map suffix. + Added RBDoom console command exportImagesToTrenchBroom which decompresses and saves all .bimage images to base/_tb/*.png files + Added RBDoom console command exportModelsToTrenchBroom which saves all .base|.blwo|.bmd5mesh models to _tb/*.obj proxy files. This commands also generates helper entities for TrenchBroom so all mapobject/models are also available in the Entity Inspector using the DOOM-3-models.fgd. + Added RBDoom console command makeZooMapForModels which makes a Source engine style zoo map with mapobject/models like .blwo, .base et cetera and saves it to maps/zoomaps/zoo_models.map. This helps mappers to get a good overview of the trememdous amount of custom models available in Doom 3 BFG by sorting them into categories and arranging them in 3D. It also filters models so that only modular models are picked that can be reused in new maps. + TrenchBroom got several Doom 3 specific issue generators to help mappers avoiding pitfalls during mapping + Changed TrenchBroom's rotation tool to use the "angles" key by default to remove some Quake related limitations * [MISCELLANEOUS] + Stencil shadows work again (thanks to Stephen Pridham) + Fixed black screen after using the reloadImages command + Added CMake options STANDALONE and DOOM_CLASSIC + Added command convertMapQuakeToDoom <map> that expects a Quake 1 .map in the Valve220 format and does some Doom 3 specific fixes + The gamecode ignores func_group entities if they were created by TrenchBroom instead to warn that there is no spawn function + dmap / idMapFile move brushes of func_group entities to worldspawn before compiling the BSP. This also means func_group brushes are structural. If you want to optimize the BSP then move those to func_static instead which is the same as func_detail in Quake. + Fixed that dmap failed writing the BSP .proc file if the command was interrupted by an error * [COMMUNITY] + Steve Saunders contributed + Updated mac OS support + Improved Vulkan / Molten support + Fixed FFmpeg 5 compatibility for newer Linux distros + Bink videos can play audio if they contain audio tracks (merged from DOOM BFA by Mr.GK) * [ASSETS] + Added TrenchBroom helper entityDefs like a Quake 3 style misc_model to comply with TrenchBroom's Solid/PointClass rules for editing entities
Ferdinand Thiessen (susnux)
accepted
request 928568
from
Imo Hester (VortexAcherontic)
(revision 1)
This package is missing and wasn't compiling on Tumbleweed in version 1.2.0-preview1. With now on version 1.3.0 it is compiling successfully on all relevent openSUSE releases (15.2, 15.3 and Tumbleweed) so I'd like to resubmit this package :)
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