Tread is a map editor for Quake 1/2/3 based on MFC and OpenGL that runs on Windows XP and Vista. (If anyone has the chance, let me know if it works under Wine or anything similiar just curious...).
This version of the editor is completely new, and is in no way similar or based on the older versions of the editor that have been around since the late 90's.
1.13.09 9:30 p.m.
I've added forums, the link is on the top left. Please feel free to post comments and questions.
7.16.08 11:15 p.m.
I spent this last weekend fixing various bugs and adding preliminary Quake 3 support. Currently the editor does not read or write the brushDef style map files so you will most likely not be able to import maps built in other editors yet. There is also no patch support.
I also removed a bunch of crap from the source tree, so the source download for this new version is less than half the size of the old one.
Some people may notice that right now the editor doesn't work out of anything except pak files. I realize that this is limiting for people who have custom content and don't want to make pak files for it during development. I'll be adding that at some point down the line.
For the less hardcore, Tread does some work for you to extract the necessary files for the compiler tools so you don't have to extract any pak files for any of the Quake games. The goal is for it to work "out of the box" .
Tread does not need to be installed (there is no installer). Simply unzip the binaries wherever you want and run the Tread executable. Currently the editor supports Quake 1, 2, and 3. The configuration of the editor should be straightforward.
If you purchased Quake 1, 2 or 3 from Steam, then there are a couple tricks you need to do to get your maps to build and run in an integrated fashion with the editor.
For Quake, I recommend you download GLQuake and put it into your Quake folder, and point the editor to that. If you don't want to do that then point the editor to your Steam.exe and add the following in your game command line in the editor minus the quotes: "-applaunch 2310"
For Quake2, point the editor to your Steam.exe and add "-applaunch 2320" minus the quotes to your game command line in the editor.
For Quake3, point the editor to your Steam.exe and add "-applaunch 2200 +sv_pure 0".
In all cases make sure that you set the game directory to the correct spot.
This new version of Tread is totally different from the older versions. People that have used the older versions won't find anything familiar here. This version of the editor is focused towards a fast workflow, and more intuitive and fluid editing (there are no "modes" like in WorldCraft and Tread3D2).
Tread and its source are released under a free software license, and can be used for commercial and non-commercial purposes free of charge. Refer to the licensing terms in the source code for source licensing terms.
The code should build without problems under Visual Studio 2005. Open the Tread.sln file and you should be good to go.
The plugin architecture should give people the ability to do most things they need (all the Quake/Quake2 support is isolated in a plugin). Developers should be able to easily write plugins to export their own map files. The full source code is released for people to completely redo the entire application or make large changes if they want to.
I don't stand by the code in this editor (although it is better than
the predecessor versions of Tread). It was built quickly (over about 8
weeks if I recall correctly), and has some fairly odd things in it, like
the lack of STL where it would have been really useful. The code is manageable
enough. At one point I was considering resurrecting it for a modern project
but the tool chain for my currently technology is too .NET centric for
it to be worth the trouble to effectively interface.