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The TrenchBroom Level Editor
Today I am releasing TrenchBroom 1.0 for Windows and Mac OS X. TrenchBroom is a modern cross-platform level editor for Quake.

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)

Check out a video of TrenchBroom in action here.

You can download the editor here.

If you would like to give feedback, please do that in this thread. If you find a bug or have a feature suggestion, please submit them at the issue tracker.

If you are wondering where the Linux binaries are then sorry, but currently there are none. The Linux version has a few problems which I could not fix before this release. I will get working on those right away so that the Linux version should be available in a couple of weeks, too.

Finally, I would like to thank necros for all his work over the past year. Without his tireless efforts, TrenchBroom would simply not exist. Or it would suck.

Alright, enough of this. Have fun with the editor!

Update: 2.1 here:
https://github.com/kduske/TrenchBroom/releases/tag/v2.1.0-RC1
Features "cool shit".
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Im talking about full color textures that aren't limited to Quake's 8 bit color pallete or whatever limitation Quake 2 has. 
 
According to a post by MadGypsy in this thread: http://quakeone.com/forums/quake-talk/quake-central/12548-fte-lightmapping-quake-3-format-bsp.html, Quake 3 doesn't support paletted .wad files and works directly with .tga images, so yeah, when Sleep will implement Q3 support in TB, you should be able to use 24-bit textures. 
Oops! 
The site has included the comma into the link, so you need to delete it to access the page. 
Looks Good! 
Just installed Trenchboom to see if it would work. And indeed, it shows up well. Made the setup in my Quake directory and choosed the preference file.

In the texture editor I have a view for the monsters and items.
My texture files are all blanked out, so I use the glass near the Groups and Used to look for my wad file.

It won't show up.
Is there a way to make them so, like a path to my wad file? 
 
Click on "show" at the bottom of your texture browser, then click "+" to search for your wad(s). 
 
I can open a map but my txtbrowser is blanked out. 
Madfox 
Is this under WindowsXP again? 
Madfox 
First of all, Windows XP is no longer officially supported. Second of all, you should be using TB 2. Third of all, you can read the manual (Help menu) to find out how to load textures. 
RGB Textures 
there was a contribution that added support for loading textures from loose files. I think it supported jpg and tga or something like that. It will not be included in TB 2.0 however. 
 
Windows XP is no longer officially supported.
But you did fix this issue some time ago. My TB2 works fine in XP (build 2f3c498). Are you saying that the more recent builds won't work again? 
NO 
read it as it may work, but if not it is only fixable with an OS change.

OS=Operating System! 
Location Outdated? 
TrenchBroom_Win32_1.1.6_381 is the link for download,
I can't find a TB2. 
OS & OS2 
TrenchBroom-Win32-2.0.0-Interim-f7fe54e-RelWithDebInfo and TrenchBroom-Win32-2.0.0-Interim-0e1a90a-RelWithDebInfo.7z
both give a "MSVCP140.dll" was not found.


TrenchBroom_Win32_1.1.6_381.zip works fine on Wi nXp, both S2 S3 Servicepacks and Visualbasic2010.
Strange my items and monsters do appear while textures won't. 
Madfox 
Try the build I mentioned in post #2460, it works fine on my XP SP3. Go to the link provided in the first post, click Download, then Windows, and scroll down the page to find it: oddly, the page displays the 1.16 builds first. As for the missing dll, I bet it's because you need to install the Microsoft Visual C++ 2010 redistributable package (it's a requirement mentioned on the download page). 
Rogue One 
Welp. That was definitely a thing. I found the goody characters rather boring and undeveloped and impossible to give a shit about. Rather charmless. New baddy Krennic chap was good though. However I liked the film overall - a lot actually - because once it gets going, the action is balls-to-the-wall amazeballs and super-ultra-Star-Warsy. I guess that makes me part of the problem. :/

MINOR SPOILER BELOW THIS LINE!!!!
==================================


A certain key human character from the OT is resurrected via CGI...it's pretty awesome that the character is there and has a surprisingly amount of screentime, but the fact that the CG is definitely not perfect just makes it really weird. 
Oh FFS 
That was obviously meant for the film thread. I have had a few pints... 
Thx Kinn 
the warning and stuff, idk... Im spoiled hard right now.. 
 
TB2 switched visual studio versions recently so you need to install Visual C++ Redistributable for Visual Studio 2015

@Madfox, once you install that, build 0e1a90a (the one I linked a few days ago) should work on XP. 
Good To Know, Thanks Eric. 
 
Yes! 
That did the trick.

Hey thanks for this editor, Sleepwlkr & ericw!
And all that helped of course.
I was just accostumed to Radiant, but it has that dark view. 
Windows XP 
will work, but I will not go to great lengths to keep it that way. 
Fair Enough 
I still need to upgrade to 7 anyway, it's only a matter of time. 
XP 
Funny these comments have been happening recently. I came here to say that Trenchbroom 2 does not work correctly on my Windows XP laptop. It doesn't render textures. 
Ebi 
Have you installed the Visual C++ requirement as stated above? 
Ebi 
That can have many reasons. First off, are you sure that it actually finds the textures? You can check out the console to find out if TB has problems locating the textures. 
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