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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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Why Doesn't Someone Write A Tut For Compiling Q2 Maps Out Of 
Trenchbroom? I have seen two other threads that fizzled when the user was asking for help to do just that. I am wondering if there is an issue with Trenchbroom that won't allow for it. Heck, if there was one for how to do it with Quake that might suffice. I am hoping someone takes up the challenge. As for the statement "I find it difficult to converse in a language I am not functional in. " I was referring to my inability to understand even basic code speak. 
Jaeon 
I did it before. It can be done. Just try it out. If I can figure it out anyone can. Sorry I don't have the answers for you but I have a new computer and those files are on another I don't have access to. You can Google for Quake 2 compiling tools and find this:

http://home.insightbb.com/~gryndehl/q2compile/quake2.html

Write a batch file to compile your map and FFS GO MAP. 
Jaeon 
and go here for some info: https://discord.gg/Wnqz74z 
Drew 
The map file looks fine. Could you post the entire error message, it might stem from one of TB's other configuration files. 
Drew 
I've got it


// entity 25
{
"classname" "monster_zombie"
"origin" "744 136 200"
"angle" "270\"
}


Last entity at file has misprinted backslash - escape character. Just remove it using notepad. 
Good Find! 
 
@dumptruck_ds 
Appreciate it. Thank You. Too much for me though. I am now using Quark's internal compiling. It is no more time consuming then using the compiling GUI. So I build in Trenchbroom and compile in Quark, my problem is solved. 
Mission Accomplished. 
 
 
(re #2918 AND #2920, clearly)

So is this \ a byproduct of something I did in the editor or just my fat fingers 
Drew A.k.a. Fat Finger 
Seems like you pressed it in pair with Enter 
Yup 
TB should warn about this though. 
SleepwalkR 
You have to validate string on focus lost at least. BTW only useful escaped symbol for entity fields is "\n" 
Yeah 
What he said 
TrenchBroom 2019.2 
TrenchBroom 2019.2 is out with md3 support and some fixes and performance improvements | https://github.com/kduske/TrenchBroom/releases/tag/v2019.2 
TrenchBroom 2019.3 
TB 2019.3 is out with several bug fixes: https://github.com/kduske/TrenchBroom/releases/tag/v2019.3 
Hiding Vertices/edges/faces Behind Brushes? 
Is there a way to do this, or in the works? The screen can be a real mess when working with a lot of grouped brushes. 
I Don‘t Understand What You Mean 
Please explain in more detail. 
Re: I Don‘t Understand What You Mean 
Ah sorry, I see there's already an issue open under "Draw occluded vertex handles shaded #1568" detailing pretty much the same request. 
 
imagine how cluttered it got when Vertex, Edge, and Face nodes were all displayed at the same time. 
Quake 3 Bug 
I am sorry, may be I am just stupid but seems like I found a strange bug. When I open quake 3 .map in TB and then save, it turns into quake 1 map (I use windows version of TB 2019.3). I asked few people to do the same on their PCs and they have same bug. Seems like TB converting quake 3 maps into quake 1 format when it opens it. 
Also Quake 3 Bug 
Also wierd bug. Not all md3 models are displayed in TB. Check it out, here are some models that I use:


https://drive.google.com/file/d/1bc81Dhe8Twj02pVVvaMhC0HuH6j-6QgG/view?usp=sharing 
Wad3 Textures 
Seems like wad3 textures can not be loaded in TB 
Q3 Maps 
As per the output in the log, TB does not fully support Quake 3 maps. Quake 3 maps are Quake 2 maps with two additional structures: Patches and brush primitives. Neither are supported, so when you save a map, these structures will be lost.

TB also won‘t display models that consist of multiple md3s that are connected by tags, or models with external skins.

The Quake 3 config expects tga, jpg or png textures. WAD3 is a Quake 1 thing, if you want to use it, you need to create a custom game config. See the manual. 
Wad3 Support 
Got wad3 textures with this confing
"textures": {
"package": { "type": "file", "format": { "extension": "wad", "format": "wad3" } },
"format": { "extension": "C", "format": "hlmip" },
"attribute": "wad"
}, 
So I Hear There's A New Quake Engine-based Game Announced. 
Might be a good opportunity to hype up Trenchbroom and get new people interesting in Quake modding and mapping. ;) 
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