News | Forum | People | FAQ | Links | Search | Register | Log in
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".
First | Previous | Next | Last
Oh Right 
TB will have groups for that purpose. You will then be able to hide and lock such groups. 
Yeah 
In WC they're called 'visgroups'. 
Yeah 
 
Hey Ijed 
 
Fifth 
I've been using TyrUtils and Txqbsp.exe as a work around if I need to find a leak. I can't see the point of mapping without func_detail now.

TB can make some really wild brushes to the point that it's hard to tell if there valid. Simple is better. Make a few simple brushes instead of one complex monster. An option is create the complex brush and fill it in with simple ones to make the same shape then delete the complex one.

You can also make up prefab brush groups. As long as there good and on grid you can mash them up to create varied terrain.

IMO creating valid error free terrain has been the hardest thing to learn in Quake editing. 
 
That pointfile bug sucks, I'll get to work on that. 
Mechtech 
Well, getting proper vis blocking is tricky as well - lots of maps are made without any at all and have infinite vis times. Detail brushes should help this some as well now though. But for the want of a few dogleg corridors or a doughnut, we've probably not seen many maps that the author(s) gave up on.

Sleepwalker, I'm going to start using trenchbroom exclusively now, so should be able to provide some more valid contributions in the coming weeks :) 
Awesome 
I'm also looking for another tester if you're interested. 
Ok 
I'm already signed up on github, but haven't been active. 
I Publish Betas Via Dropbox 
If you have DB, can you give me the email address you use for it? 
Sure 
Ouch 
Current version says it's a 15 hour d/l ;) 
Ok 
Got it. Server burp. 
Alright 
Sent you an invite, but I deleted all old betas just now, so the folder is empty ;-). I'll upload a new build later. 
This Editor 
Is the business. 
Problem 
Sorry about not posting to the proper location.
If I use the texture named 1999

I get

"Malformed map file: expected token of type string, but found integer number at line 1249, column 67" 
Texture Names 
Have to begin with a letter not a number - I think this is common to all textures. 
Interesting... 
I should add that to my texture faq. 
Do They? 
Where's that writ? There is another bug in TB's map parser concerning texture names beginning with a curly brace. I could fix this one too while I'm at it, but only if all-digit texture names are valid. Someone should check the Quake source. 
Unnamed Textures 
Aerowalk has an unnamed texture in the map somehow, if I recall correctly. 
"{" Texture 
Is used by Remake Quake for "fence textures" (alpha masked where palette index 255 is transparent), just like Half-Life. 
Yes 
But I would like to have a word with whoever had the idea to use a curly brace in the texture name. 
Hahaha 
I understand. 
!! 
Ahhh SW, you make me chuckle. ;) 
Uh 
It was 'us' - I name no names, collective responsibility. 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.