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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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It Was MH 
n/t 
Then 'you' Will Pay For This Atrocity ;-) 
 
Dunno Why 
they chose on the curly brace, I mean they could have just used a key of "mask" like they did with alpha surely?
I have a nice idea for alpha masks for another map, I think they're all going to be speedmaps from now on btw (since I'm not longer unemployed)... saying that I'm trying to get my sp map sorted before monday, I have actually added a lot of extra stuff so if you downloaded the mp version of deck it will be worth downloading the sp ;) 
FifthElephant 
I'm actually looking forward to seeing "Deck" in SP. I don't "Do" MP so seeing how you envisioning it to play out will be interesting. 
Same 
 
Best Level Editor I Have Ever Used 
And I mean it, absolutely incredible. It really is. 
Really Have To Get Around To This 
Maybe will see if I can get it to run in June. To and kid will be out of town for a week s will have time to dork out like in ye olde days. 
To = Gf 
iPad 
Schneiden 
Thanks, glad you like it.

Drew, go for it! 
Particle Editor 
Particle Editor 
Just create a feature request at the bug tracker, but the chances that it'll happen soon are pretty slim. 
Particles 
I'dd rather see engine maintainers settle on a universal and highly modular particle system. The DP one is useful but relatively fixed function. 
Vanilla Only 
I'd rather see the editor stay focused on vanilla aspects, first and foremost, and/or perhaps only. 
 
I agree with first and foremost. Non vanilla would be nice, as long as it's integrated non-intrusive. Maybe a plugin API could fill those gaps at some point? Long term speculation... 
Multiple Game Support, Particle Systems 
Multiple game support will be in the editor. Particle system is unlikely, sorry. Plugin API is an interesting idea and may happen at some point if there is (serious) interest in writing plugins. 
Entity's Key List (definition File?) And Key Descriptions 
Is it just me, or is the editor still not listing the keys that can be added to the entity you're editing?

For example, editing a Light, in the Entity panel , there is no list of keys that can be added, such as "light" for example.

Also, a description of the key, such as "light: The value of light. Default (300)" like I've seen in other editors. 
No It Doesn't 
Updates are slow due to day job and family obligations. 
Sorry, I Mis-phrased My Post. 
I couldn't edit my post afterwards.

No problem that the feature isn't there yet.

What I meant was, the tone in my post was because I thought it was added already; I was sure I heard you say it was done. So, I thought I was experiencing a bug.

No worries though. Take your time. 
Well 
it's been known a long time what the default light value is.

It would be nice to have these displayed in the editor but let's be honest anyone mapping now will probably know many of the entity keys and values.
TB is an oddity because work flow is cut massively by the way you create and edit brushes but adds extra time by not having the entities fully explained (like in Worldcraft for example).

In it's current iteration I find myself very comfortable using TB and never wanting to revert back to WC, despite my needing to often look up keys and values for the various entities. 
Well 
I don't.

Thanks. 
Yeah 
It's on my todo list, but as I said - time is limited. I'll push this for the 1.1 version though. 
 
It would be nice to have these displayed in the editor but let's be honest anyone mapping now will probably know many of the entity keys and values.

I think having the default keys displayed would be a good idea though, Especially because Trenchbroom seems to be attracting a lot of new mappers who don't know the keys by heart. 
Yeah, I Agree With That. 
 
And 
More experienced mappers can change out the default values for their own ones in the fgd/def files depending on what map they're making. I doubt most mappers, after experimenting with lights, won't have their own values that they prefer to the default 200 blob style.

But that's a minor bonus when looking at the entire user base.

Just having these automatically generated will save users mouse clicks and key taps. And that makes the software more efficient to use. 
For Everyone I Mean, Not Just New Users 
 
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