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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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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 
 
Textures Will Not Load 
I have been trying to use Trenchbroom, yet I have run into a serious issue. I have pointed the application to my Quake directory, and loaded the quake fgd, yet it won't load any textures into the program. It loads the Entities just fine. I have tried pointing Trenchbroom to several different installs of quake, including a vanilla quake install, Darkplaces, etc. Each time it finds entities, but can't find textures. please advise. 
You Need 
To load a separate .wad file for map textures. It doesn't pull these from the quake folders. There is a comprehensive amount of .wad files on quaddicted.com 
MoonKnightFan 
Can't Get It To Start 
The window opens for about a second. I can see it trying to load stuff, then it just shuts down with no error message or anything.

Log file just ends abruptly.

4068 2013-06-26 10:35:38: Renderer info: GeForce 7800 GS/AGP/SSE2/3DNOW! version 2.1.2 from NVIDIA

Corporation
4068 2013-06-26 10:35:38: Depth buffer bits: 16
4068 2013-06-26 10:35:38: Multisampling disabled
4068 2013-06-26 10:35:38: OpenGL instancing disabled
4068 2013-06-26 10:35:38: Loading entity definition file C:\Trenchbroom\Resources\Defs\Quake.fgd
4068 2013-06-26 10:35:38: Loading 'progs/player.mdl' (searching )
4068 2013-06-26 10:35:38: Unable to find MDL 'progs/player.mdl'

(etc, etc....)

4068 2013-06-26 10:35:38: Loading 'progs/g_shot.mdl' (searching )
4068 2013-06-26 10:35:38: Unable to find MDL 'progs/g_shot.mdl'
4068 2013-06-26 10:35:38: Created Face Shader Program
4068 2013-06-26 10:35:38: Created Face.vertsh
4068 2013-06-26 10:35:38: Created Face.fragsh
4068 2013-06-26 10:35:38: Unable to link Face Shader Program, linker output was:

and that's where it ends. 
Version? 
What version are you using?
What operating system are you using?
If you're on Windows, did you install "Microsoft Visual C++ 2010 Redistributable Package" http://www.microsoft.com/en-us/download/details.aspx?id=5555
 
Trenchboom is 1.09.224
Windows XP SP3 fully updated
VC++ x86 redistributable 10.0.30319 is installed

Computer is an old Athlon 64 3400+ (nVidia chipset)

I guess I could try on another computer, but this is the one I do all my dev type work on. 
Rick 
What is the GL driver version? It looks like the driver is failing to compile / link the shaders, which may or may not be a driver bug. 
 
The video driver is really old (2007). I never mess with it because I updated it once and had a lot of problems, so I went back to the old one and have never had any problems since.

That was so long ago that I don't actually remember what the problems were, only that I made a mental note to never screw around with the video driver again. Maybe a new driver wouldn't have the problems. 
Rick 
I didn't ask about video card drivers, because I thought it was obvious and common sense by now that people update their video card drivers. You see the message everywhere now a days. 
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