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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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@necros I'll report the errors :)

Anyway those are not really showstoppers and It is a joy to work with trenchbroom ;)

@SleepwalkR Thanks :)you got mail 
This Is Really Cool. 
I only wish I'd seen this thread five months ago.

At first I was frustrated because it doesn't work like radiant, but after a few sesssions I'm getting into the paradigm of TB a little better.

I found a funny bug, not a showstopper but it did cause me to lose a few minutes' work: Open a new map, make a few random brushes, but don't save the map. Quit Trenchbroom - a dialog box will come up asking me if I want to save changes to unnamed1 - only problem is, nothing happens when I click any of the dialog box options of "cancel," "no," or "yes." So I am just stuck there and have to force quit the process.

After reading the whole thread, it sounds like this could be a bug in the backend stuff (wxwidgets, gtk?) rather than TB itself.

Early 08 Macbook Pro with 8600M, OS X 10.6.8. 
It's A Known Problem With WxWidgets 
 
The State Of TrenchBroom 
I just wanted to let everyone know what's going on with TB lately and why there haven't been any updates for a while.

The currently released version is written in C++ and based on wxWidgets, a cross-platform GUI toolkit. I have written this version in quite a hurry without knowing either C++ or wxWidgets too well, and unfortunately it shows. There are all kinds of hacks and shortcuts in the code that make it hard to maintain. The worst effect of this is that whenever I touch something to add a new feature or fix a bug, I often get new bugs and problems.

This is the case with the current codebase of the next release (TB 1.1), which doesn't work properly on Windows (can't use arrow keys) and has a lot of problems on Linux as well. I would like to fix the Windows bugs and release this version, but it has been quite difficult to track them down, so it might take a while (or not happen at all - read on).

At the same time I have started over completely from scratch. This new codebase is much better structured and easier to maintain. It will become TB 2.0 and it will have (almost) all of the features of the current 1.1 codebase. On top of that it will support multiple games (probably Hexen2 and Quake2 out of the box, with Quake3 and Half Life support coming later). Also, I'm making sure that this version will work fine on all three major platforms from that start. This version is coming along well, but it will be several months until it's ready for release.

So, as you can see, I have been silently working on TB, but I can't say when the next release is going to happen, or what it will entail. I'll try to get the 1.1. release out of the door so that you can keep using TB until 2.0 is ready, but I can't promise anything. 
Sounds Great 
 
 
Sweet. We may see a resurgence of maps for other games! 
Oooh 
You need any more people to test on linux?

I eventually got TB working on my laptop some time ago, but various bugs and incompatibilities with my particular ageing machine made it a bit of a chore to use tbh. I'm using my desktop a bit more often now though.

Out of curiosity, what is your main/favourite programming language? You said you don't know C++ that well, but you managed to write a Quake editor :) 
By Now It's C++ 
Until three years ago, I mostly used Java. Then I switched to Objective-C to write TB, and about 1.5 years ago I started learning C++ in order to make TB portable to other platforms. C++ is however quite different from purely OO languages like Objective-C and Java because it has meta programming facilities. Because of that and the manual memory management it requires, I find C++ quite difficult to learn. I guess TB 1 was my testbed, and now that I know a bit more about the language, I hope that TB 2 will be better. 
Great News On TB2.0 
Thanks for the update... just one request: Instead of targeting other more or less dead games, how about support for Xonotic, Warsow etc.? 
Once Multi Game Support Is Done 
you are free to add support for these games, or find someone who will ;-) 
Other Games Are No More Dead Then Quake... 
and id-based .map format is pretty similar across all their .map tech.

A neat feature would be to use GTKRadiant game info in TB to support games.

But, glad to hear you're still plugging away at it! Looking forward to TB 2.0! 
Committed To Making A Proper Map With This Now 
appreciated you aren't in the place to be implementing insignificant little suggestions at the moment with the rebuild going on. but here's one anyway (feel free to shoot it down if it's just me being really lazy)

it would be nice if the clip tool remembered the most recent previously used 'mode'. case in point, if you use it to split a brush in two without deleting anything, with this functionality you wouldn't need to tab twice each time you wanted to repeat the operation. normally when i use the split function i use it multiple times in succession (eg. for cutting up a floor in order to lower part of it) 
Agree 
This would be handy. Small time savers like this can add up to big ones, especially with something as fundamental as clipping. 
Please Add It To The Issue Tracker 
Otherwise it will get lost. 
Will Do 
just making sure it wasn't a completely retarded idea first. wouldn't want to clog the tracker up otherwise! 
 
is the broken transparent textures a known bug or is it only for some video cards? (nvidia 250gts) 
Known Problem 
It's not really a bug, though. It sometimes happens when there are intersecting transparent polys. 
 
i meant how transparent brushes aren't actually transparent, but selected brushes have their faces drawn and models are always visible through them. 
I Don't Understand 
Can you show me a screenshot? 
 
http://mobile.sheridanc.on.ca/~jonescor/temp/unselected.jpg
liquids occluding unselected brush

http://mobile.sheridanc.on.ca/~jonescor/temp/selected.jpg
selected brush's faces being drawn through liquid brushes.

http://mobile.sheridanc.on.ca/~jonescor/temp/model1.jpg
model is always drawn over liquids

http://mobile.sheridanc.on.ca/~jonescor/temp/model2.jpg
even though it is behind them 
Its Useful 
in many cases. There when i need to isolate stuff i'm using the view options - with models for example.
In other cases, like multiple water brushes fighting with each other, it can get confusing quickly. 
 
oh, is this intentional??? i thought it was just bad drawn order. 
Not Intentional 
It is bad draw order, and I don't really know how to fix it. I'll have to think about it. Can you please submit a bug report? 
 
sure. i've just been away from TB for so long that I didn't know if it was known or not. :) 
I Don't Get That Bad Draw Order. 
http://imageshack.us/photo/my-images/12/5bm9.jpg/

You can see that I have the same entity and a brush selected, it all looks like I'd expect it to.

ATI 3850, Catylist 13.4, Win XP-32.

Didn't happen in the 12.x driver series either. 
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