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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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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. 
It's More Or Less Random 
necros, I'll look into it, and if you are saying that you're spending a bit more time with the editor now, that would make me quite happy ;-)

Happy Friar, I don't think the problem depends on the graphics adapter. It's just that sometimes the faces will be sorted correctly and sometimes they won't. It depends on where the camera is and where you're looking.

That said, I could be wrong and maybe I have broken something. 
 
doesn't look random to me. i've never seen it work. :)

however, even though it is being drawn in the right order for happy friar, the brushes are not actually transparent in his screenshot either. 
Never Seen It Work? 
Which Version are you using, anyway? 
 
About says 1.1.0, build 317 
Is There A Seperate Transparency Tag? 
I thought if you use Lava (water, etc) it automatically applies a transparency flag. I tried it again with a sky/water on top and water/pentagram on bottom, still never shows through.

Version 1.0.9, build 224. Didn't have a new one last I checked. Nothing newer on the TB website. 
The 1.1.0 Release Is Beta 
Necros, does 1.0.9 work for you? 
 
Yes, sorry for the confusion. :( 
Ok, So It's Only Broken In 1.1.0 
 
Oldschool Solution? 
Use 3 layers of screendoor + opaque. 
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