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
Kinn 
We had implemented movement handles at one point, but I found it to be unintuitive. I wanted ppl to be able to just grab objects and move them around. I can add a special mode for move handles, but it feels redundant. Let me think about it, maybe I can come up with a way to restrict movement axes that can be combined with the current approach. 
Spiney 
TrenchBroom keeps its config in the registry under

HKEY_CURRENT_USER/Software/TrenchBroom

If you delete that entire key, does it work? I can't imagine why it would fail when you move the app, though. 
Yeah 
i think as an option that you can toggle with a shortcut it would be perfect because there's always situations where you want to yank stuff effortlessly in one axis without worrying about moving it in another. 
I Never Needed That 
but it seems that many people are used to what they can do in professional 3D packages. I'll see what I can do. 
About The Gizmo 
Trying out a cave wall, I sometimes accidentally push verts off into the distance. Having a gizmo with 3 axis and 3 planes would be really handy at times. (like this: http://www.finalclap.com/ressources/images/3dsmax-tracking6.jpg )

The gizmo is one of those things I often lack in level editors for older games (most newer editors have them).

alternatively you could try having cubes for handles, and selecting the y-face on the cube would move on the y-plane, etc... you could have a similar system of bounding boxes when selecting an entire brush.

(on a sidenote, in the view tab, having the ability to hide vertex handles on backfaces could be useful) 
Seems It Has To Do With User Rights Management 
I put it into program files on C:\, but that requires admin login. Moving it to F:\ which is accessible as regular user fixes it...

Hope that makes sense? 
Using The Bounding Boxes For Axis Selection 
doesn't work if you are too close to the selection. We discussed that one already.

A lot of the fluidity and speed when doing brush manipulation in TrenchBroom is due to the ability to just click and drag stuff around. This is seriously hampered by gizmos because you have to hit a small part of them to select the correct axis. That's why I would prefer a different option that can be combined with the idea of just clicking anywhere on an object to move it around. 
Spiney 
Never seen this problem, so I guess it's something with your system? 
Woot 
Looks like insurer my gizmo back! 
Nooooo 
I'll find a gizmo-less way to restrict movement axes! 
 
Looks like I may my gizmo back!

Predictive text sucks... 
May Get 
Sure, blame technology! 
Oops, Read Over The Handles Part... 
And yeah, might be my system.

Also, this is obviously a retard move, but anyway; reproducible crash with the clipper: http://www.spiney.me/files/etc/clipcrash.png 
Camera Movement 
It's probably been mentioned before, but I (as a Radiant-lover) would like some kind of 'legacy' control scheme for the editor that mimics Radiant's or (god forbid) WorldCraft's keybindings / camera control.

Other than that, and this can't be said enough, this editor is a serious Godsend. 
Lava Croft 
You mean a flythrough mode like this? https://github.com/kduske/TrenchBroom/issues/383 
Spiney 
Thanks for the report, it will be fixed in 1.0.3. 
TrenchBroom 1.0.3 
Changes
- Objects are no longer displaced when duplicated.
- Fix off-by-one bug of mod list in map properties dialog.
- Snap vertex coordinates if close to integer coordinates.
- Add logging on all platforms.
- Properly merge spawnflags when loading fgd or def files.
- Fix crash bug when clipping all selected brushes. 
Append 
- Properly set the size of point entities from fgd files. 
Oh And 
Scratch the first item. That's 1.1.0 - sorry! 
+1 
Having a gizmo with 3 axis and 3 planes would be really handy at times.
Yep, totally agree, also an axis lock function.

Add flythrough mode
A noclip fly mode is a must for me. 
 
I feel dumb .. how do I move brushes back to the worldspawn? 
 
FFS, NOW I see it in the docs. Never mind. :) 
 
FFS, NOW I see it in the docs. Never mind. :) 
 
*shame* 
The Gizmo Issue 
Ok guys, I see that a lot of you want a gizmo for moving things around. The thing is, unlike everyone else except for necros, I have already seen how gizmos work in TrenchBroom, and while he may disagree, I don't think they work very well because

1. They clutter up the viewport, esp. if you have only one entity selected.
2. They are harder to hit than just clicking and dragging anywhere on an object.
3. They seriously diminish what some have called the "slickness" of this editor. The ability to just grab and move things around is very important, and it is hindered by having these gizmos.

Now you might suggest that I implement both. But that would be redundant for everything except restricting movement to one single axis. So what I really hear when you say "I want a gizmo" is "I want to be able to restrict the axis of movement". Note that you already have restrictions in place though:

- By default, you can only move things on the horizontal plane.
- You can restrict the movement direction to the Z axis by holding ALT.

So what I think is really necessary is a way to restrict the axis of movement to the X or Y axis. I have just thought about a solution that I'm going to implement to see how it works.

Bottom line: I'm not going to add gizmos for movement until all other options are exhausted. And even then I might not do it because I think they are, for the reasons outlined above, a bad solution to a fundamental UI problem of 3D software: How to translate 2D input into 3D. 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2025 John Fitzgibbons. All posts are copyright their respective authors.