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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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Experimentation 
is key. A lot of the compilers will come with info in readme files on different settings you can add to light entities.
That's how I found out that setting. Make a few different test maps too, nothing beats testing your ideas for different results. 
@Fith 
Nvm, I just found out how to do it, but thanks anyway! 
Problem Is 
TB doesn't show the values to configure the entities. Open up the source file, either .def or .fgd and it will list how to configure everything. 
Also Try Delay 5 
Personally I think delay 0 has way too much "reach", it just goes forever. I try to use only one or two in a given area, mostly for fill lighting.

Here is some pretty good info on Quake lighting:

http://shoresofnis.wordpress.com/guides/lighting-basics/ 
Delay 0 
is the default light setting. You must be thinking of something else. 
You're Right 
I was thinking about delay 1.

I guess I wasn't yet completely awake. 
Wow 
If only we had this 16 years ago. 
Splash Screen 
Since you've got a Modern Quake Level Editor, Maybe a Modern Logo/Splash could work. It would go perfect on T-shirts to generate awareness and funds. Appeals to the New Gen Level Makers?

http://i43.tinypic.com/rml5xv.png
let me know if you like it? 
It's Too Difficult 
To read. It also looks like you've got two seperate logos next to each other. 
T-Shirt Design 
http://i44.tinypic.com/2ldxd74.png (from my previous post) 
Ok 
That does look cool 
Nice Design 
The broom part looks a little out of place though. I'd also drop the texture and outer glow personally. 
 
Torch Broom? 
 
ehh, as long as it goes away on it's own when the editor's loaded. 
I'm Making Something 
Breezeep 
Cool! But if you want more feedback, it's best to post screenshots in the "Screenshots & Betas" thread. 
@SleepwalkR 
Thanks! I'm glad you like it so far! 
When Is The Next Update Coming? 
 
Long Time 
The 1.1 branch is not getting updated anymore unless there are serious problems with it, and the 2.0 branch is still under heavy development and it will be a long time until that gets published.

Why? 
@SleepwalkR 
I was just wondering... 
@SleepwalkR 
Any sweeping changes for the user with 2.0 or is it purely a rewiring of the internals? 
Hopefully 220 Map Support ;) 
I need that improved texture alignment! ;)

Also, I am coming up against problems with TB atm where anytime I try and place an entity it comes up with this -

https://www.dropbox.com/s/e65l532v85f6blr/Screenshot%202013-12-22%2015.08.44.png

I click ignore and carry on but it's a pain all the same. 
Lots Of Things Will Be Improved 
It's really too much to list right now, but most importantly TB2 will have support for other games than Quake. 
Fifth 
Please provide a reproducible test case. 
Ve Got A Few As Well 
That I've been meaning to post.

The most interesting one seems to be having a selection out of view, which causes a cascade error message which continues even when closing the editor itself and has to be closed from the OS.

I believe this is down to map size though.

Will post it when I get near a PC. 
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