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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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When It's Done ;-) 
I'm sorry, but I currently have little time to work on TB. I'm constantly working on it, but I'm not making huge progress. I do expect that TB2 will be released this year, and I am currently preparing actual beta releases.

I don't know yet whether Quake 3 support will make it to TB2, but if it doesn't, it will be at the top of the list for 2.1. 
And Valve 220??? 
;) 
That Will Be Supported In TB2. 
 
TB2: BROOM HARDER 
 
 
@onetruepurple or they already fixed the issues that happen when someone puts a space in a texture name, etc.
if the exporter isn't embedding the texture name in quotes, and its importer differs from how qbsp will parse it, then that's actually a bug in the editor.
but hey, at least this little issue helps prevent the engine from bugging out on existing maps! :)


also relevant: http://quakeone.com/forums/quake-talk/other-games/5783-hexen-ii-community-work-discussion-25.html#post146557 
Facelift 
TrenchBroom 2 has a new interface that makes better use of screen space and is at the same time cleaner and less distractive:

http://i.imgur.com/z0aU4Px.png 
 
Is that a texture alignment window in the upper right?

Love it! 
 
OMG dat texture alignment window ... Think of the hours that will be saved. 
Can You Select Textures 
By 'used' and then apply transforms across the whole map? 
Not Sure 
what the texture alignment window is trying to show. It just looks like a big texture to me with lines on. Are those lines part of the brush?

For texture alignment it would be nice if we could skew textures in a similar way to Worldcraft. (you can make it angled but the horizontal stays the same)

I know not all mappers like the wait that looks but I think it would be a useful feature. 
Find And Replace 
would be a neat feature like ijed says. I currently do this in notepad if I want to make a huge change. 
 
If you've ever used a modeling app, that texture window should make you all tingly. Sure, it's still restricted to Quake's texture alignment limits but man WHAT a great idea. Being able to rotate and align faces in a UV editing style window will be SO much faster and more accurate than trying to do it in the viewport.

Unless I'm not seeing the right thing and am maybe projecting too much. :P 
5th 
Search 'UV map tool' and you'll get it. 
I've Never Opened 
a modelling app. Or should I say, I never got the point with any of my models where I was making the skins and uv maps.

It's something I intend to pick up eventually, even soonish. 
Dat Texture Alignment 
- supports Valve's 220 format, i.e., UV mapping
- snaps texture offset, scale and rotation automatically to the edges of the face being edited, that is you can
-- move the texture around and it's edges (yellow lines) will snap to the face vertices / edges
-- scale textures (by dragging the yellow lines) and they will snap to the face vertices / edges
-- rotate (by dragging the white ball on the circle) and the rotation angle will snap so that the yellow lines are aligned with the face edges

Basically, you can very quickly fit textures to faces. The only thing I haven't quite figured out is how to make it easier to align textures on adjacent faces to each other, but I'm working on that, too. 
Fuck Me 
+Window

it's / its
and other grammar and typing errors 
And Of Course 
you can drag the rotation / scaling origin (red lines / white circle) around so that you can rotate about any point on the face's boundary plane. 
I Wouldnt' Mind 
seeing this in action. Looks interesting from how you describe it.

I really hope we see support for other games soon, I wouldn't mind trying my hand at quake 2 engine games (maybe even heretic 2 or something really obscure) 
Yeah 
Quake 2 is already supported and so is Hexen 2. I see no reason why Heretic 2 shouldn't work out of the box either, I'd just need to set it up with an FGD file.

I also plan to support Half Life out of the box, and later HL2 and Quake 3. 
 
Sleepy: Are you still experimenting/planning any kind of 2d view or virtual grid on areas where they are no brushes? 
Yes 
Both, actually. TB2 will have 2D views for those who can't work without them, and it will also allow you to place a virtual grid in the 3D view. 
 
I think that defeats his objective with the editor. However I would really love to be able to create blocks of a certain size by typing in the dimensions rather than click/drag out the shape. A feature like this would have helped me a lot recently. 
Yeah, That Objective 
My original vision was "What would level editing be like if you were in the game?", which is why I didn't want to add 3D views. But after having all those long discussions with many people, I do realize that somethings are just easier to do in 2D that in 3D. But TB will always put the 3D view first, and you will only have to switch to 2D for certain special tasks when you need that kind of precision. 
 
Will v2 have more primitive options? Cylinders and such? That's something that gets me whenever I fire it up ...

This is the point when someone tells me it already supports that and I'm blind. :) 
 
Another nice feature would be something like in UEd where you can select adjacent walls.

http://wiki.beyondunreal.com/Legacy:Selecting_Surfaces 
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