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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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Hammer has the alt-right click texture alignment, that will automatically align faces across edges. Ridiculously handy.

That and the targetname eyedropper are the two hammer features I really wish Radiant had. 
 
> Hammer has the alt-right click texture alignment, that will automatically align faces across edges. Ridiculously handy.

When it does this, is texture stretching also corrected for surfaces that are off axis (not on 90 degree planes), or is that already part of the Valve 220 alignment? 
#1275 
"maybe I'm projecting too much" is the best / worst unintentional pun you could make about a texture mapping feature 
New Feature 
TrenchBroom 2's live issue browser with quick fixes: http://t.co/QCJToJLhkS 
Nice 
Obligatory feature request:

'reload def / fgd file'

So that when writing / fixing one you can update with a nearby button instead of reloading the map entirely.

Probably not a common user feature though. 
Please Out That On The Issue Tracker 
 
This Can't Come Out Soon Enough. 
I really am finding a lot of texture alignment stuff to be a pain right now.

Plus the idea of being able to map for other games is a huge bonus. 
 
why does trenchbroom render everything flat for even when i choose the option render with texture? 
Because You Haven't Loaded Any Textures? 
 
 
Accidentally unbound escape from deselect, when I try to rebind it the damn thing no longer works! Am I doing something completely wrong here?1 
Also 
how the hell did I not realise that tab pretty much locks the axis you want to move along? This could have saved me so much time.... 
 
there's a manual! it's pretty good! 
When I Try To Open The Map Source For Metal Monstrosity: 
I get this error: Malformed map file: expected token of type opening parenthesis, or closing parenthesis, but found integer number at line 15, column 89 
RoQ 
Read the MM thread again carefully. 
FifthElephant 
Also, holding alt while you move the brush will lock movement to vertical only (y-axis). 
Really Now 
I went to make a sandwich and came back to this. Console says there were no errors. WTF? 
How Long Were You Gone? 
 
Hard To Say 
5 to 10 minutes(?). 
Could Be The Autosaver 
But that should have kicked in before, and others would have run into it also. Sorry, no idea what that was. Hope you didn't lose too much work. 
 
I actually lost nothing, the editor continued to work just fine. 
So Many Things I've Learned This Week... 
like double clicking a func_detail will select all the brushes in that group... or pressing alt and the arrow keys will flip the brushes 90 degrees.

I feel like a noob! 
5th 
Read the docs and have a look at the cheat sheet. All those keyboard commands are in there.

Btw, the double click behavior might change in TB2. Single click on a brush that belongs to an entity (other than worldspawn) will select all brushes in the entity. Double click to select individual brushes. Discuss. 
Do That! 
 
 
I personally prefer being able to just grab a single brush of an entity right off the bat, because most of the time, that's all I need to work with. If I need the rest, there's a shortcut to select all it's siblings.

I forget what other editor it was that selected all the brushes of an entity when you clicked just one, but it was honestly one of the most annoying parts for me. 
 
I forget what other editor it was that selected all the brushes of an entity when you clicked just one, but it was honestly one of the most annoying parts for me.

Seems like Worldcraft used to do that. On the other hand having to go to the menu and click or use a 3 key combination just to select all brushes of an entity is a pain.

Just selecting a single brush by default seems best. Maybe highlight the other brushes if the one selected is part of an entity and then use an alternate method to select the rest (double-click, shift-click, whatever...). 
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