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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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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...). 
Keep As-is 
It's hard to say without trying it.. but I think it would be annoying for people who use func_group/func_detail heavily. if most brushes are part of some entity, then you would have to get used to always double-clicking to select a single brush, and i'd guess that selecting a single brush is more common than selecting the whole entity. 
Worldcraft 
Once some brushes have been tied together as an entity, you click once to select the whole entity. Seems logical to me, but I've been using the same editor for freakin' years. 
As Long As 
select one or all the brushes is just as simple as one or two clicks it doesnt matter for me. 
I Think It Was Me 
That originally asked for this, just because I'd been used to Worldcraft working like that.

Now, after using TB for so long, especially managing func_groups a lot, I'm not sure which method is better.

Not quite a full 180 on opinion, more like a sharp 90. 
 
It would be nice to get some sort of simple grouping that wasn't reliant on turning the brushes into a fund_group ... then you could include entities in the group as well. 
 
It can get a little messy since you need to sprinkle stuff into the MAP file, but that's just extra parsing for Trenchbroom and if they are comment lines they won't affect the compilation at all... 
Yeah 
I want to be able to group brush and point entities. 
 
I like the way selecting entites currently works, but grouping stuff is needed yeah. 
I'm All For Grouping 
if it can be done well. I'd love a function like this as I have, at least in my latest map, a few entities together that rely on separate alpha values... 
Willem 
TB2 will feature groups and layers which are based on func_group, but extended so that you can also add entities to them.

Okay, the more I think about it, the less convinced I am of the new selection stuff for brush entities. I'll keep it was it was, i.e., one click selects one brush, and you can select all brushes of an entity with a double click or a keyboard shortcut.

Thanks! 
 
Ogre grenade arc preview.

Do it. 
 
Holy shit yes. 
 
But how? It would be much more than an arc and ogres don't stand still. 
Just Make It 
Playable in editor. 
 
Wow, I've never considered an Ogre arc preview before ... cool idea!

And how about a "Fiend will fuck up and get stuck here" marker. As long as we're asking for stuff... 
Really Interesting Idea, Lun. 
 
As Long As We're Wishing... 
While you're at it add operating doors, platforms, and animated func_train/path corner combinations, etc. (actually, I seem to remember an old version of Radiant that had some of this). 
 
Some automated way to set up pathing networks would be awesome too. Select all the path_corners you want, in the correct order, hit hot key, enter a base name, and it gives them all a unique target/targetname combo that links them together. Easy patrols. 
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