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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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Damn :( 
I can have a look at that file if you want.
Skacky mentioned the same problem with his jam 5 map.

I haven't been testing it that heavily, but 1.1.4 seems rock solid for me with stuff that used to drift on previous versions (arches, domes, etc.) 
Total_newbie 
Trax deleting the preference file ~/.TrenchBroom 
Where To DL TrenchBroom 2? 
This might be a dumb question but I see people talking about their experience with TB2 and am unable to find anywhere to download it. Was it only given to some people before it's final release or have I just not looked hard enough? Thanks for any help! 
 
It's in beta right now. 
Closed Alpha, Rather 
It still has too many bugs and a couple of missing features to be considered beta software. 
SomeGuy 
Oh, okay that makes sense now. Thanks for the help! 
Develop Branch 
FYI SleepwalkR after the recent fixes on the develop branch I was able to compile and it so far seems to work fine along with Fly mode and the shortcuts under Linux. 
Good. 
 
Problem With Adding Ice And Ladders To A Map With Trenchbroom 
Hi, I've recently started to learn to use the map making tool Trenchbroom to create some quake 2 jumpmode maps. I don't seem to be able to find a way to add ladders and ice to a map. Does anyone have any idea how I could do it or if not who might know? 
Ladders And Ice 
You have to change the properties of the surface of the texture. You can find them under the face viewer (for changing textures) there should be a box called "surface", click the "..." button and edit it, it's either that or the content ... button. 
Ladders And Ice 
I can't see "surface" or "..." where you're suggesting they should be. Here's the print screen of what I can see. Am I missing something there or looking in the wrong place?

http://prntscr.com/6vbz7b

(thanks for the response) 
That's TrenchBroom 1 
It doesn't support Quake 2, so there is no way to edit surface and content flags. 
I Suspect 
that you're using a modified version of trenchbroom 1 to make quake 2 maps. My advice would be to ask at Q2 Cafe as that is where that version of TB originated -

http://leray.proboards.com/board/50/quake-mapping-central-re-mapper 
Ladders And Ice 
Yea, I am using the modified version of trenchbroom 1 to make quake 2 maps. I'll try that site, thank you. 
Is TB2 In Closed Beta? 
 
Closed? I Guess In A Way... 
I'm not sure I would call it closed or Beta as SleepwalkR himself above described it more of an Alpha. Some things are missing yet, there are bugs, and it can crash from time to time, but anyone who knows how to compile source code can compile TrenchBroom 2 from its sources available on the TrenchBroom github. There is the NewArchitecture branch which is slightly older code and the develop branch which is more current code of TB2. On Linux I'm using a build of both branches and the only time either crash occasionally for me is usually when I'm cutting brushes or manipulating vertex. As new code gets introduced and fixes implemented things can break, but all and all TB2 is a pretty good experience for me so far in its use with Quake mapping.

If you're not familiar with compiling projects from source or don't want to deal with issues that will come up from time to time then I'd just wait until there is an official TB2 release. The wait will be worth it. ^_^ 
Xage 
It would be very useful if you could create bug reports for those crashes or if you could add your observations to the existing bug reports. I haven't been able to reproduce those crashes. 
 
I have no doubt it will be worth the wait. I've been checking the progress for a while. I don't know how to compile but if there's a pre compiled windows 7 64 bit executable I would be more than willing to help test it. 
I Have Been SleepwalkR 
I've been reporting the issues I come across all along, but the brush cut and vertex manipulation crashes are few and far between on Linux and Windows 7. They seem related to the previously reported issues. I need to "try" to reproduce it more than a few times before I can make a better observation to report on github.

I do have an observation I'm working on related to the recent fix for fly mode in the develop branch. The mouse look behaviour when navigating around the 3D view when "not" in fly mode has changed and not for the better. While not a bug I guess it is still annoying. I got side tracked tonight, but I'll put it up when I can in the next day or so. 
Switched To A Different Computer 
because of reasons. Anyway, am still stuck at the point where I tell TB2 where Quake is on my computer. It now allows me to change the path, but it doesn't seem to remember it. My entities still show up as coloured blocks, and when I open preferences, Hexen is selected and it tells me the game path is not set. When I select Quake and click Ok or Apply or both, it still goes back to Hexen/game path not set.

Also, maybe I've just got... err... stupider, but I cannot seem to import textures. Has this changed and can one now only do it from within "Texture collections" at the bottom righthand side, by clicking the "+"? If so, that is not working for me... 
Ok, I Take Some Of That Back... 
Just reopened TB2, and now when I specify my Quake path, my entities do show up. The "Texture collections" thingy works now, too; no idea why it did not work a few minutes ago when I first fired up the programme...

Clipping finally works, but only sort of. When I want to clip a brush and select to keep both halves (using ctrl+enter until both halves are highlighted), it still deletes one of the two halves.

The vertex tool still crashes the programme, although it now seems to freeze and cause the entire computer to hang before crashing.

The copy+paste bug is still there too. When I want to copy+paste a selection of brushes, all is fine until I hit "paste", at which point TB2 automatically deselects some of the brushes, only pasting some of them.

The copy+paste bug and the clipping tool's weird behaviour are both serious problems to me; everything else I can provisionally work around (though it would be wonderful to have a working vertex tool at some point), but these two problems make it impossible for me to make any mapping progress.

So far I have not encountered the warping brushes issue again.

All of this is on Linux Mint 17 'Qiana', Xfce 32 bit. TrenchBroom 2.0.0 5cfc5aOR (in case all those letters and numbers are important). 
Please Submit These Bugs On Github 
I can't keep track of them here. 
Sure 
I have just done so.

Hope I have done it correctly... 
Thanks! 
The reports look good! 
Brush Outlines 
Is there a setting in TB2 for making brush outlines sharper/more visible? By default, they kind of blend into the grid/textures (even when I select "render flat", they tend to blend into the grid). Makes it hard to see where my brushes are... 
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