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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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Not Sure If I'm Doing It Wrong, But... 
... when you "isolate" a brush in TB2 and then clip it, the resulting clipped brushes become invisible along with the rest of the map. This makes logical sense (seeing as it's no longer the same brush you isolated to begin with), but to me personally it would be more useful if the brush you isolate would stay visible no matter what you do to it. I mean, the reason I isolate brushes is so that I can more easily work on them, and that usually means resizing/reshaping them somehow, which usually involves clipping.

Unless I've completely misunderstood the point of the "isolate" function. Could someone let me know if I'm missing the point? 
Make A Feature Request On Github 
 
Done :) 
Just wanted to check here first, as I wasn't sure that I understood the "isolate" function correctly. Didn't want ignorantly to request a useless feature. 
 
Ehmmmm I may have forgotten to report that issue........ ._. 
Texture Editing On Multiple Faces At Once 
Once again just checking here first...

Maybe I was hallucinating, but I seem to recall being able to do this in TB1: that you could select faces of separate brushes and -- provided they were directly adjacent and on the same plane -- edit them together (and thus e.g. easily get a texture identically oriented on all said faces).

Did I just dream this? Or has this functionality been removed from TB2?

Is it a bug I should report or a feature worth requesting? 
Edit Them How? 
 
 
Using the "face" editor/browser to the right to change the texture angle, scale and offset, and the texture itself -- the way you can do with a single face (selected via shift+click) or with all faces of a single brush. 
 
Ctrl+Shift+Click to select more than one face. They don't even need to be adjacent or on the same plane! 
Sheep Is For Sheepish 
Yep, that works exactly as I remember it. Now how did I manage not to do that before?

Thanks, necros!

Sorry, SleepwalkR! 
About Creating Convex Hulls 
Thanks for adding this to TB2, SleepwalkR!

I have a question about using this function (I tried finding some info about it in the official TB1 documentation, but I'm guessing it was added later and thus is not yet documented?):

Is it supposed to generate a new, untextured brush, while leaving the "pieces" it's made from? Because that is what happens when I use it: I select e.g. 8 textured wedges that make up an octagon, and when I do Edit --> Create convex hull, the 8 wedges are still there & unchanged, but I also get a new untextured octagonal brush in the same spot.

I only ask because I had imagined I would effectively be "gluing" the wedges together to create a new brush, so that the end result would be one textured octagon and zero wedges.

(Note: I'm not complaining, as I think it's a brilliant tool either way!) 
 
Pretty sure that's what it is meant to do, it's consistent with other tools. 
 
Thanks. :) 
Separate Func_illusionaries Surrounded By Single Box? 
I currently have two func_illusionaries (one is a duplicate of the other) and when I select one of them, TB2 draws a red box around both of them. It looks like a bounding box and it increases in size as I move the two entities apart. It disappears when I turn off "Show entity bounds" under "View" to the right, which suggests to me that it's supposed to be a bounding box.

But why would I need a bounding box for two separate brush entities that I have not grouped together? This would mean that if I finally have func_illusionaries scattered throughout the entire map, I'd then just see a giant bounding box surrounding the entire map when I click on one of them. Is that supposed to be the case?

Or am I missing something here? 
That's A Bug 
I can reproduce this: the duplicated func_illusionary contains the original and the duplicated brush(es). 
Ah, Thanks For Clarifying. 
 
Hang On A Few Minutes, I Think I Can Fix It Quickly. 
 
Fixed Now. 
 
 
I get an error when I try to rebuild. Am doing git pull, cmake .. and cmake --build . 
What Error? 
 
I See This In The Terminal: 
[ 0%] Built target version
[ 0%] Built target glew
[ 1%] Building CXX object CMakeFiles/TrenchBroom.dir/common/src/Renderer/SpikeGuideRenderer.cpp.o
In file included from /usr/include/c++/4.8/tr1/memory:50:0,
from /home/totalnewbie/TrenchBroom/common/src/SharedPointer.h:28,
from /home/totalnewbie/TrenchBroom/common/src/CollectionUtils.h:31,
from /home/totalnewbie/TrenchBroom/common/src/Polygon.h:23,
from /home/totalnewbie/TrenchBroom/common/src/VecMath.h:39,
from /home/totalnewbie/TrenchBroom/common/src/TrenchBroom.h:23,
from /home/totalnewbie/TrenchBroom/common/src/Renderer/SpikeGuideRenderer.h:24,
from /home/totalnewbie/TrenchBroom/common/src/Renderer/SpikeGuideRenderer.cpp:20:
/usr/include/c++/4.8/tr1/shared_ptr.h: In instantiation of �std::tr1::__shared_ptr<_Tp, _Lp>::__shared_ptr(_Tp1*) [with _Tp1 = TrenchBroom::Model::CompareHits; _Tp = TrenchBroom::Model::CompareHits; __gnu_cxx::_Lock_policy _Lp = (__gnu_cxx::_Lock_policy)2u]�:
/usr/include/c++/4.8/tr1/shared_ptr.h:995:25: required from �std::tr1::shared_ptr<_Tp>::shared_ptr(_Tp1*) [with _Tp1 = TrenchBroom::Model::CompareHits; _Tp = TrenchBroom::Model::CompareHits]�
/home/totalnewbie/TrenchBroom/common/src/Model/PickResult.h:44:30: required from here
/usr/include/c++/4.8/tr1/shared_ptr.h:556:34: error: invalid application of �sizeof� to incomplete type �TrenchBroom::Model::CompareHits�
typedef int _IsComplete[sizeof(_Tp1)];
^
make[2]: *** [CMakeFiles/TrenchBroom.dir/common/src/Renderer/SpikeGuideRenderer.cpp.o] Error 1
make[1]: *** [CMakeFiles/TrenchBroom.dir/all] Error 2
make: *** [all] Error 2 
Fixed It. 
It was a missing import. Sometimes, these errors only show up on specific platforms, unfortunately. 
Works Now, Thank You! 
Well, I'm glad I can be of some use in finding errors/bugs/other things that may go wrong, and that it's not just me being stupid all of the time (just some of the time).

Thank you again for being so fast in fixing many of these. :) 
Enjoy It While It Lasts 
I'm going back into hiatus tomorrow. Just took a couple of days off my work and felt like doing some coding. I'll be back at it by the end of the year. 
Editing Groups 
Is there a way of editing a group of brushes, short of ungrouping and then regrouping?

Say you've got a group of 50 brushes, where you just want to change one brush. Is the only solution to ungroup, edit that one brush and then select all 50 brushes one by one to create a group again? 
Yes 
Double click on any of the grouped brushes to open the group. Edit away, then double click on anything else or the void to close the group again. This also works with nested groups. 
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