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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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unless the nan was created as a number approached 0? 
 
For what it's worth, in every instance where I had "nan" in the map file, it was one of the last three numbers on the line, and the other two were "1" -- i.e., the line ended in
nan 1 1
and I changed it to
0 1 1


That's just the rotation part of the texture info, correct?

(# # #) (# # #) (# # #) name offset offset rotation scale scale

Seems like changing it to zero should work fine. 
Ah Yes 
Good find, Rick. Total_newbie, please send me that mapfile. Maybe I was on the wrong track. 
 
Sounds like you may be narrowing it down, but I saw this article the other day on floating point exceptions - throwing an exception when the code does something that generates a NAN. It's VisualStudio specific, I think, but could be useful for debugging.

https://randomascii.wordpress.com/2012/04/21/exceptional-floating-point/ 
Thanks Eric 
 
I Think It Might Be A Bug In The Texture Lock Code. 
 
I Tried TB Only Now 
and got amazed. In The Joker's words, it's a wonderful toy.

It still doesn't deal very well with Valve220 maps, right? I opened an old level and the textures were all crazy rotated. Something about Quake format not supporting texture rotation like Valve220?

Not even a request, just a feedback. Congrats and thanks to SleepwarkR for this amazing tool. 
 
"SleepwalkR" grrrr... sleepy post. 
Valve220 
Is only supported in TrenchBroom 2, currently in development. 
 
Yup 
That's me... while playing your maps! 
Total_newbie 
Here is the bug report for the nan issue in case you find out how to reproduce it:

https://github.com/kduske/TrenchBroom/issues/1069 
SleepwalkR 
Ok, thanks; I'll keep trying to reproduce it and I responded on github. 
New Builds 
I am making new test builds right now. I have done some open heart surgery on TB2 by replacing one of its core data structures with a different one. If all went well, you will only notice that maps load a little bit slower now. Otherwise, the new data structure should behave in the same way as the old one, but the code is much better and hopefully it will have fewer strange bugs once the initial kinks are out.

Regarding the performance of map loading, there's potential for optimization, but as it's still very fast, I'm probably not going to realize that potential as the optimizations would make the code less clear.

My own testing indicates that the new code works fine, but I'm sure you guys will find edge cases that I haven't considered. I'm sure if necros tries the new build, he'll make it crash on first launch. 
Cool! 
It crashes while loading jam6_ericwtronyn.map though (included in the mapjam6 zip.) - segfault in Polyhedron::intersectWithPlane. 
Yeah, "cool" 
Thanks ;-) 
Yup, Can Replicate. 
Turned it into a test case and will investigate tomorrow. 
Thanks 
 
Ericw 
The bug is now fixed and the map loads fine. I'm uploading new builds now.

What do you think about the difference in load time? 
Sweet, Thanks! 
Confirmed that jam6_ericwtronyn.map loads. That fixed telefragged.map (from the RRP devkit) as well.

The load times seem fine, telefragged.map loads in about 5 seconds, jam6_ericwtronyn.map in 2. 
Cool 
I don't think it's necessary to optimize that then as loading happens rarely. It's tempting, but the advantage of the current algorithm is that it has a simpler invariant. 
TB2 
latest build feels better than some of the earlier builds. Mostly because you added the old school brush mode back in. Still feels slightly less productive in terms of work flow though, mostly due to extra button presses than I would need in TB1.
So for example, if I drag out a brush in TB1 it will be selected automatically. which allows me to instantly move or manipulate it if I need to. TB2 if I drag out a brush I have to escape out of the brush tool or select the move button instead, just doesn't flow quite as well. It's perfectly serviceable and better than Jackhammer though. 
Glad To Hear That 
Brush creation is a separate too know, and tools stay active by default. That's why you have to escape out. Not sure how to change that without making other things too awkward.

Any other gripes? 
Sleeps 
Not really that much in the way of gripes. I'm not really sure how to create a brush using vertex point creation. I can shift click the vertices but I have no idea how to extend upwards?

Also, I am still very excited to see support for other id-tech games. Heretic 2 is one game I want to create a couple maps for, but I am waiting for proper support. 
 
So, dumb question ... I start up TB2 now and click and drag in the viewport doesn't do anything. How do you create a brush to get started? 
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