News | Forum | People | FAQ | Links | Search | Register | Log in
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".
First | Previous | Next | Last
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? 
Warren 
There's a box button at the top with what appears to be a cannabis leaf. Click that and then it should work. Or you can press the space bar and work in 2d mode 
 
Ahh OK! Things have changed a little since I was last in here, thanks... 
 
Where can i get an executable version of tb2? 
5th 
You mean in brush mode? You can't edit the vertices once they are set. You basically create a convex hull by setting points or dragging rects on other faces and the realize that form by hitting enter. The ability to drag the vertices might be added later. 
Anynomous Guy 
The beta builds are currently not public. 
Q3A Entities In TrenchBroom 
For some reason cant get this to work.
Also cant find anything on it.
Is this editor compatible with Quake 3 Arena?
Cheers for the great addition to the Quake scene. 
James 
I don't think it's compatible with Q3A yet. 
I Need Help 
TrenchBroom have mission pack monsters? 
You Need A 
.fgd or .def which are the entity definition files - either will work.

Or you can add whatever the entites or monsters are to the file you have (or a copy of it). It pretty easy - copy paste another entry (it's just text inside) and change the name.

Adding the special keys/flags that the entities use 
New Question 
I can download it on Windows 8.1, and with guaranteed execution? 
 
It works in windows 8.1 if that is what you're asking. I made all my maps in 8.1 
Reply To FifthElephant 
Ok, thanks. 
 
I can drag MDL models or another Quake files to Trenchbroom? 
JB 
not 100% sure what you mean. TB is just for making maps, it will display the models from the game if you point the editor towards your quake directory.

I made a TB tutorial, if you can get past my accent (the type of british accent that is never shown on tv) then it should show you the basics on making your first map -

https://www.youtube.com/watch?v=BisleGBgQ4w 
 
if you drag files that TB doesn't recognize, it will freeze. 
Necros 
Reall�hne? Is that TB1? 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.