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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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:/ 
I want to trenchbroom 
Johnisonboa 
Best way to learn is by opening up other people's map files. 
5th Elephant 
For learn the Elevator values in TB? I need values, and the trigger don't have transparency and collision in my experience... 
Help For TB (Spanish Is My Main Language) 
I don't know what is a Spawnflag and I don't know how to use properties of a single shape.
I make a teleport and sounds as water, the QDamage doesn't appears, the triggers are solids and move with the triggered shape.
What I can do? 
JB 
Spawn flag help -

http://kristianduske.com/trenchbroom/docs/editing_objects.html#editing_entity_properties

I guess I could make a simple map file for you, what type of things would you like to know? 
CSG Subtraction 
This was surprisingly hard, and I am still not 100% sure it always works, but:

http://www.quaketastic.com/files/screen_shots/tb2_csg_subtract.png 
 
interesting, that is a very nice method. no overlapping brushes, no bizarre non-symmetrical cuts... 
Yes, And No More 
splitting up of adjacent faces by QBSP. 
 
Looks very clean. I have to wonder how it would cope subtracting from more complex shapes. 
It Can Get Messy 
also it crashes a lot right now, but due to bugs in the vertex manipulation code. Those will be fixed soon, and then it should be stable. But in any case, it will not create new vertices at all. All the remaining brushes will use the vertices of the minuend and those of the subtrahend. In many cases, this will work out fine. 
Wicked 
 
Oops!... +FifthElephant 
I try to make elevators, sequences, doors, and Sequences, I�m making a map like the Q1 E1M1 for a 3 episode proyect, 7 levels aprox by episode and I want to know what is the action(spawnflag?) of the door(e1m1 style door), toggle?, start open?, don't link? Help D: 
Csg Subtract Map Jam 
do it 
Decent Csg Subtract... 
...isn't the brush manipulation function that we need right now, but it's the one that we deserve.

(i've no idea what i'm on about tbh, i'm a little bit drunk) 
All Them Tools.... 
Now I only need external light map importing, and proper smooth shading... and this will be ultimate overkill :D 
I Don't Know How To Set It Up 
I was on YouTube trying to find out how to use the Jackhammer editor when I saw this one, and it looked great and I would have no problems with it because it's meant for only one game.

I downloaded it and extracted it from the folder and made a short cut of the .exe for my desktop and I got the Darkplaces engine and the Shareware version of Quake that I had to get for id1 pak files and I can run the game right but I don't know how to get the Quake map maker working in the program at the bottom there's a box that box has stuff its trying find and below all the stuff it can't find one after the other. and I can't find any of the textures and all the entities are boxes.

And when I go to map properties I can't find the files I think it needs from the Quake files like the fdg. 
I Just Want To See My My Name Changes Color 
 
 
info_player:

go on preferences and "choose" your "quake path" (its Quake main folder) that will fix the
entities.

here explain it better (its the second step)
http://kristianduske.com/trenchbroom/docs/

as for the textures you need go to
edit>Map Properties
and click on the "+" button to get your .wad file
you can download a .wad here https://www.quaddicted.com/files/wads/

I recommend watching this video ;)
https://www.youtube.com/watch?v=Wr9FR1W1JFE 
I GOT IT TO WORK THAnk You Brutecold! 
File Help 
So I�m looking the entity definitions and I looked a Centurion, hammer, and more, but, I don't have those files. Where I can get .mdl models? 
That Sounds Like 
One of the expansion packs.
Dissolution of eternity, or Scourge of Armagon.

Or maybe the Quoth mod, I think it has both those included as well. 
 
Scourge doesn't have a Centurion, but it does have a Centroid... (and a hammer) 
Hm 
Some More CSG Subtract 
before and after

The algorithm is now done. It can't find a beautiful solution in all cases, but most things that mappers would regularly use subtraction for should be fine. 
 
Is this in the latest build?

Also, I am having trouble setting up mod directories. In TB1 you can select which mod directory and it will show the models and stuff but I can't find the option in TB2. 
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