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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 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. 
 
this just means someone is going to subtract a sphere from a cube. 
Necros 
of course I am, why else would I need a subtract tool? ;) 
 
What would be handy would be if it automatically created a group from the resulting brushes. 
Fifth 
Isn't that in the entity inspector at the bottom? Or the map inspector? 
It's This 
 
Ok, I've figured it out... using TB2 is like trying to find something in your room after your mum has cleaned it. 
Haha 
Yeah, but I'm going to take some of the UI changes back before the final release. But this particular setting stays where it is ;-) 
 
Your Mom hasn't cleaned my room in ages. It's a mess in here. 
 
Does TB2 have it's own bug list? I can't remember and can't find a link if it does... 
 
So Sleepwalkr 
When are you going to convert Trenchbroom to UE4??

https://www.youtube.com/watch?v=rJzguNJsivM 
 
Oh, nice! 
URL Pls 
I lost link of "general discution about quake", in threads i am lost searching it... 
Poor Phrasing In The Docs 
There is a part in the intro docs that is phrased poorly. I suggest a more technically accurate phrasing below.

In

http://kristianduske.com/trenchbroom/docs/getting_started.html

it says

"Planes are represented with 3 co-linear points (in other words, all 3 of those points are on the plane)."

I am used to the spelling collinear myself, but some dictionaries list the single-l form too. It's probably not important which one you use, as long as you are consistent.

I believe what you meant to say here is the opposite of what it literally says. As I'm sure you know, the 3 points must not be collinear for a map compiler to accept them. I don't remember off hand if they all just crash if you give them a hand-edited file with bad points, all on the same line, or if some compilers print an error message, but that's not important here.

I would recommend the following phrasing for the surrounding context, including actually not using the term collinear at all, because it's not important from the users' point of view. The editor takes care of the points not being collinear after all.

- - -

Each plane is represented by choosing three [unique] points from it that do not lie on the same line. These points don't have to coincide with the vertices of the brush that the planes define. Therefore, it is possible for the editor to find a representation for the plane using only integer points, even if the resulting brush has non-integer vertices.

- - -

The word unique is not necessary there, but if you feel it makes the idea clearer you can include it.

If any other improvements or suggestions for the docs come up as I read them, I can send them via Github from now on. I assume that's the way you'd prefer. I'm going to be reading the docs carefully, since I'll be trying to use a Trenchbroom for a bit of modest mapping soon and need a bit of a refresher :) 
 
It's co-planar, isn't it? 
Coplanarity 
It doesn't make much sense to say "three coplanar points," because all sets of three points in Euclidean space are always coplanar for at least one plane. So, I assume it was collinearity that SleepwalkR was thinking about when writing that sentence. 
 
Just hurry up and make a decision. I've been gagging to use this editor and the non-precise wording of that sentence has been blocking me for ages. 
What Are Planes And What Does This Setting Really Do? 
While Trenchbroom and all other editors represent brushes as 3D meshes with polygons and vertices, brushes are actually defined as a set of faces created from intersected planes. Each intersection of at least three planes generates a vertex in 3D space, and since each brush must be convex, each face will have at least three vertices, and the lines between each pair of vertices will never be colinear with the lines between any other pair in the same face. Thanks to this, the orientation of those planes can be safely calculated from the position of three of its vertices in 3D space, and their edges are resolved by getting the intersections of those planes during compile time. ID chose to use this method because it reduces the filesize, is faster to render in software, and is safer against T-junctions. 
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