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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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The software renderer didn't see the world as triangles originally, did it? wpoly and epoly were totally separate paths. 
Yeah I Thought 
the software renderer traversed the bsp tree and rasterised the convex faces, which were not necessarily triangles. 
 
True, and the epoly had that optimization we talked about before where it would only render the vertices if a model got too far away.

However, that doesn't change the fact that the source file format has nothing to do with how the software renderer works. QBSP shreds the brushes into a tree ... after that the source format is irrelevant. 
 
In fact in the actual bsp file the plane struct is a normal vector and distance (and a type field), so the three point version of a plane disappears completely after qbsp. 
What Mankrip Says 
 
Primal 
Of course, you are right. What I wrote is nonsense. I will rephrase this in the TB2 docs. Thank you for pointing it out! 
Looking Forward To 2.0 
Keep it up, looking forward to having HL1 support out of the box in TB 2.0, this has some serious potential to ignite the HL1 modding community back up again like it's 1999 ;) 
Tb Current Dev Branch Fail 
Haven't compiled the tb develop branch in a while and its failing with thousands of the same wx-3.0 Wdeprecated-declaration warnings where previously there where none. 
 
Those are just warnings, the error is missing pandoc.

make[3]: pandoc: Command not found 
Thank You Spirit. 
Appreciate that. I was up very late when I attempted to compile and wasn't thinking clearly. 
Ugh Why Did You Do This, Doom 3 
Re #1907 by Kin on 2015/11/12 17:08:10:
I've read this post today and just fired up the Doom 3 Editor and looked at a freshly saved map file.
And oh my, this is real. They are really using the numerically unstable way of saving brush plane information using just a normal vector and a distance value.
Why on earth would ANYONE do that? Move the whole level geometry forward and back a bit a few times, and you're _guaranteed_ to have everything that's not perfectly straight entirely screwed up! That's lunatic!
O_O
X_X 
Yeah Shit Is Fucked Up 
I think Sikkpin or someone modded the editor to use the quake-style plane format and the problem of course just went away - you could try to dig up some info about that. 
D3 
I lost a couple of maps to that feature before I realized that you're really meant to so complex get with models. 
What Does SW Think Of This? 
Would this be something that could be supported in the future by TB?

https://www.youtube.com/watch?v=rJzguNJsivM 
Could Be 
but I have no interest in developing plugins for Unreal. If anyone wants to do it, I'll support it, but I won't do it myself. 
TB2 FGD Loading 
I am having trouble loading FGDs for Hipnotic and Rogue into TB2. Has anyone else tried these in this build? Maybe I am doing something wonky. Trying the FGD versions from Quaddicted archives. wanted to ask before submitting to Github.

Error and then crash:

Unknown entity definition class @Main (line 8, column 1)

TrenchBroom-Win32-2.0.0-36e49c4-Release 
Looks Like It's The FGD 
Cannot load this in TB1 either same error although it doesn't crash. 
Submit An Issue Report And Attach The File Please 
 
Compare It With A 
Working fgd in a text editor 
TB 2.0 Official Release? 
Looking at recent changes and the 2.0 issue list it seems like an official 2.0 release is close? Would be awesome! Is Q3 (Warsow, Xonotic etc.) editing in by now?

Thanks for creating this cool tool! 
Public Beta Is "close" 
I just need to write the docs.

Sorry, no Q3 support, but that's the first feature I'm going to work on for 2.1. 
We Need Something Like This... 
so I can make pipes super easily -

https://www.youtube.com/watch?v=nKH2FiUmY5M 
 
Fun fact ... I wrote that tool. :P 
Cool 
you know what you need to do then, make it for quake! ;) 
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