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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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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! ;) 
Warren, Why Did You Change Your Nick? 
And maybe you can explain to me what's happening in that video, I didn't understand it. 
I Really Wonder 
if we could just use this tool? You can export the brush to a text file which appears to give all the co-ordinates.

So I made a bendy pipe, see screenshot -

https://www.dropbox.com/s/05wmcrs7c4is635/pipebend.jpg?dl=0

And here's what the text file looks like.

http://pastebin.com/xdmVE6Z1

Do you think this could be converted to the .map format somehow? If so that would be a neat tool for folks to use, granted you'd be dependant on Unreal Editor 2 for some very specific purpose but it's ridiculously quick. 
 
Lunaran suggested it. I like it.

As for the video, basically you're drawing a 2D shape and then revolving it around a pivot point.

It would be way more complicated for Quake as it would have to generate convex brushes. Unreal was easy since all it requires is convex faces - brush can be any shape you want. 
Respectin' The Capital Z 
 
 
Wait... That's Warren? OK then. Changing names more than caitlyn jenner changes gender ;) 
No, That Was Willem 
My idea for a similar tool was to move a plane along a path and create brushes from that. The number of brushes depends on some precision factor given by the user. The path is defined either by a series of transformations or by a curve. It' a generalization of your tool.

But it's just a very rough sketch right now. 
Polygon, Not Plane 
 
 
Sleep - Yeah, that would work for Quake. The limitation there is obviously that the polygon needs to be convex. A more powerful option would allow for multiple polygons to be extruded along said path - To create, say, a pipe with an indent in it or whatever... 
 
You could draw the shape with the new brush drawing tool and have it rotate around the world origin (or a point of your choosing). The 2d Shape Editor thing allows you to extrude out or create bevel objects too but I guess that's not needed as much for TB since it's already much better then UED 2 for editing vertices etc. 
Willem 
I think having more than one polygon would be the way to go. Turning a concave polygon into convex ones is not too hard, but doing it in a way that appears "good" to a level designer is a challenge. The CSG subtraction in TB2 attempts to do this, and it works well, but the algorithm is kind of a nightmare. 
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