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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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Skiffs 
I assume he's applied this technique...

http://www.quakewiki.net/archives/speedy/tut_pipe.htm 
Drat 
Ah I was hoping for a nice curve tool for BSP brushes :) Oh well. 
 
I could see THAT being useful for Quake tho ... something where you can control the curvature of a wall by manipulating a spline. When you export to MAP, it converts each segment of the wall into a real brush via extrusion or something.

Oh yes ... 
Pretty Sure QuArK Has That. 
 
Damn Sure QuArK Has That. 
 
No More Mention Of Quark In This Thread Plz 
 
 
Right, but I want this feature in an editor that I'll use. 
 
Quark is the Jimmy Saville of Quake editors; it has ostensibly violated every map it has come into contact with, it is quite clearly dead as a dodo at this point, yet people ceaselessly use it to draw comparisons with other things at every opportunity. 
 
It was my first, so I have a soft spot for it. <3 
I Would Enjoy And Benefit From The Feature Described Above 
 
Seconded 
I would also enjoy above described feature! 
Yeah I Get It ;-) 
Any volunteers? 
Quark 
I'm pretty dense so I've never even been able to do a box map with Quark but with TB2 I've been able to do this:

https://www.dropbox.com/home/Public?preview=spasm0000.jpg

In one session.

Quark's UI has always been a bit like an old steamship to me instead of TB which is a jet ski.

or something. 
 
woops this (and it was 2 sessions actually)

https://dl.dropboxusercontent.com/u/23701801/spasm0000.jpg 
 
Yeah Trenchbroom is brilliant! I have been having fun in it too. I feel mapping for Quake really hits the right spot for me. Its full 3d which is more fun then doom but still brush based so you don't have to spend hours creating high resolution assets for it. Combined with the fluidity of the Trenchbroom editor it rocks.

I am still learning but its amazing how quickly you can slot stuff together. Hopefully in the not too distant feature we can show our maps to eachother! 
Nice To Hear 
Thanks! 
 
In a not too distant future maybe you both take part on a map jam here, showing your maps to all of us. 
I'm Looking For A Designer 
to make some icons for TrenchBroom. If you are interested, let me know. 
Icons 
Got a list of needed icons anywhere? I can check the latest build. When do you need this by? 
Icons 
What do you need? 
Thanks Guys 
Someone has already volunteered and I don't want to turn this into a contest. Let's see how his icons turn out first. 
Hmm.. 
This talk of icon design any indication we might see a public release of TB version 2 soon? 
Adib 
Still working on my first real SP map. Not much completed lately but hoping to complete it in February. It's not really an epic so far but I am enjoying TB2. 
Parse Error 
Trying to use gtkradiant's .def files with TB and getting

"Parse error at line 457, column 53: Expected token type newline but got question mark"

This line is
/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) START_OFF ??? ??? ??? ??? ??? ??? ??? ??? ??? ???

afaik ??? marks skipped flags so it wouldn't be wise to simply remove it.
How should I go around it?


If I select predefined quake.fgd, func group is missing completely and trigger group only has counter and relay in it. That is what I noticed first, probably other missing entities in other groups. 
Please Report On Github. 
 
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