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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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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. 
 
SleepwalkR 
Should I create separate issues or one for both problems? 
 
Going by that line, yes, you can remove them. Or replace with single ? 
 
Replacing each ??? with ? didn't work. If you meant replacing everything after START_OFF with a single ? sign, then I'm kinda scared to do that.
It might fix this specific line, but I would still have something like


/*QUAKED monster_enforcer (1 0 0) (-16 -16 -24) (16 16 40) AMBUSH ??? ??? ??? ??? ??? ??? ??? NOT_EASY NOT_NORM NOT_HARD NOT_DM


pretty sure that would screw up flags. 
Two Separate Issues Please ;-) 
 
Back From The Dead 
Crawling my way back to mapping after a hiatus of ... four or five months, I think. Real life, etc.

I seem to be very good at forgetting what I've learnt. Right now trying to update my TB2 build to the latest version, but I've managed to screw something up, I think.

I went to my ~/TB2/TrenchBroom/build directory and typed
git pull
then
cmake ..
then
cmake --build .
which is as far as I can tell what I've always done, as per instructions SleepwalkR gave me (like two million years ago). But apparently I've done something stupid, because I get this error message:
[ 0%] Built target GenerateVersion
[ 0%] Built target glew
[ 0%] Generating gen-help/index.html
make[2]: pandoc: Command not found
make[2]: *** [gen-help/index.html] Error 127
make[1]: *** [CMakeFiles/GenerateHelp.dir/all] Error 2
make: *** [all] Error 2

This is all on Linux, by the way.

Help! Please?

PS: I wish the forum had a zombie icon. That mask-thingie will have to do for now. 
 
pandoc: Command not found
means that the compilation process unsuccessfully tried to find the command (program) pandoc/b>. You need to install whatever package provides the pandoc tool. It is probably just called "pandoc". ;) 
That Worked, Thanks! 
Thank you, Spirit!

Now let's see how long it takes me to break something else... 
Staying Up To Date With The Latest Builds? 
Sorry if I've overlooked something obvious, but is there a way of knowing when TB2 has been updated, e.g. subscribing via github and getting e-mail notifications or something? I have an account on github (made just so I can report TB2 issues), but I'm not too clued up about exactly how github works.

The thing is, a few times now I've reported an issue without realising that the build I had was not the latest, and I don't want to keep doing that & wasting SleepwalkR's time... 
Wait... 
Where is TB2? 
Total_newbie 
AFAIK, Github doesn't have email notifications for commits. I think the best approach is just to do a git pull and build before every time your run TB2. 
Total_newbie 
Yes, I cannot see a way to get notified upon pushes to a specific branch. I agree with ericw. Maybe don't pull every time, but do it regularly. 
Qmaster 
There are somewhat private alpha builds. I'll start releasing public betas "soon" though. 
 
Thanks ericw and SleepwalkR. I'll do that then. 
I Wish I Had 
a beer keg that would behave like the milestone 2.0.0 issue list. 
You're Always Welcome 
to help drink it! 
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