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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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OH YES! 
Super exciting! Congratulations SleepwalkR! 
 
you've put some crazy amount of work into this, grats are well deserved! 
TrenchBroom 2.0.0 Beta 93e34bf Is Out 
Features

General
- Full support for editing in 3D and in up to three 2D views
- High performance renderer with support for huge maps
- Unlimited Undo and Redo
- Macro-like command repetition
- Issue browser with automatic quick fixes
- Point file support
- Automatic backups
- Free and cross platform

Brush Editing
- Robust vertex editing with edge and face splitting and manipulating multiple vertices together
- Clipping tool with two and three points
- CSG operations: merge, subtract, intersect
- UV view for easy texture manipulations
- Precise texture lock for all brush editing operations
- Multiple texture collections

Entity Editing
- Entity browser with drag and drop support
- Support for FGD and DEF files for entity definitions
- Mod support
- Entity link visualization
- Displays 3D models in the editor
- Smart entity property editors

Downloads at http://www.kristianduske.com/trenchbroom as usual.

Thanks to everyone who contributed to this release. It was very long and tedious work to get to this point, and I appreciate all the help I have gotten.

I plan to do only bugfix releases for a while and to release a stable build on June 22nd, Quake's 20th birthday. I don't expect the beta to be very crashy because many people have already been using it.

TrenchBroom 2.1.0 will bring Quake 3 support and a better brush creation tool. Development on that will begin only after 2.0.0 is out.

Have fun and go map! 
Congrats 
Congratulation, SleepwalkR! 
Thanks For Your Hard Work! 
Your dedication and perseverance with this project is admirable. 
I Still Have Same Problem (as In TB1) With Definition Files 
my def files shows no func_ and only _relay in trigger group.
Builtin FGD also shows trigger_counter, but no func_ also.

Can't find console to check if there is any parse errors. 
Did You Ever Report That Problem On Github? 
 
Dedication And Perseverance 
Thanks - I feel more like these guys, though: http://fgalve.deviantart.com/art/Don-quijote-and-Sancho-Panza-440302970 
I Did, Though Now I'm Pretty Sure It Is Intended Behavior 
Can clarify - it is true only for Entity Browser pane.
I guess it only shows point entities. 
Yes, That's Correct. 
Create brush entities using the context menu (see documentation). 
 
Congrats on the release! 
 
Check out this cute video of the busy bee Sleepy: https://www.youtube.com/watch?v=49QAf5JmzgA

Incidentally, it looks like some sort of indie game waiting to be made. So someone go for it! 
Yes, That's Awesome 
Esp. because it really starts at the beginning when I did the mac only version. 
Amazing! 
Just downloaded and tried on the map I was working on...and I am just in awe. This is going to simplify the already simple to use tools! The texture alignment, some basic CSG operations, just incredible man! 
 
Sweet its out in the wild now! Nicely done Sleep! 
 
That video is awesome. I like how everything explodes in mid 2012.

Yeah I don't know about your don quijote feelings man. TB is one of the reasons that got me interested in quake again. 
Well Done And Thank You, SleepwalkR! 
 
 
yeah, the texture alignment is one of those really amazing things you wonder why no one did before. it makes aligning stuff almost trivial. 
Windows 10, Oops 
When I click "Entity" or "Face" tab, TB2 crashes. This happens in Q or Q2 mode with game path set.

Bug submitted on GitHub. 
Congrats On The Beta! 
 
 
Am probably going to do a fresh OS (Linux) install soon, and hence will have to install TB2 again. Should (/can) I do the same kind of install-via-github thing I did for the alpha, or just grab the deb package from the TB website?

A hypothetical question: I haven't looked at the beta yet; been having some issues with my primary computer, but if I were to do the git pull etc. thing from within the latest alpha build that I have, would I end up with the same version of TB2 as is in the beta deb package (I can't test this myself at the moment unfortunately)? 
Naming A Map In TrenchBroom 
Apologies if I'm missing something obvious but ... how do you name a map in TrenchBroom?

When I create a map then play and save it, the saved game has no name. 
Total_newbie 
It depends on what you want. If you are fine with using only the betas and not using the alphas that may or may not be released in between, then you can just install the packages from the website.

Otherwise, you can do the same thing as before. However, fixes that are implemented during the beta process will live in the release/v2.0.0 branch and may only occasionally get merged into the develop branch. The merging happens at the latest when the 2.0.0 stable version is released, though.

Sorry to tell you that in the future, we will be using the git flow branching model which makes things more complicated for you.

http://danielkummer.github.io/git-flow-cheatsheet/ 
Thanks For The Response, SleepwalkR 
That does look intimidating. But by "in the future" you mean "not yet", right? As in, for now I can continue exactly as before?

I'd really like to try and keep up with the intermediate bugfixes, and I'll try to understand the git flow stuff.

Thank you for releasing the Linux deb and rpm packages, though. It's really good to have that to fall back on, and I really appreciate it when developers don't expect Linux users to be tech experts. 
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