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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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Sputnik 
You need to add a value to the "message" key of your worldspawn brushes. The "message" will be the name of the level displayed in-game when you hit tab, and in the saved game menu. 
Oops, Refresh Fail 
 
Set It For Any Worldspawn Brush 
 
Double Thanks 
Thanks DeeDoubleU and total_newbie, much appreciated :) 
Total_newbie 
That does look intimidating. But by "in the future" you mean "not yet", right? As in, for now I can continue exactly as before?

No, this is as of now. I can also give you access to dropbox if you want to try the intermittent alpha builds. You'll need a dropbox account and you'll need to give me the associated email address. 
Is There Something I Am Missing Here? 
I can't select objects in 2d view or move them around using the mouse (I can only move objects with the arrow keys).

Anyone else having this problem? 
Works For Me (on Mac At Least) 
 
Maybe You Are In Some Tool Mode? 
Try top left button "disable current tool". 
 
Nope, changing tool mode doesnt do anything for me. I think I pressed tab to get a little hand icon and then after that it stopped working? 
Info Panel Not Displaying 
I can't get the info panel to display in TB2 with any maps. Using the Toggle Info Panel menu item has no affect. Wonder if it's a Windows 10 issue? Incidentally, TB is an astonishing piece of software. 
Sputnik, You Are Not Alone 
Win7 x64 same issue here.
I thought I was just blind or doing something wrong. 
FifthElephant 
You are right. Though for me it is not related to TAB, but to cycling views with SPACE.
It is all good until I change the view. After that strange things happen.
Some brushes don't react at all, some could be selected only in one of the side views... is it possible to add x/y/z letters to existing color-coded arrows, btw?

Another thing I noticed - some brushes are not displayed.

https://www.youtube.com/watch?v=4QCNUwRV5aY&feature=youtu.be 
Infopanel 
Seems to be a windows only issue. Inspector panel works tho. 
Please Submit Big Reports On Github 
It's easier for me to track them that way. 
Info Panel Bug Logged 
I've now logged it on GitHub. Thanks. 
SleepwalkR 
Brushes disappearing in orthographic views is part of same issue or it needs separate entry? 
DeeDoubleYou 
That's okay, thanks for the video.

I wonder why all these bugs show up just now. We have had all those alpha builds and it seems like noone has really tested them. Maybe I should stop doing alpha builds. 
I've Modeled Something! 
https://pbs.twimg.com/media/CdhlNGxW0AEmRVB.jpg:orig

Overall, TB is quite impressive. :)

Before that, I've wildly copied and pasted brushes until it crashed. Then I tried the same in Microbrush until it crashed. TB reached 64k brushes before crashing when cloning them, Mb reached 512k brushes before the crashing clone. We're probably both hitting 32bit memory address bounds or something like that. As I associate more data with my brushes for texturing, my total count before a crash will probably decrease, too. 
They're Friends. 
Thanks 
I suppose you're on Windows? Memory consumption is a weak point of TB, I have beens squandering memory to be honest. It is something I'd like to improve in the future. On the other hand, "64k ought to be enough for anybody", ask Bill Gates! 
Yeah, And Pondering Adding Another 16k Ram To My 32k Ram 
It would be nice if the compile tools and engines adopted handling such large numbers of brushes normally... think of all the possibilities for detail modeling, not necessarily larger maps... mmh. 
Shrinker 
the quake bsp / visportal system really does not scale well as maps become more and more detailed.

There is a reason games abandoned this model 15 years ago 
Alpha Builds 
I haven't been using the alphas very often which is why you rarely get bug reports from me.
I would bug test more but I don't want to risk losing work at the moment 
@Kinn 
One could harness the ease and expressiveness of brush-based modeling in conjunction with other ways of doing the vis work, too. I recall many approaches to these issues from lectures I've attended. BSP and vis portals are just two flavors.
In the Quake domain, there might be some room for extending the concept of detail brushes a bit, so that the compiler and engine identify complex parts that could be made into models that go through a different rendering pipeline, etc.
What I meant was a bit of daydreaming that some underlying fundamentals are changed with a lot of effort. :P 
Shrinker 
Yes, if you mean like how the Quake 3 and Doom 3 engines have much more efficient ways of dealing with detailed brushery than Quake 1 then I agree.

Darkplaces has q3bsp support for quake 1. That's probably as good as we're gonna get. 
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