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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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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. 
SleepwalkR, Re: #2059 
Thank you, I'll get back to you re dropbox. First priority is to get my primary machine up and running again. 
 
oops, i never use the info panel... when it went away, i just figured you made it remember i had set it off when i quit. :S 
Hey Debs, Nice! 
Would you be interested in some packaging pedantry? (I can totally understand if not). Can't find the debian directory anywhere... 
Sure 
Just create an issue on github. I haven't done the CMake config for the Linux packages, but I can notify flp, the person who has done it. 
Settings Not Getting Saved Between Sessions 
I don't know if they supposed to in this version though. 
What Settings 
 
 
Those that interest me the most is definition file and texture lock state. 
The Definition File 
Should be stored in the map file, so you shouldn't have to reset it when you open a map.

Texture lock state could be a preference. 
Working Pretty Well On Linux Thusfar 
As I'm a a TB newb I have a quick question, does TB not have a compile / launch option? 
Unfortunately Not 
But this is very high on my todo list as it's a very commonly requested feature. 
 
What happened to the Docs? I get a 404 when trying to access it even though it still pops up in Google search. 
Scaling? 
Am I able to scale a brush up in any way? 
I Have Taken The Docs Offline 
But they are included in the app under the Help menu. 
WAD3 Support 
Is it possible to add WAD3 support? It would be great to use TB for GoldSrc based games :D 
Yes, It's Possible 
And it's already been requested, but it's not very high priority for me.

https://github.com/kduske/TrenchBroom/issues/1140 
TrenchBroom 2.0.0 Beta 0f4b6d2 
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