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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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Quake 3 Support Is Planned 
No idea how different Quake Live is. I'd have to investigate. 
 
QL supports ladders and a few more items to place, also bot roams don't work any longer, there's a few new lines you can write in the Worldspawn too, mostly (if not all) meta info like author. 
Doesn't Seem Like Anything That Requires 
Special support, only an FGD file? 
 
If anyone wants more solid and up to date info, then "sponge" at #quakelive is your guy. Pretty much the only guy who worked on QL for last few months/years(?)

Be warned! He is always extra grumpy and hates all players (as suspected by many).


There is also "SyncError", but he is rarely around these days. 
However... 
I could never drop GTKr for something else to Q3/QL, but I know a community that would love this editor

The Daikatana one =)

With the entire development of DK1.3 and all the hard work they have done, there's no real editor except for the shitty old QEr 
Daikatana 
Is based on quake 2 isn't it? I'm guessing support wouldn't be much harder to implement? 
I'll Look Into It 
Extending the user base by supporting more games is high on my priority list. 
SyncError Is Active On Twitter. 
 
 
Yea Daikatana is Q2, so just _basic_ support to get it up and running should be fine if there's support for Q2.

I guess... 
Oh Wow, And I Thought There Were 8 Months Left Till Christmas 
 
Middle Mouse Button Behaviour Changed? 
I've been out of the loop for a few weeks due to hardware trouble; only got to use the beta now. On my setup at least (Linux Mint 17.3), the mousewheel/middle button seems to have inverted left-to-right (and vice versa) movement, compared to the last alpha build I used (from shortly before the first beta release). Is this intentional? 
Not Intentional 
But aren't there preferences to chsnge this? 
Geometry Merge 
Would there be any way of merging geometry together? I'm not talking about grouping, just a way of turning multiple brushes into a single brush? 
Ctrl+ In TB2 
That performs a CSG merge in TrenchBroom 2. 
Half-Life 
How is it coming along with support for Half-Life/CS?
Quake is always fun playing around with, but my favorite engine has always been goldsrc. Trenchbroom is so much easier and faster than the regular editors, so i just want to say thanks for trenchbroom and for the future updates. 
No Progress 
I'm working on other things. 
How Do I Load Custom Textures? 
I want to utilize Trenchbroom as a level editor for my game in Unity. I can do it through OBJ export in TB2. However, I don't know how to load custom textures into it. Any help?

Due to my needs, format doesn't really matter, but I'm using Quake, map format Valve.

I'm using TB 2.0.0 beta, build e439e68, which is at the time newest beta build. 
Did You Read The Docs? 
 
 
Nothing in the docs about how to load a png or jpg. 
Darkhog 
use an app called texmex 
You Have To Provide Textures In The Format That The Game Expects 
For Quake, that's mip textures packaged in was files. 
WAD Files 
 
Amazing! 
Nice editor very easy to use for a newbie like me! 
Bug Report 
Description: Every time I launch Trenchbroom, my wife needs me to help with something.

Repro Rate: It's happened twice.

Expected Results: Time to stand still when I launch.

At least I got TB2 extracted and launched though... And one time it sat open for a few hours with e1m4 loaded while I took care of other things, so, it was like my computer was mapping! 
Haha 
My IDE has that same bug! 
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