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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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how do for playing file .map? 
What A Shambles 
Is there another 3D editor available for quake?

Due to how incredibly buggy TrenchBroom is I spend more time trying to work around the bugs (hello non-integer's) and unexpected behaviours than I do actually mapping. There's also the worry that my maps might not open the next time I try to work on them.

It's quite frightening how old Quake is (happy 20th btw <3) and yet afaik there's still no modern, stable editor. I realise this may come across as whining however I can't help but wonder how active this community would be if Quake's tools and resources we're even remotely up-to-date. 
 
Is there another 3D editor available for quake?

No. Before 2013 we all used notepad.exe

Can't you just use notepad like the pros? 
 
...and I realise I may be responding to a low-effort troll post, in which case jokes on me I guess 
It Can Be Frustrating, BUT... 
Contributing your bug reports and explaining your issues to the project instead of wasting time and effort on whining would eventually help make it more stable and bug free. 
 
Trenchbroom is bae <3 
 
Kinn:
>Is there another 3D editor available for quake?
>No.
Thank you.

I was inspired to return to Quake mapping a few times but regressing to 2D editing is very off-putting and I haven't got the patience/time to wrestle with buggy software.

xaGe:
Sure, unfortunately most of my bugs are already open on the issue tracker (and some are years old). The rest are enhancements and usablity fixes but it's not worthwhile suggesting features currently.

Just discovered NetRadiant, gonna try it out in the meantime. Thanks 
Which Version Are You Using? 
And where are these issue reports? Please paste some links and I'll see what I can do about them. 
Also 
Non-integer plane coords can be fixed easily in TB2. Have a look at the issue browser. 
@Sham, I Like NetRadiant As Well. 
I have it installed, but use it little now a days. I've been lucky enough to have small issues with TB2 and anything I did have issue with was fixed before too long after I reported and documented the issue the best I could. 
So, About Those Bug Reports... 
 
TrenchBroom 2.0.0 Beta A6d2341 Released 
Changes
- In-editor compilation support.
- Support for launching game engines.
- Add issue generator for long entity properties.
- Add issue generator for empty groups.
- Improve texture loading in Quake 2.
- Don't allow drawing brushes outside of world bounds.
- Reset the rotation handle position and keep a list of previously used positions.
- Store texture lock state in the preferences and default to on.
- Allow Shift+Drag to snap vertices to the grid.
- Fix crash when closing the editor while the clip tool is active.
- Fix skew bugs in UV editor.
- Fix duplicated objects not being added to the current layer or group.
- Fix rendering problems when duplicating entities within groups.
- Fix handling of brush entities when grouping.
- Fix initial point placement in the complex brush tool.
- Fix crash when undoing CSG operations.
- Fix crash when undoing brush resizing.
- Fix usage indicators in entity and texture browsers.
- Fix layout problem in game path preferences.
- Fix ESC key behavior in preference and About dialog.
- Fix window position and size restoration problems.
- Fix ESC key behavior when in clip mode.
- Fix case sensitivity problems in open file dialog on Linux.
- Fix layout of view dropdown window on Linux.
- Fix texture lock for faces having +Y as their normal.
- Show correct window icons.
- Better support for dark UI themes.
- Performance improvements.
- Cosmetic changes.

Downloads
http://kristianduske.com/trenchbroom/downloads.php 
TrenchBroom 2.0.0 Beta 31439f2 Released 
Changes
- Fix rendering views flashing on Windows (#1389).
- Don't crash when Quake 2 game path is not set or cannot be found (#1388).

Downloads
http://kristianduske.com/trenchbroom/downloads.php
 
God Dammit. 
 
Thanks 
For the continued support of TrenchBroom.

It only keeps getting better and better! 
Awesome! 
Thank you sir. 
Problem With The Issue Browser In Latest Beta? 
Just tried the new beta in Windows 10. Selecting an issue, right-clicking and choosing a fix no longer fixes the issue. This was working fine in the previous beta.

Thanks for your continued development of TB. It's a fantastic tool. 
Could You Please Submit The Issue On Github 
Also please give more information, e.g. What issue you were trying to fix etc. 
Issue Submitted 
I've submitted it on Github with extra info. Thanks. 
Great, I'll Look Into It Now. 
 
Newbie: How To Setup A Game Environment 
Hello there! First please let me say thank you for this great editor. I was instantly able to create a cool 3d level, and it works on Linux, love it!

So now I have my level geometry (.map) and would like to try it in a game engine, add textures and entities to it, etc. As far as I have understood I need a compiler and a game engine so I can use it. How do I set this up in TrenchBroom? How can I add Textures and Models (entities)? Is there a way to use data (textures, model) from the apparently abandoned transfusion-environment (http://www.transfusion-game.com/)?

Thanks again for any hints,
L. 
Transfusion SDK 
If you look at the Transfusion SDk available here for download it's geared toward using Radiant based editors and the Quake 3 map format and assets.

Currently TrenchBroom 2 supports Hexen II, Quake and Quake 2, not Quake 3.

Although Transfusion being based on the darkplaces engine will allow you to use the Q1 map format for TF it's probably not the best place to start if your fairly new to Quake mapping. 
Also Read The TB2 Documentation. 
Download the latest TB2 from it's website. Install it and actually read through the extensive documentation that comes with it located under the Help menu--> TrenchBroom Help or shortcut [Ctrl]+[H]. 
Might Worth Looking At This Also... 
Some basic map info on the Quakewiki you might want to look at here:
https://quakewiki.org/wiki/Getting_Started_Mapping


You can get some very nice Q1 map compile tools from here:
http://ericwa.github.io/tyrutils-ericw/ 
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