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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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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/ 
We Really Need More Tutorials. 
 
Agreed. 
 
 
Trenchbroom 2 Beta is super unstable for me, I would love to send crash report, but it crashes too :P

What I'm doing is snapping vertices on a 1 unit grid... 
Vertex Snapping Will Improve In Next Beta 
 
Are Those Improvements Available In Repo? 
 
No, Still Being Worked On. 
 
Rock Primitive 
Feature request! :) Rock primitive like J.A.C.K. Pick your number of faces, randomly generate valid brush. 
Such Requests Go On Github Please ;-) 
 
SleepwalkR 
I just want to say, thank you for convex merge. <3 
;-) 
Be sure to play with CSG subtract, too. It's pretty smart. 
Fun Times 
https://www.youtube.com/watch?v=3x2p2ZD4vWg

This happened to me a while ago now but I never filed a report as the video was all I had. I was somehow able to select a group while it was hidden and this mess of lines happened.

Should I make a bug report anyway? Doesn't seem like much help, i can't recreate it or anything. 
Thanks Pritchard 
really want to eat strawberry laces now 
Yes Please Do 
But I have seen this before. Did you send me an email? 
 
Yeah, I did. I wasn't sure if you got that! I'll file an issue, but all I can include is the video... I don't even have that version of the map any more. 
That's Ok 
 
 
"Due to how incredibly buggy TrenchBroom is I spend more time trying to work around the bugs (hello non-integer's)"

Ruh-roh. Is there actually an real issue with non-integer coordinates? I have these all over the place due to clipping tool (ab)use, but they never prevented me from compiling and playing the map I'm working on. Haven't run vis, though. 
Be More Precise 
Non-integer vertices are not so problematic per se. Non-integer plane points can be, but if you're using the clipping tool more than the vertex tool you might not have too many of those. Also depends on which brushes are affected and how. 
Vis 
I used to be very sloppy with my brushwork and had a lot of non-integer points/planes, and that never caused an issue with map compile. What really caused issues was vis, which would fail and would generate path files that went straight through solid brushes.

Not every "malformed" brush will cause this, but it's something that you need to be wary of, and test for as often as possible. You can then either fix the brush in question, or create another, simpler brush to cover the gap and help vis succeed. 
Yup 
Best keep the brushes simple and clean. 
 
Thanks, that answered my question. 
 
In a perfect world, math would be much different so there would be only one set of parameters for a numerically stable representation of a brush plane, and not an infinite amount that makes it hard to pick. This is what I really envy from mesh-based modeling. :P 
Vis Leak Through Olid Brush Face 
Mesh-based modelling still suffers from non-planar quads, yet quads are recommended since because edge loops.

I've found that having large brush entities (even func_detail's) that extend into the void can cause the weird vis bug where a leak goes straight through a solid face. I found that enclosing the end point of the pointfile tracer with a solid world brush eliminated the leak. Enclose the end point that is in the void (blue end in JACK I believe). 
SPAM 
DONT FOLLOW THAT LINK 
1 post not shown on this page because it was spam
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