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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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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 
TrenchBroom 2.0.0 Beta 2f3c498 
Changes
- Improved vertex manipulation with more degrees of freedom.
- Improved vertex snapping.
- Fixed crash when applying quick fixes.
- Added #1408: Show warning for blank entity keys and values
- Fixed #1423: TrenchBroom 2 not working in Windows XP
- Fixed #1418: Angle values -1 and -2 not displayed for brush entities
- Fixed #1402: Up and down arrow keys sometimes move objects along Z axis
- Fixed #1401: Undo crash after rotation on Y axis
- Fixed #1397: Crash when loading a map that was saved under a different name
- Fixed #1395: Issues manager no longer fixing issues
- Fixed #1394: CSG redo crash
- Fixed #1393: Crash when when pressing keyboard shortcut to snap vertices
- Fixed #1392: Bad performance when undoing / redoing


Download
http://kristianduske.com/trenchbroom 
Woo 
Awesome stuff, thank you! 
Awesome Stuff 
THX! 
"Fixed #1423: TrenchBroom 2 Not Working In Windows XP" 
Woohoo! This is awesome! Thank you! 
Tom 
 
 
I'm very happy to hear about those fixes, thank you very much! 
You're Welcome 
New build is forthcoming with more fixes and one new feature: deleting vertices, edges and faces in vertex mode. Gearing up for 2.0.0 final now! 
SleepwalkR 
Do I remember correctly, but I remember seeing early videos of a new features coming up. One of the features was that you can draw freely shape in a brush's face and then draw same shape to another brush's face, and somehow those connected and created brush that has those two faces and connects facing vertices and creates solid brush.. it is really hard to explain.. but is that feature removed or something? 
Sounds Like The Brush Too To Me. 
It's still a feature of TB2. Press [B] to activate and start clicking like you described. 
Basic, Short Video.. 
https://youtu.be/-GiuB8h5fic

Once done shaping your brush, press the [Enter] key to make it solid. 
Yup 
It's also explained in the manual. 
 
Thanks, that will save a lot of time when making structures. Starts to wonder.. is there even more hidden features in manual (starts reading). 
OK, It Works But... 
Help says that there should be a color chooser popping up under the entity properties list when I put a color property on said entity, a light for instance. So I place my light, click on "add new property", name it "color", but when I click on that property to set its value, no color chooser shows up, forcing me to "drive blind" by putting numbers by hand. What am I doing wrong?

Also, about said help: Every time it tells me to press a certain key, all I see is a blank space instead. I'm guessing it uses symbols that are not found on my computer. Anywhere I can download a full text version? 
"color" Vs "_color" 
Try using _color. I'm pretty sure that's the key name you need to use for TrenchBroom, i'm not sure if compilers understand color without the underscore either. 
Also... 
Would it be possible to have a hotkey for "Show Edges" as well as toggling the grid visibility? Hiding both is very helpful when making sure textures line up properly, and it's slow to use the menu vs. a keypress.

The other suggestion I have would probably be consolidating the View menus... they both do mostly different things, but it's a bit weird having two different menus named the same thing... 
1 post not shown on this page because it was spam
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