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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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Hmm 
How about having a separate right-click functionality. You can keep free movement of vertices/edges on the left-click, but have right-click draw some axis arrows on the vert so you can click and drag on the axis you want to use. 
 
Maybe a better way would be to select either x or y axis beforehand with a simple toggle key like [ALT] does with the z axis?

The problem is that it's very hard to select the correct axis that way. Either you make it relative to the camera, i.e., left/right and forward/backward, but then it becomes guesswork if the camera angle is close to a multiple of 45 degrees. Or you make it so that the keys are hard wired to a specific axis, (i.e., X locks to X axis always), but then you still have to take a moment and think about which axis you wanted to lock to. We already had that system in an earlier revision, and it did not work very well.

The current system allows you to select the lock axis by moving the mouse into the direction in which you want to go anyway. It's simply the best option IMO and I don't see why it shouldn't work.

You can keep free movement of vertices/edges on the left-click, but have right-click draw some axis arrows on the vert so you can click and drag on the axis you want to use.

Right click is already used for other purposes. What you're suggesting boils down to using a handle like many professional modeling tools do:

https://phoenixanimation.files.wordpress.com/2010/08/translate_handle1.png

We have toyed with this idea a couple of years ago, and it has its merits. But in the end I decided against it because it requires you to click into precise areas to select the axis of movement.

The system we have now is essentially liftet from SketchUp, and I think it is far superior to all of the above ideas. So far you guys have made suggestions how axis lock could be done, but you haven't mentioned any particular scenarios where the current system doesn't work, or I have missed it. What is the problem, apart from that you may be used to doing things differently from other programs? 
Addendum 
But in the end I decided against it because it requires you to click into precise areas to select the axis of movement and I wanted the user to be able to just click and drag on objects to move them. That was the main reason for the current system, and it's a big part of why TB is regarded as intuitive by many users. 
Word Of Support 
Having basically only used TB and TB2 for my Quake editing needs, I can say I find the navigation, commands, and everything else work great! I actually only use the 3D view! (So far) 
 
I mentioned my problems in the other thread and I think you responded to it. When I try shaping brushes to match the curvature of, say, an arch texture, I have a lot of troubling getting an edge to slide along only the x-axis. In the current system, to reliably move an edge/vertex in the direction you want you must position the camera above the vertex so your viewing angle is large. But if you do that, then you usually can't see the texture you're trying to match in the first place. If I want to see the texture, I have to make the camera coplanar with the x-axis, which makes dragging something on the x-axis almost impossible. That's why we need lock functions. I think a bind to enable handles on a vertex/edge would be very useful. 
#2314 
Providing constructive feedback is one of the definitions of supportive lol 
Yeah 
and I appreciate your feedback. My main objective is to make TB as easy to use as possible.

Can you post a screenshot of the situation you were describing in post 2315? I think I understand it, but I'm not sure. 
Sleep 
[QUOTE]Or you make it so that the keys are hard wired to a specific axis, (i.e., X locks to X axis always), but then you still have to take a moment and think about which axis you wanted to lock to.[/QUOTE]
I don't see much difference between taking a moment to check the axis and taking a (possibly longer) moment to position the camera. The advantage of my solution is that holding [X], [Y] or [Z] seems more intuitive than the current system (which is already very good, as Bloughsburgh said) and it would solve Sevin's problem. I don't see how it wouldn't work very well.

On a side note, MWHEEL click+drag to position the view currently stops the camera panning when the cursor hits the screen borders. Would it be possible to make it continue infinitely? 
Sure 
I'm not at home right now, but I will when I get back. If this clarifies any more, I'm just working with a vertical brush that I want to chop around a door texture. The situation I'm describing is when I'm trying to create the actual arch brushes. I'll make a video when I get home for you. 
 
Off-topic (sorry): How do you guys make your quotations white like that? I thought the [QUOTE] tag would do the trick but apparently not. 
Mug 
Probably just using HTML color codes for it, not actually quotes. 
Like This: 
<q >But without the spaces.</q > 
Oh 
<q >But without the spaces.</q >

Cool. 
Thanks #2322 
(whoever you are) 
 
The advantage of my solution is that holding [X], [Y] or [Z] seems more intuitive than the current system (which is already very good, as Bloughsburgh said) and it would solve Sevin's problem. I don't see how it wouldn't work very well.

Well, maybe you don't see it, but it was tried and discarded for the very reason that it doesn't work. The argument that it may prevent you from having to reposition the camera does not hold for me because 1) expecting to not have to move the camera in a 3D view is unrealistic IMO and 2) you can use orbit mode to very quickly reposition the camera.

It looks like we'll have to agree to disagree. Or you can try if one of the older betas still contains the old axis locking (the first 2.0 beta might) and see for yourself why it doesn't work better than what we have now. Or maybe it works better for you, but I'm afraid that I'm not inclined to change it again.

On a side note, MWHEEL click+drag to position the view currently stops the camera panning when the cursor hits the screen borders. Would it be possible to make it continue infinitely?

That's a limitiation with wxWidgets on Windows and unfortunately there's nothing I can do about it. 
 
Or maybe it works better for you, but I'm afraid that I'm not inclined to change it again.
That's OK, I'm used to it by now. I was speaking from the perspective of the total n00b who tackles TB for the first time (which I was just a few weeks ago).

unfortunately there's nothing I can do about it.Damn. Oh well, fly mode can serve as a workaround, but it would've been nice to be able to do that. 
 
Sat down to record and I can't open the map I was working on. I tried other maps from AD and the base maps and they all through the same error:

"Cannot load compilation configuration 'Quake\CompilationProfiles.cfg': Unexpected character: $ [line 7, column 22]"

I'm guessing this was caused when I tried setting up a compile process, but I can't launch any maps because of it and I can't find the file. 
Why Cant We Edit Posts 
*threw 
Crap 
Please create a report on github and attach the file located at

C:\Users\<username>\AppData\Roaming\TrenchBroom\games\Quake\CompilationProfiles.cfg 
 
C:\Users\username>\AppData\Roaming\TrenchBroom\games\Quake\CompilationProfiles.cfg 
MOTHERFUCK 
C:\Users\USERNAME\AppData\Roaming\TrenchBroom\games\Quake\CompilationProfiles.cfg

Where USERNAME is your, well, user name. 
WxWidgets 
I don't know of any alternative libraries apart from Qt, but how bound to WxWidgets is TB anyway? It kind of feels like it's limiting the application in a few ways these days, like with that dragging issue I opened on Github and the inability to lock the cursor to the window.

I can't imagine UI development is much fun, so I don't blame you for not wanting to move away from what you already have, but it is getting a bit painful to see such annoyances. 
@sleepwalkR 
Done. 
QT Would Probably Have Been 
the better choice, but it's too late now. 
Anyone Had This? 
blank origin key followed by entirely blank key

It's pretty annoying; brushes seem to develop this seemingly at random without even being interacted with half of the time, and will either begin to appear slightly displaced in a compiled map or will completely dissappear and instead show up at the bottom of the level in-game.

I'd open an issue on github, but I wanted to check here first since there are a few factors to consider, and like a similar blank property issue I haven't been able to reproduce it on demand.
The main issue is that I'm developing for AD, and so my thinking is that this could somehow be an issue with the .fgd i'm using, which is the one included with the mod. Has anyone else had this happen in other editors? Or had it happen in TB, but with different mods?
Getting this part figured out would be great, I'd feel a lot more confident opening a github issue if I knew it was a TB problem and not an AD problem. 
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