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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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Thanks 
Exactly whats happening. 
 
Is there any way to "deselect" the current texture, so that TB will create untextured brushes again, like it does before you select your first texture? I've been putting up with it for months because it's really just a pet peeve, but I prefer to build the foundation of my map without texturing and then texture and add detail later. Having to either deal with crappy, distracting textures/colours (I know you can disable texture rendering, but the textures still show up when you actually load the map) or restarting the application when I want to work on a new area is kinda lame.

One advantage of using the default texture to me is that it helps to spot untextured spots; they show up very well since in QS at least they're always fullbright, so it can help me find areas i've missed. 
 
Currently no.

Ive been meaning to suggest it along with some other texture based ideas/issues.

currently, you can select a face with shift+LMB and then apply that texture to another face with alt+LMB (you can also apply it to a whole brush by alt+double LMB). Id like to be able to "paint" by dragging the brush similar to how youre able to ctrl+LMB and select multiple brushes.

also, while a texture is selected itd be nice to either paint or apply that texture with its current coordinates or default. 
 
also, while a texture is selected itd be nice to either paint or apply that texture with its current coordinates or default.

Try holding ctrl+alt, it should not copy the attributes in that case. 
 
currently, you can select a face with shift+LMB and then apply that texture to another face with alt+LMB (you can also apply it to a whole brush by alt+double LMB). Id like to be able to "paint" by dragging the brush similar to how youre able to ctrl+LMB and select multiple brushes.

That's a good idea. Submit a feature request please. 
Pritchard 
Also submit a feature request for deselecting the default texture. 
Pritchard 
Nevermind, I've already changed it. Deselect everything, then click on the selected texture in the browser and it will deselect. Will be in the next beta. 
Wow, That Was Quick! 
 
 
I've just noticed something: when I load the Arcane Dimensions .fgd into TB, the console lists a bunch of unknown entity definition header attributes. I should indicate that before loading the .fgd I enabled the AD mod in the Map tab. Is this normal? 
Better To Avoid The Fgd 
And use the def file instead. The fgd is designed for jackhammer 
Enlightenment 
I had no idea there was a .def file for AD, nor that it was better for TB than the .fgd, which is the default selection in the file browser when picking an entity definition file.

Now I have INFORMATION in the editor itself! 
Well.... 
I have to know these things being on the ad team ;) 
 
For TB2 I had more success with the Fgd, it provides all of the keys and values I am expecting for AD. Furthermore I tweaked it to show models depending on what spawnflags are present (dangle, megahealth, etc)

I do recall TB having much better luck with .def but something to keep in mind if you using TB2. 
I Havent Used TB2 For A While 
so I can't comment too much on that version. Everytime I dip into it there's something different or new it feels.
I haven't been able to justify making the leap into it fulltime yet as I feel my workflow is better in TB1. 
I Am Using TB2 Now, 
since Sleep implemented support for WinXP.

Better To Avoid The Fgd
I've read somewhere that .fgds are more "complete" than .defs...
OK then, I'll use the .def instead.

Everytime I dip into it there's something different or new it feels.
Pretty much like any other program under active development... 
 
I'm a creature of habit. Been making all my maps in tb1 since the first day 
 
Wow :o i couldn't stand TB1, camera movement etc. was really laggy on my system. TB2 is buttery smooth by comparison. That alone was enough to make me take the leap. 
Interesting 
Never really suffered with TB1. Infact a lot of my maps were made on TB1 when my main PC was a Surface Pro 1. So I made a lot of maps on a tiny 11" screen. Plus the power of a Surface Pro isn't amazing by any stretch of the imagination.

I'm on a pretty decent machine these days and it runs just as good as before 
 
Only thing i miss from TB1 is the neat search bar. Saw on github sleep is reworking it for the full release of TB2, though.

I figure the more I use the beta the more help i can be to get the final product done sooner, well minus the fact i have no coding skill.

Most of my brushwork has been done in Hammer so Trenchbroom is a breath of fresh air in a lot of ways. 
 
a lot of my maps were made on TB1 when my main PC was a Surface Pro 1.
Wow... I'm impressed! 
 
Just setup compile settings, and I was wondering what the "export map" step does. I assume it must do something other than just copying the file. Is this some kind of pre-processing step before sending the map to qbsp? 
No, It Just Saves The Map File 
 
No, It Just Saves The Map File 
 
The DOTmap File 
J.A.C.K or Worldcraft or Hammer exports it from rmf,vmf,jmf etc. into a .map file format before sending it to qbsp.exe

Trenchbroom works with .map directly so doesn't need an actual export.

Bonus:
Rmf - Rich map format used by Worldcraft and older Hammer versions.
Vmf - Valve map format used by newer Hammer versions (Source engine)
Jmf - Used by J.A.C.K and its predecessor Jackhammer (same thing, was recently renamed)

There are alternate x versions: rmx, vmx, jmx that are used for autosaves if you have it turned on. 
W LoadWadFile : Couldn't Load Gfx.wad 
Hi!

I'm using build "2f3c498 RelWithDebInfo" on Windows and I'm trying to get Trenchbroom to launch Quakespasm, but alas, I get the error message "W LoadWadFile : couldn't load gfx.wad".

I set Quakespasm's game path in Trenchbroom to
"C:/Users/Esrael/Desktop/Games/Quakespasm"
and did the following engine configuration:
"C:/Users/Esrael/Desktop/Games/Quakespasm/quakespasm.exe"

Why does Quakespasm refuse to work, even if Trenchbroom finds all the entities from the id1 pak files just fine while I'm editing the map with the above mentioned settings? Am I doing something wrong?

Mind you, Quakespasm does work, when I launch it outside the editor. Of course, I could test my map this way, but I want to be able to use all the features of Trenchbroom. Has anybody had similar experiences? 
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