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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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MacOS Version 
Does anyone use TB on macOS 10.8 or below; would you care if TB required 10.9+? 
Continued From General Abuse #28461-28475 
Personally, I try to avoid using 3-point clip whenever I can. I find it not very intuitive and often end up clipping out the part that I wanted to keep. It's quite common for me to have to do multiple tries to find the correct camera angle that will make the clip tool perform like I intended. In many cases it's faster to just do it in vertex mode. 
3point 
Hopefully this will help de-mystify what the third point is for, at least to the point where you understand it as well as I do (I'm moderately sure this is all it can do).

Here's a standard, 2-point clip:
http://i.imgur.com/7Mkebev.png

Then... Bam! 3rd point:
http://i.imgur.com/tvD7hDK.png

Try it yourself. Drag the 3rd point around and watch as the angle of the clip changes. Obviously this is a very basic example, but the general idea of it is that you can change the angle of your cut with this method.

I find it most useful for when TB doesn't "get" what you're trying to do because the 1st and 2nd points are too vague, since you can easily direct exactly how you want your cut to work using it.

Another cool trick is placing all your points on a flat plane, like so:
http://i.imgur.com/RuVVxLs.png
http://i.imgur.com/w730DjK.png
The third point tells TB that you actually want a horizontal cut, so you can easily perform that style of cut.

Here are some more fun cuts:
http://i.imgur.com/lqmFJRF.png
http://i.imgur.com/hxoVyW9.png
http://i.imgur.com/rkOTdiv.png

Hopefully that helps people figure out what the 3rd point is for. 
I Give You 3 Points 
Thanks Pritchard, that does help clear things up! 
Pritchard Gets It 
Bonus points for knowing the shortcut if you wish to use an existing face as a clipping plane! It'a in the manual ;-) 
Double Click The Face? 
 
 
A good tip is...unless you need another brush to snap a clipping point to, isolate the brush to be clipped.

If you try to place a clipping point at the edge of a brush where it meets another brush, sometimes itll get placed on the other brush.

I switched my "Hide" "Isolate" and "Unhide" to H I and U for this and other reasons. 
Double Post But While Im Thinking Of It: 
Thank you, Sleep, for implementing issue 1465 "Always show edges of selected brush" and 1460 "inspector keys open inspector window when closed"

Didnt even consider theyd be in the build eric provided so they were a very pleasant surprise to run into.

"Oh hey thats me!" 
Sure 
I made some good progress on 1499 recently and things are looking better. Hopefully I'all be able to provide new official builds soon. 
Always Show Edges Of Selected Brush 
Is going to be magnificent. 
SleepwalkR 
Try loading Shamblernaut's RJ5 map in the latest TB2 beta! 
No. 
If you have found a bug, then create an issue report plz. 
N00b Questions 
i'm learning the very basics of brush work
it's possible to move clipping points with arrow keys, like moving vertex points in the vertex edit mode?

or i just have to drag the orange dots?

can i snap the clipping points to edges and vertices of other objects? or the only snapping is to the grid?

i'm better off in general using CGS substracting if i want to avoid brushes with intersections?

another very basic question:

when you are resizing a face with non-parallel convexing lines (i don't know how to say it) like this:
http://imgur.com/a/oe08L

in one point the lines intersect. is there a way to resize until the two vertices intersect in a point (like a cone) or a line (like a wedge)?

btw i get the 3-point clipping. you need three linearly independent points to define a plane, and the editor makes a "guess" when using 2-point clipping to define a plane. it's like slicing a brush with a cutter 
Negke 
don't blame tb2 for my shitty maps =P 
Topher 
Be sure to check out the help file in About > Help for the basics on a lot of your questions.

If you still have issues post back! 
 
ok...
i quote from the help

"Note that you cannot change the number of faces of a brush by with the resize tool."

i missed that enterely. i think it might be useful. perhaps it's unnecesary, i don't know.
also, it's 'converging lines', that's what i meant.

--

"Alternatively, you can add two clip points at once by dragging with the left mouse."

and

"In the 3D viewport, you can only place clip points on already existing brushes, whereas in the 2D viewports, you can place them anywhere."

now i don't need to move clip points with the arrows.

--

CGS substracting is a question of the type of "is good practice or not?"

--

it seems that i can't snap directly to objects, so it's better to snap brushes to the grid and zoom if they are separated by 1 unit.
and using clipping, CGS and vertex. 
Subtract 
Glad to see the Help file ...helped!

As far as subtracting goes, I think it has come a long way...TB2 handles it fairly well. One thing I do is if I have an odd shape I plan to subtract, I will cut the brush into as small of a square as I can around the subtracting brush. That way there isn't so many crazy things going on after the operation!

For things like basic shaped hallways and such it it probably best to just create the brushes to form said opening. 
Arches? What's Your Method? 
I can never seem to do arches with any consistency. It's not that the end result is bad but I just seem to do mine by trial and error. How do other mappers approach creating an arched doorway? I am using TB2 and would love to how others approach this. 
 
Ive had the outline for an arch tutorial in my head for a few weeks. Lemme whip something up for ya. I think itll make quick sense of the black magic of arches. 
Mukor 
That would be greatly appreciated. And it seems like we have some new blood on Func who would benefit from this too. 
 
At first i tried this:
http://imgur.com/a/xRJqg
angles: 0�,30�,60�

but i didn't like that the arch is narrow in the top

so i made a 30� brush, duplicate, flip horizontally, and rotate with alt+up
http://imgur.com/a/2edZv 
 
You've got the right idea and it's good to see you trying it on your own before asking for help!

TLDR: Triangles!

http://imgur.com/a/tmtmz 
*the angles are:
90� (vertical) ; 60� ; 30�

the brush is 30�/60� 
Another Arch 
and the textures are aligned! i had to rotate 180� the textures of the two top brushes, but other than that...

i tried cliping in two ways, and in both the textures are aligned too. nice.

http://imgur.com/a/ax8oW

pd: yeah, absolutely no lights yet 
Mukor And Topher 
Thanks guys - this is really great and the key for me was slicing the inside corner (step 4). What I have been doing is clipping large sections of square shapes and "lifting" the vertices into position.

http://imgur.com/8YZlU6x

Clipping is so powerful when you see it done "correctly." Thanks again. 
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