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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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Quoting The Help, Try This 
If you want to provide your own custom textures, you need to put them in a subdirectory where TrenchBroom can find them. For Quake 2, this means that you need to create a subdirectory called textures in the directory of the mod you're mapping for, or in the baseq2 directory. Then you need to create another subdirectory with a name of your choice. Then you copy your texture files into that directory. TrenchBroom will then find that directory (possibly after restarting the editor) and allow you to load the textures from there. 
 
the textures are in baseq2 in a folder called 'textures', but any of then appear in trenchbroom.

I thought that textures had to be stored in a certain file to be added in. don't they? 
Ranhcase 
My TB2 installation is not up to date, so maybe something has changed in the mean time, but try this:

Open TB2. On the right hand side, where you have "Map", "Entity" and "Face", go to "Face" and then below you'll find "Texture collections". Click on it and then on the "+" to browse your computer's drive to add texture files. Doesn't matter where they are located, as long as you point TB2 to the relevant directory. 
@total_newbie 
i think that only works for quake 1. atleast it seems so, the "+" can't be clicked at all in quake 2.(only on q1) 
 
i've managed to add the textures, but they make the brushes invisable/non-existant(?), creating a leak. What do i do to stop that? 
Also 
i noticed that the textures get to white when converting them in Wally, is there a way to make them the same color as they are in the .png file? 
Smart Entity Property Editor? 
I started using the latest TB2 release and so far I'm pleased. Though I can't find for the life of me the Smart Property Editor for entities, as I'm trying to make a door entity toggable. 
Spawnflags 
For func_doors, when you click on the Spawnflags key you should see the ability to check off states like toggle. 
Thanks 
 
How Do I Make Pointfiles? 
This is probably a stupid question
My map has a leak, i can't find it, the editor can open pointfiles, but i can't find them, so how do i make them, and if they are made automatically, where are they?
Quake 2 btw. 
 
With quake 1, qbsp will save it in the same directory as your map, along with the .bsp file. So run quake 2's qbsp on your map, check for a .pts file. 
Transparent Brushes 
Hi, I use Jury-Rigged BJP Tools for compiling Q1 maps (now I'm on TB 2.0 RC 3) and the compiler may utilize "hint" and "hintskip" brushes just like in Q2+ engines.

With proper textures in a WAD and seen in the map I tried adding
{
"name": "HintSkip brushes",
"attribs": [ "transparent" ],
"match": "texture",
"pattern": "hintskip"
},
to the Quake.cfg in the "Games" directory to make the brush "hintskip" textured brush semi transparent - in vain.

Actually when the brush has only hint texture, it is transparent but when I retexture its 5 sides with hintskip, it isn't any longer. Also it can't be excluded from the View menu.

Can anyone help me with this? 
Please Create An Issue On Github 
And I'll look into it 
Thank You! 
Thanks, SleepwalkR. 
 
Does ctrl-selecting multiple rows in the entity editor do anything? 
You Can Delete Them At Once I Hope 
Other than that, no. 
Vertex Mode (Edge Mode, Face Mode) 
Hi, unless I'm missing something I don't seem to be able to go into edge mode without going into vertex mode first (press "V")

This means to manipulate edges in the 2D view I have to go into vertex mode, then click on an edge in the 3d view to enter edge mode, and then the edge manipulation works in the 2D view.

Ideally, as well as "V" I think there needs to be two additional shortcuts that go straight into edge mode, and face mode - this would make edge manipulation in 2D more immediate.

Thoughts? 
Other Bits 
1) would it be possible to set the grid opacity of the 3D view independently of the grid opacity of the 2D view?

2) I can't find a way to change the WASD flymode speed - is there a way?

3) Can grid size please go subinteger, down to 0.125? (So, additional 0.5, 0.25 and 0.125 grid settings a la radiant) For thin trims that need to be a constant thickness as they go round certain curve configurations, the trim sections often have to meet on a subinteger grid. 
And One More For Luck 
I can change the background colour but can't seem to change the grid colour or brush outline colour.

I have a pretty nasty case of palinopsia which means I can't deal very easily with thin light lines on darker backgrounds :{ 
 
Hi, unless I'm missing something I don't seem to be able to go into edge mode without going into vertex mode first (press "V")

Thats just how edges are presented in TrenchBroom. I dont see how adding some other shortcut for edges would be any different than pressing V and selecting an edge that way.

Maybe a video would better explain your issue?


3) Can grid size please go subinteger, down to 0.125?


something i desire, myself. 
 
as for your suggestions, take them over to https://github.com/kduske/TrenchBroom/issues 
 
Thats just how edges are presented in TrenchBroom. I dont see how adding some other shortcut for edges would be any different than pressing V and selecting an edge that way.

To move an edge in 2D view, I have to go into vertex mode, then in the 3D view carefully pick the edge I want, then go back into the 2D view to move the edge.

Why not cut out the middleman? Shortcut "E" (or whatever) straight into edge mode, start moving it around in 2D. So much quicker. 
 
as for your suggestions, take them over to https://github.com/kduske/TrenchBroom/issues

Cheers I will in future. 
 
I played around with this and:

Doing a drag to create a box and select the edge nodes isnt working properly in 2D view, it seems.

Otherwise, you can select a single edge node (in 2D view), then create a "bounding box"(still in 2D view) and itll select the node below it.

is this what youre referring to? 
 
Well actually now i feel like a dummy. I was only thinking of one type of edges. I neglected edges the "exist" between vertices.

Yeah, I can +1 different shortcuts for Edge, Vertex, and Face selection in regards to the 2D view. 
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