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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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Rant 
For duplicating, I like the sound of selecting and dragging something while holding a key (shift or whatever). That's a pretty comfortable method I've seen in various editors and 3d apps.

The complex multiple key methods and with fixed offsets always feel clunky.

The texture argument is moot. Sorry. No matter how good a set of texture controls in another editor might feel, worldcraft wins because it has those extended controls for texture projection. (Yes, the ones that break Worldcraft compatability with everything else...)

https://www.dropbox.com/s/l1go2qe6l3eakvg/texture_controls.PNG?m

Those justify controls automatically scale and align the texture to the face. The align world/face controls change the projection to one that actually fits on a non-orthagonal surface. Aligning rotated textures is a doddle with the additional buttons for scale, rotation and shift.

Replace is very powerful as well, allowing you to change all instances of a texture in a level with a few clicks, or just select all instances and modify how they;re aligned, scaled or whatever.

For me at least, these controls made all the hassle of the valve 220 format worth it. If we could have that level of efficiency in texture application but not have to piss about converting textures then it'd be like mapping in the future. 
Duplicate & Flythough Mode 
Frib, I'm not adverse to adding the copy + displace in one direction commands that you proposed.

I'm just saying that the duplicate command, whether it displaces by some constant amount in a direction that is dependent on the camera direction (the way it is now), or whether it doesn't displace at all, is not as useful because

- either it puts stuff where you don't want it or
- you might miss that you actually duplicated something (although the selection would flash white to give feedback) and end up with unwanted brushes.

I agree that it should be possible to duplicate stuff with the keyboard, but it should give the user the option to control where the duplicated stuff goes. So Ctrl+Direction keys to duplicate with the keyboard and Ctrl+Mouse drag to duplicate with the mouse. Problem solved. 
 
One idea that I loved from Hammer when I was doing Left 4 Dead mapping is that Valve does this great this where it pastes to the spot you're pointing at with the mouse. This is HUGELY useful for items and deco stuff.

You already have really good code for pointing into the world (the clipping tool and vertex modes obviously use it), so that would be easy to implement. 
Paste Behaviour 
Interesting idea. But I think it already does this, because if you paste while something is selected, the pasted stuff is positioned such that the grid-snapped center of the bounds of the objects of the clipboard is at the same position as the grid-snapped center of the current selecction.

Hmm, it doesn't seem to do that for me (if it did, that would most likely be a fine solution as you suggest). It always pastes it at the same default distance from the camera here, and does not seem to be influenced in any way by the current selection. 
Half Life 1 Support? 
Not exactly a request, just thinking out loud. Would it be possible? I can't think of any alternatives to WC/Hammer for HL1, but an editor like TB could be interesting.

Food for thought when supporting other games, perhaps? 
Ijed 
The justify controls are what my Align button will do. The rest hinges on Valve 220 support, which is planned for release 1.2.

Texture replace is something that could be solved with the search filter. Just filter the map by the texture name you want to replace, select all faces, then switch to the face tab and select another texture.

Not sure if that will work currently, as the search filter is quite rudimentary, but if it doesn't I'll be happy to implement it. 
Duplicate Functionality 
Ctrl+Direction keys to duplicate with the keyboard and Ctrl+Mouse drag to duplicate with the mouse. Problem solved.

I understand now, and agree that that sounds like a good solution. 
Err, Flythrough Mode Again 
I forgot to reply to that one.

The flythrough mode will allow you to keep editing. The cursor will be frozen in the center (as a crosshair), and you will be able to do anything just like before. Of course, moving stuff will also rotate the camera, but that doesn't seem to hurt as can be observed in this cool video:

http://www.youtube.com/watch?v=ZkFT1ra2w-A 
Frib 
The new copy and paste code is in the 1.1 codebase, sorry. 
Willem 
In 1.1, paste will just paste in the original position (if nothing else is selected). I like your idea and will try it out. 
I Love You! Awesome Editing Tool! 
Way to go! I am all about good tool pipelines for game development. Imagine what folks would have done back in the day if the developer tools allowed such an intuitive environment for level authoring. This rocks! I cant say enough how much I appreciate this project.

I have a big soft spot for the older retro games but I have become spoiled by the likes of UDK and unity for level editing. Going back to the old editors lacking a proper 3d editing environment is a big hurdle these days. We are so used to more polished programs.

I think you might just have injected new life into the older titles sir! If you add quake 2 support "KMquake2 entity support would be even better" then I would be lost for months on end making new content for that game.

Cheers and keep up the great work! 
Skiffy 
Thanks, and Quake 2 and Quake 3 support is on my todo list. Quite a number of people are asking for it, so I guess it will happen rather sooner than later.

I don't know about KMquake2, is it a mod? If so, all you need is a proper entity definition file (TrenchBroom will load .FGD and .DEF files). 
Well 
I mean to write "all you WILL need", because I'd have to do Quake 2 support first. 
KnightMare 
Is a Quake2 mod, one that adds a massive amount of stuff. 
 
Quake 2 and 3 are on my todo list. You're the second person to ask for Hexen 2 support. I have no idea what would be necessary to support that game though. But I'll look into it once I start supporting other games.

Thanks! The H2 community is pretty small but we'd all really appreciate it. I don't think there is that much of a difference between the engines, but I'll see if I can find any necessary details myself. 
Razumen 
Yes, that would be helpful. When the time comes, I can also talk to Ozkan Sezer, who develops the uHexen2 engine. 
Texture Alignment 
If anyone is wondering (and is making odd or very angular geometry) I have found the texture alignment on Tyr's tools to be more accurate when you use the -oldaxis command line argument on the bsp program. Dunno why this is though... 
Yes 
Maybe we should mention this in the docs:

- In txQBSP, you must NOT supply the -altAxis argument for TrenchBroom.
- In Tyrann's tools, you must supply the -oldAxis argument for TrenchBroom.

The reason is in the method to select the projection axis for the textures. I'll add this to the issue tracker so that we can add it to the docs. 
KMquake2 
Well its a recompiled quake 2 engine with tons of extra features added. Indeed it has the .FGD and .DEF files setup. Well sir you had my curiosity now you have my attention.

Cheers! 
Thank You!!!!! 
Time to put away the Hammer and pick up the Broom.

Just when it seems like things are slowing down around here. Out comes all these wonderful new toys. 
Shit 
i read this thread lsat week and thought hmm that might be an editor suited for me, Dl'ed it installed crashed checked the req's dl�d MS c++ crap, found out already had that installed. Then i see videocard drivers mentioned and im currently using my Mobo's gfx, meh (burned my gfx card on diablo3) 
Quake.fgd 
Just noticed it's missing at least two standard entities: viewthing and misc_noisemaker. I suppose hardly anyone ever uses them, but they should be included still. 
Aren't 
They both debug entities? 
Yes 
They are. 
Fair Enough 
 
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