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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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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. 
Nice 
yeah I'm just coming from NetRadiant and it's really about streamlining all this stuff for "power users" (god that phrase sounds so smug). I'll be adding a lot of these sorts of requests to the issue tracker :) 
 
At the moment, I can see two ways to implement this:

Separate shortcuts for Face, Edge, and Vertex selection.

This might be limited with how Sleep likes to utilize ctrl, alt, and shift.

- OR -

Retain the current shortcut to display Face, Edge, and Vertex nodes.

While in this mode, perhaps CTRL, ALT, and SHIFT will display only Face, Edge, or Vertices respectively.

A complication to this is, while in this mode, how would a user select multiple brushes if CTRL is for displaying a certain type of node?

The user would likely have to back out of Vertex mode, select their desired brushes, and go back in Vertex mode.


-----------

This is just right off the top of my head for the sake of starting the conversation. Please dont berate me for any undersights :P 
 
I much prefer the first option. Seems to be simpler and quicker from the user's point of view. It's all about less clicks to get to where you want to be. 
As A Rule Of Thumb 
the question to always ask is: "what's the implementation that uses the least number of clicks / key presses?" 
Kinn 
Very much appreciate the input from you. Most of these things won't make it to 2.0 final, but I'll do them right after. Unfortunately I'm in the middle of moving houses and have almost no time for TB for the time being. 
Nice One 
I really appreciate the support!! 
 
I was just thinking today that it could be convenient to have TB play the windows "error sound" or something when you try and use a hotkey in the wrong context. I was shift-clicked on a face to edit its texture and tried to isolate it with ctrl-i, and it took me a little moment to remember that you need to have it selected normally for it to work... some better feedback than "nothing happens" would be good.

That, or make such functions work in more contexts... 
I'm Considering A Second Monitor 
And think it would be awesome if tb supported it. 
 
I have three monitors. Sometimes TB decides that when it starts up it wants to be stretched across all three. You get a really strong fisheye effect with that, kinda neat.

In all seriousness, I'm assuming you're talking about a floating inspector pane, right? I'd love to see that happen too, but I think it's been discussed before and nothing has been done... 
I Think 
I would like the option of orthographic views in one window or a larger texture window 
 
Y'know what'd be cool? Comment entities. That way I could leave myself little TODOs etc. and not forget about them so much... 
Textures 
So I downloaded quake.wad, opened 'Face' section and added the wad (via '+' button), but friggin texture browser is still empty! The entity browser is full of stuff by the way.
Help me solve this problem please. 
 
Another cool thing: clicking on the name of a texture to automatically search it in the texture browser. 
 
Aaaand... can we get the rest of the texture controls added as hotkeys? I feel like making an issue on github for this one, since it feels more like it's something that's been left out rather than a simple suggestion. Not being able to reset a texture with my keyboard sucks. 
 
@Vseznamus Just a shot in the dark here, but could it be that you have the " Used " button turned on, and as such are seeing no textures because none have been used yet? This has happened to me on a couple of occasions making me wonder what the heck is going on and just starting a new map or restarting TB as a result. 
Very Stable 
Just throwing it out there I haven't had a single crash with TB2 (latest release). Thank you for all of the efforts in making this as stable as possible! 
Thanks 
That's great to hear! 
@Bloughsburgh - I Wish I Could Say That 
Granted, I'm on an ancient OS (WinXP), but the software keeps crashing on me like every 30 minutes (I created a bug report some time ago). Miraculously, I haven't lost a single edit due to the excellent crash backup solution - I'm so grateful for that!

And truly, it's the best map editor of all I've ever tried. 
Alef 
that crash should be fixed in the next RC. (also, Muk, that was 90% of the big list of crashes you reported a few months ago.) 
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