News | Forum | People | FAQ | Links | Search | Register | Log in
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".
First | Previous | Next | Last
 
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.) 
Yeah 
I'll make a new release soon that has the fix. 
 
Is there or could there be these functions:

Group selection of brushes, making brushes transparent so group selection can select brushes behind brushes, scaling brushes or group of brushes.

also in vertex mode there could be a mode where you see the visible plane only, this would make terrain making easier. 
 
You can select a group of brushes by making a large brush that covers the brushes you want and hitting "select all touching"

You can select brushes behind other brushes by selecting a brush and using the scrolll wheel.

Scaling of brushes will be introduced at some point, i believe.

Lastly, i also believe occlusion of "hidden" vertex nodes will be implemented as well. 
TrenchBroom 2.0.0 RC 4 
https://github.com/kduske/TrenchBroom/releases/tag/v2.0.0-RC4

Getting there, but still some open bugs that I want to fix. This RC is mainly due to ericw's work who has held the fort while I was moving houses and settling in. 
Woo 
Thank you SleepwalkR and Ericw! 
How Do I Remove My Maps History? 
As the history of maps you opened on the startscreen isn't the only history I would want to clear...
If it isn't a feature yet then I request it,
If I'm just being dumb again then tell me where to click the UI. 
MRU Keys 
Without checking the configs files for TB, I'd recommend you CCleaner, a cleaning tool that's very good at deleting Most Recently Used file lists. It's also very good for general PC maintenance. 
Wishlist From Screenshots Thread Off Topic 
�Texture projection/carryover as seen on JACK/Hammer: http://www.interlopers.net/forum/viewtopic.php?t=20367
�Click on the texture name when a face/brush is selected to find it in the viewer
�A better way to wrap textures around complex geometry such as cylinders
�Hide duplicate textures
�Alignment tools 
*alignment Snap To Edge Tools 
 
 
Cant you do face and world alignment in JACK/Hammer?

TB needs that.

Throw in texture wrapping with it and TB will be catching up to Texture toolsets of other editors. 
2nded For Face Alignment 
 
Can't Run QS 
http://i.imgur.com/2uX1W1g.png

Does anyone know how to get QS to run through the TB compiler? I tried using -game ad instead of +game ad but it just gave me an error about having the shareware version of the game (?!).

MarkV runs fine through this :( 
 
Your working directory needs to be where the engine is.

If Mark V starts with a working directory and can't find Quake there, it will check and see if Quake lives in the folder where the .exe is .. and use that as working directory instead. 
 
Baker that is a nice feature, it sounds like something QS should steal. 
 
Also, "couldn't load gfx.wad" has never been a helpful error message, that could be rewritten to suggest the most likely fixes. 
@metlslime 
I have tried to get other engines to steal that for years. Tends to get dismissed out of hand as a non-problem. If Mark V actually does get the gfx.wad it very clearly says what is wrong, and then pops a message saying "Opening folder c:\path_to_engine ..." and opens the folder.

/Brief gentle tangent, .. hopefully not much disruptive to the TB thread 
 
I am officially taking Baker's side on this one, it's a serious pain having to use the game dir as your working directory... Especially because the compile tool doesn't have a working way to get the map's directory...

http://i.imgur.com/3i0nthn.png

I think I can use fully qualified names to avoid this, but it makes the parameters of my tools into even more of a mess than before...

Could someone tell me if i'm using ${MAP_DIR_PATH} wrong or something? I think this should probably have a github issue if it's genuinely broken. 
 
engine -basedir ${GAME_DIR_PATH} -window +map foo
or something.
(or +set fs_basedir foo for q2/q3)

some engines ignore -basedir. those engines are annoying.
an explicit path should always take precedence over a fallback/guess.

That said, default compile rules for TB would be really nice... it would save quite a bit of frustraction... at least until someone uses a path with spaces in it, anyway. 
1 post not shown on this page because it was spam
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.