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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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Qmaster 
I never knew about this functionality in Hammer! 
#2573 
I was able to make that work with QS, but only by using a fully-qualified path rather than the ${GAME_DIR_PATH} one you suggested. Did your suggestion work for you? Maybe there's something wrong with how my environment is set up. 
 
I remember someone setting up their preferred engine in one of the "Tool" slots in the compiler. Bit more intuitive, imo. 
@mukor 
That's what I've done. It's nice because it only takes one click to start the process and when it's done you're instantly in-game with your map.

It's less nice because of all the issues I've had trying to make it work with something that isn't MarkV. 
@Drew 
Pretty much the only reason I use JACK more. That and primitives.

All on Sleepwalkr's list I'd imagine. 
Esrael 
If you read this, please contact me. It's about your TofuQake (hehe). 
 
Tried to load the .map from The Hell That's Coming in TB2 today but it returned this error message and crashed:
Expected integer or decimal, but got '[' (raw data: '[') (line 15, column 96]

Is this worthy of a bug report or is it perhaps already reported? Note that I was still using RC1 in WinXP, will have to check in RC4 to see if it still happens. 
Not A Bug, Just An Unhelpful Error Message 
In the Open window select Map Format "Valve". 
Valve? 
...but it's a Quake level! And it doesn't happen with any other Quake map I've tried to load. Why is this happening? 
 
Because that map you are trying to load uses "Valve" texture mode. Most other dont/didnt until recently. 
OK, Thanks. 
 
Feature Suggestion: Relative Light Adjustments 
I posted this on Github but thought I'd share for discussion.

I'm an video editor and in my editing software I can raise audio levels relative to each other. So if one track is -5dB and another is 5 I can raise them both simultaneously by 2 dB to make them -3 and 7. A real time saver when mixing audio. This gave me an idea for TB. It would be great to be able to select multiple lights and raise their values relatively as opposed to just absolute values. I'm not sure if this would apply to any other key/values. Nothing else comes to mind. It would be wonderful to tweak lighting in large areas in one operation. Just an idea! 
Door Angles 
Is there an easier way to set door angles then entering numbers? Just looking for some TB tutorials. 
Door Angles 
Is there an easier way to set door angles then entering numbers? Just looking for some TB tutorials. 
Door Angles 
Is there an easier way to set door angles then entering numbers? Just looking for some TB tutorials. 
Door Angles 
Is there an easier way to set door angles then entering numbers? Just looking for some TB tutorials. 
Door Angles 
Is there an easier way to set door angles then entering numbers? Just looking for some TB tutorials. 
@Ilpadrino 
Not really. But entering numbers is pretty simple once you get used to it. If you are looking to easily figure out the correct angle just add a monster near your door and turn him facing the direction you want to door to move, note his angle and use this value. I am horrible with this stuff so I had to come up with little tricks like this.

See example here

Also up is -1 and down is -2 in the angle key/value. 
I Plan On Doing Some Video Tutorials BTW 
Won't happen until after MapJam 9999 but if you need help post here. I am on here multiple times a day. 
Video Tuts 
Good initiative! 
@dumptruck_ds 
Thank you for the tip! Still learning and teaching myself as I go. Also is there a way to say draw custom brushes in the editor instead of say a four sided box? Thanks for the info though! 
@Ilpadrino 
There are no "stock" primitives (triangles, columns, etc.) as in other editors but take a look at the Brush tool (tap B). You can click and edit points and then extrude them into custom shapes. It's very powerful.

I made a quick video that makes it clear. Hold Shift to drag out the shape and hit enter to create the shape.

https://drive.google.com/open?id=0B-xkqcrQhLm7NEVDbEJ1TFZlajA 
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