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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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@HexenMapper 
I've run into the same issue myself while doing the same thing (using func_illusionaries to display models) and was actually just about to post it- what's happening isn't that the entities are disappearing, it's that Trenchbroom is hiding brush entities with no brushes included. You can find the missing entities by going to the Issues tab below the map view- look for entries that say 'Entity 'func_illusionary' does not contain any brushes.' If you have a bunch of illusionaries- or a bunch of other, unrelated issues, like brushes with non-integer positions (i.e. you were doing a bunch of clipping at grid level 1), it might be difficult to find the entity you want.

Click the issue and the purple box for the func_illusionary will show up as the entity is selected and you can edit it in the Entity pane, but it'll disappear again once you click on something else in the map view. So far as I remember this bug/feature wasn't present in older versions of TB, I only saw it happen once I moved to the latest 2.0 release candidate (RC4). Word of advice though, so far as I can tell using that method to show models/corpses/etc. means they'll always be aligned to face 'forward' (0,0 by viewpos) so if you want your dead bodies to be positioned more imaginatively, it's better to use info_notnulls with the proper modelindex and model fields filled out instead. 
Yes 
But modelindex isn't too reliable. If you, for instance, delete an earlier placed monster and recompile, the indices might shift on you. 
 
True, it's half-dozen one, six of another when it comes to placing models. Worst comes to worst, get all your enemies and entities set and working how you want before you start detailing things and use the 'edict <number>' console command to find the one you're looking for (as edictlist won't show the whole list if you have enough stuff in your map)- also helpful to prevent precache errors caused by an info_notnull trying to use a model that hasn't been loaded yet due to showing up later in the entity list. 
 
Nice, cheers guys.
Spuds idea of the "Issues" tab reveals the entities nicely so that should be a fine work-around 
Func_detail Button? 
After this latest jam it has come to mind that almost every brush in say: Skacky's or sock's maps are func_detail. greatly decreasing vis times obviously. I wonder if it would be possible to have a toggle button similar to texture lock where as you create brushes they are added as func_detail automatically. I think ideally this would be added to the map "under the hood" and not displayed in the editor by default. I also think it should be independent of groups/layers.

Or perhaps a "Seal Brush" command would be smarter? Every brush is automatically func_detail (again behind the scenes) and you select brushes and remove this attribute as needed to seal your map.

Posting here for discussion first before entering this on Github. 
 
https://github.com/kduske/TrenchBroom/issues/1616

I have a submission for a "Default Entity Hotkey"

One hotkey for turning a brush into the desired brush entity and another for placing the desired point entity.

:) 
 
...or copy behavior from JACK, where you can set what default brush is. You basically type func name and every new brush will be automatically set as specified func.

It's more universal this way, so you can use it in Q2 HL etc. 
Playing Devil's Advocate To My Own Post 
I guess the best way to do this currently is to use layers correctly and select "all in layer" and make them func_detail all at once. I'm just not in the habit of using layers. I only use them for large areas and troublesome brushes. 
Upgrade 
To upgrade TB2 from build 2f3c498 to RC4, can I overwrite or is it better to do a fresh install? 
Just Install To A New Folder 
NP 
Kingpin Life Of Crime 
could you add support for Kingpin loc 
Failed To Copy Log 
When trying to open any map, I am get this error.

Failed to copy the file (AppData/Roaming/TrenchBroom/TrenchBroom.log to "My Documents/trenchbroom-crash.log (error 3: the system cannot find the path specified.)

I can get to this path that TB cannot find so I am confused here. Is there a way to reset where TB thinks the log file is or can tell TB to generate a new one?

Thanks for any assistance. 
Hmm 
It looks like TB actually crashes every time you are opening a map, and then fails to copy the log. Does it really happen with any map file? Can you post the log file? 
Also 
What does "I am get this error" mean, exactly? Is it a dialog? Can you please post a screenshot? 
Sleepwalkr 
Yes it is crashing every time I open a map, even a brand new one. I sent you a message on Twitter so we can discuss at a better pace.

I am get this error was a typo and I meant: "I am getting this error." Which is an error dialog window that prompts when I try to load any map, old or new. 
Please Keep It To Github Issues 
I don't use Twitter that much, and I need to track issues in a single place. 
From That Screenshot 
It looks like you moved your user data directory to a network location and that's not supported by the underlying library that TB uses. 
Github 
Yes that would be what occurred although not my intention of course. I submitted an issue on GitHub.

Thanks! 
Yeah, Let's Continue On Github. 
 
Packages 
I realise you have release packages on github but are there plans for official packages via distro repos? (debian/fedora/arch) or via copr/aur perhaps? 
If Someone Is Willing To Contribute 
I'm all for it once we reach 2.0.0. But I don't have the time to do it. 
Understandable 
I only ask because I can't compile on this machine & TB doesn't work via wine.

Thanks for all your efforts. Scale tool pls! :d 
But There Are Debs And Rpms Available. 
Those don't require compilation, do they? 
Need Zip Support 
Very nice editor im looking forward to use it.
However i would like to request support for pk3(zip) for loading texture packages and loading textures from q3 map files and if possible basic shader support too. 
@Code_Man 
I am waiting for this myself but I don't think this is close yet. The GitHub has and open ticket for it though. It would open up the editor to a ton more games that used the Q3 engine.

https://github.com/kduske/TrenchBroom/issues/583 
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