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
Problems Compiling Q2 Map 
This is the first time I'm trying to compile my map but I keep getting an error when creating the bsp.

This is my compiler setup and error:
https://ibb.co/gaWY1G

I copied the 64bit compiler and dll files from my gtkradiant 1.6 installation. I didn't want to try the newer separate compilers and start simple with the existing one.

Does anyone know what I'm doing wrong?

Thanks on advance :) 
@LordGrievous 
Looks like your paths are all messed up but hard to see everything in your screenshot. Looks like you have spaces, periods and weird characters and it could be that.

Some advice:

Under Quake make a new directory called "compile".
Download ericw's compile tools here: http://ericwa.github.io/ericw-tools/

Download Necros' compiling GUI here: https://shoresofnis.wordpress.com/utilities/ne_q1spcompilinggui/

Install ericw's entire folder into your new compile directory.
I think you can put Necros' GUI anywhere you want. Instructions are on the page linked above.

Now you have two options to compile. I suggest Necros' GUI for beginners. Try it. If you'd rather use TB then set up the paths in this new. compile directory.

There's a bunch of things that could have gone wrong with your current setup. Best to start from scratch. ericw's compilers work perfectly with default settings, they are backwards compatible and more up to date than what you have. 
 
Okay thanks, I'll give it a go 
 
Just a quick question, is this compiler also for Quake 2 ?? 
Nope 
but can do Hexen2

read the qbsp documentation

https://ericwa.github.io/ericw-tools/ 
Doom 3 Support? 
I know Doom 3 isn't as popular as Half-life or Quake but it's still really fun to map for and I like Trenchbroom much more than the alternatives. Is there any glimmer of hope that we will ever get support for Doom 3? 
You Can In A Way 
TB saves to .map. Make as much as you'd like in TB. Save it. Open in your Doom3 radiant editor. Texture and fill with items/enemies. Compile. 
Thx But... 
Sounds like a rather nasty workflow honesly :/

It would be nice if the author of trenchbroom would clear it up if Doom 3 support is something we will ever get and if not then the reason he doesn't care to include it. 
Ya It's Not The Best Solution For Now 
I wouldn't expect him to, at least for a good long while. He has a long list of features he's talked about implementing for Quake that I'm sure he is more interested in working on for now. 
Sounds Interesting? 
Any examples of the new exiting features that are coming for Quake? 
@hakkarin 
You can check out the milestones at Github here:

https://github.com/kduske/TrenchBroom/milestones

Right now they are working on 2.0.0 and it looks like 2.1.0 is chugging along. 
Doom 3 Support 
I'm sorry, but it's not actively being worked on ATM. I'm very busy with other things and have too little time to work on TB as it is. Also other games have precedence, e.g. before I would start working on D3 support, I'd want to work on Q3 and HL2. 
Disappearing Trigger_secret Points 
Hi!

When I change a point entity's classname to trigger_secret and then deselect the entity, the entity stops displaying in the editor. The entity still exists in the map, because it compiles and gets triggered during gameplay.

Is anyone else able to reproduce the behavior? 
You Might Have Them Filtered From View 
Check your View menu checkboxes. This sort of thing has happened to me before and this was the culprit.

Alternatively, I seem to recall something familiar about this so it could be a known issue. Do the above check to rule that out. 
Esrael 
I think what you described is this bug, which is already fixed for the next release:
https://github.com/kduske/TrenchBroom/issues/1805 
Another Thing 
That's probably it, ericw. Glad that it's accounted for.

On another, somewhat similar note: I've made some groups, but there don't seem to be any checkboxes in the view menu to hide groups. Instead I have to first select them and use the hide tool, which isn't as convenient.

Is there an easy way to hide groups in RC4 or will it be implemented in version 2.0? 
No 
I don‘t see much value in blanket hiding all groups. This is not their purpose. 
 
Being able to hide the TrenchBroom groups has value.

Sometimes I want to manipulate a large group of entities at once(lights for example). To do this I turn off visibility for everything but that one entity type i wish to change.

If i have TB groups, I have to first hide EVERYTHING, this leaves the TB groups visible, then I ctrl+A to select everything, hide the TB groups, then I turn on visibility for the one entity type I wish to see/change. 
 
https://imgur.com/fAzSK68

for clarity, were talking about hiding them with this menu. 
 
Nice workaround, mukor! :) It would still definitely be a lot more convenient if the groups were possible to be hidden with a simple checkbox. 
 
Is it just me, or is there no way of removing individual brushes from groups in RC4? The only options I have when right-clicking a single brush within a group are

Group
Ungroup [unclickable]
Rename [unclickable]
Add Objects to Group [some other group]
______________
Create Point Entity
Create Brush Entity
Move Brushes to World


"Move Brushes to World" used to do the trick in earlier versions of TB (albeit at the cost of turning all selected brush entities to world brushes); it no longer works. Shouldn't there be a "Remove Objects from Group [selected group]"? 
@former_total_newbie 
Hmm, it works for me in RC4.
I am 'inside' a group (double-clicked on it). The group has 2 worldspawn brushes, I select one, right click, and have the option: "Remove Objects from Group Unnamed". Selecting that moves it outside the group, turning it blue.
Can you get reproduce this?

"Move Brushes to World" is only for moving things from "func_" entities to worldspawn, it doesn't affect group membership. This was different pre-RC4 , see: https://github.com/kduske/TrenchBroom/issues/1744 
Might Also Depend On 
Where you right click (selected brush you wish to remove from group vs. other objects). 
2 posts not shown on this page because they were 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.