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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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Quake.fgd 
Just noticed it's missing at least two standard entities: viewthing and misc_noisemaker. I suppose hardly anyone ever uses them, but they should be included still. 
Aren't 
They both debug entities? 
Yes 
They are. 
Fair Enough 
 
Negke 
Would you be so nice? Just send me the definitions in an email so that I can add them to both FGDs. 
Orbs 
It requires OpenGL 2.1 and GLSL 1.2. I should do a better job of detecting these things and not crashing, though. 
AFAIK 
These should work;

@PointClass size(-8 -8 -8, 8 8 8) color(0 255 0) = misc_noisemaker : "debug entity" []

@PointClass size(-8 -8 -8, 8 8 8) color(0 255 0) = viewthing : "fake player" [] 
Thanks! 
 
Should They Have The Appearflags Baseclass? 
The Appearflags base class adds spawnflags for skill levels. Or should they have any other properties?

Also, should they also be added to Quoth2.fgd? 
Ah 
I cobbled those together, removing the baseclass since the fgd I took the syntax from has more involved baseclass' for various things.

I'm guessing you want these for entity hacks negke? 
Excuse My Noobiness 
I kind of know what opengl is, i dont know if my card supports 2.1 though, how do i find this out, should the manufacturer list this? Never heard about GLSL at al, same kind of thing? Something your gfxcard either can handle or not? 
@Orbs 
Basically if your cards original specs say that it can handle games with Shaders v2.0 then you "Should" be able to run this. It won't break anything to give it a try and see if this will run on your PC. In my case it stopped right after the console said something about loading shotgun.mdl.

You may need to update the video card drivers so that the card can handle Shaders 2.X but that's a software upgrade and I can't think of a reason why a 2.0 piece of hardware wouldn't be able to handle 2.X with the correct drivers.

Without more information this is as good as it can get as far as help goes. If you have a year of manufacture, make and model number of the original PC (2005 Dell abc201 for example) then maybe you can get more assistance here. If you added a gfx card on your own then you need to go to their web site and find the latest driver package applies to that card. Note that it will probably be either Nvidia or ATI\Radeon based so even if you get a card from a third party they should still be able to use their drivers (but perhaps not their consoles but that's usually not a problem as most installers give you the option to not install those anyway and just install the drivers instead). 
2D Overview 
I am loving the editor so far, but the lack of a 2D overview like in for example Radiant is annoying the hell out of me. There is no way to keep oversight on a big, complicated map with just the 3D view.

I think a 'free flying' camera mode was already suggested, so I'll not mention it. (Lies!)

Thank you once again for this editor, after years of dealing with either shit like WorldCraft or shit like Radiant, this is just so awesome. 
Not Tried Yet But... 
One of the things I like most about Worldcraft is that to copy stuff you just shift + drag it to the new location. I find that so much better and more efficient than duplicate in place like in Maya, or duplicate with offset like in Radiant. It also has duplicate special that lets you copy and paste in place, or set rotations and offsets that accumulate from each copy (I never use this though, though I do in Maya.) 
Lava, Than 
I'm aware that 3D only is bad for overview and I'm thinking about ways to improve it.

Than, drag-duplicate is on the feature list for 1.1. 
Not Needed 2D Views Yet.. 
I think I find the opposite of what Lava Croft said is true, on bigger maps the 2d views simply become like muddled spaghetti, doing everything in 3d is making everything so much simpler (and fun, I'm enjoying every minute of mapping!).
Also, Than, you should try it. (I emailed you ages ago and I know you said you were going to take a break but this editor is so addictive, I'm not even going to reinstall Worldcraft). 
SleepwalkR 
I had an idea, if you want to bash in a 2d mode why not have the 1,2,3 and 4 keys cycle through each grid plane? (that way you don't have to give up the real estate offered by a single window). 
In Quark 
2d views are fairly easy since it will grey out brushes that are not also visible in the other viewports.

I miss a 2d overview in tb too, especially if you want to quickly draw some floor plan. hotkeys would rock. 
Floorplans, Relative Positions 
Yeah, I think some sort of 2d mode is essential when blocking out.

for example I always need to bang down a load of brushes at precise relative positions from each other. Currently, let's say you have 2 brushes at arbitrary positions - in radiant it's really easy to set their relative positions just by looking at them in the 2 views. In TB I can't really do this sort of positioning...unless I missing something obvious? 
Blah 
looking at them in the 2 views

that should read:
looking at them in the 2D views 
2D Mode 
The 2D mode would be a mini map that is either overlaid on top of the 3D view or shown in a separate window. It would not be used for editing at all, only to get an overview and for navigation.

Kinn, if you drag a brush, you will see laser beams coming from its bounding box. Those beams should help you to position brushes relative to each other. They are not useful for measuring the distance to other objects, but I can add that and show the distance to the closest object hit by a laser beam. 
 
What's funny is that I thought the laser beams were just graphical sugar at first but then I started leveraging them for positioning and aligning stuff and they're just absolute GOLD now. 
Laser Beams 
yeah, I don't really find the laser beams help that much tbh.

What happens is i have to set a camera view, then move the brush so the laser beams appear to be lined up in that view. Except, chances are they won't be actually lined up, and i have to change camera view, then rinse/repeat until i've actually got them lined up.

e.g. view 1: they look kinda lined up here:
http://i.imgur.com/oaGALu6.png

move the camera a bit though and see they are actually off in all 3 axes:
http://i.imgur.com/LSijyg8.png 
 
I still think if you're going to implement 2d views you should bind the main viewport to cycle the axis using keys 1-4... hopefully this will be possible using custom key binds. I'm getting along fine right now without 2d, but it would help on the odd occasion that I need really fine-control over what I'm doing. 
Kinn & FifthElephant 
I agree that positioning brushes like this is cumbersome in 3D. It gets easier once you have more brushes, but if you're in the void, it doesn't work very well. Will have to think about that.

Cycling through 2D views - what for? The 2D view, as it is planned now, is only there for orientation. I specifically don't want to give the impression that you can use it for editing. I want to avoid that people try to click and drag objects in the 2D views. That would mean that the 3D only approach has failed.

If eventually it turns out that you really can't map without fully functional 2D views, I'll reconsider them, but only as a last resort. Or maybe this editor isn't for everyone. Let's give everyone some time to get used to it, and then we'll see what happens.

Meanwhile, if anyone has any ideas about how to improve the problems that Kinn is describing in post #273 WITHOUT falling back to 2D views, let's hear them! 
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