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
Thanks Sleepwalkr 
I got a notification that my feature request (targetname autocomplete) was closed on the issue tracker. I assumed it was being put on the backburner for the drive to expand the range of supported games. So you can imagine my surprise and delight to upgrade to the release version and find it present! It's already proved valuable in creating one short map hack, so thank you for this and all the rest of the work on the editor. 
Please Thank Ericw 
He implemented it, I only reviewed it. 
TrenchBroom 2.0.1 
With bugfixes and minor improvements: https://github.com/kduske/TrenchBroom/releases/tag/v2.0.1 
Not Sure If This Is Something I Caused Somehow 
But the info_teleport_destination model is displayed about 32 units underneath the the entity's bounding box. 
@sevin 
No that's normal. Set in the FBD that way I believe. Not sure why. Don't go by the model. Go by the Bbox and you're good. 
Thanks Ericw 
n/t 
Info_teleport_destination 
One thing the QuakeC does is moves every info_teleport_destination 32 units upwards from its starting point. I guess that the bounding box is accounting for this but the model isn't/can't? 
Hmm 
Is there no hack to bring the model in line with the bbox? Kind of annoying to look at. 
Desperate Hack 
There might be a sensible way, if it bugs you enough to accept a local fix you could: create a copy of the player model that's raised by 32 units, then reference that copy of the model in the FGD definition of info_teleport_destination. 
Sounds Reasonable 
I’ll probably try that. Thanks Preach. 
May I Suggest A Quality Of Life Improvement Here 
or would you prefer I rather make a post in the issue tracker?

It's not too important, just a separate memory if you will for "open wad" vs "save map"

I find that I reflexively save a map only to find it in my wad folder from when I opened the wad for it.

Still loving TB2. Thank you! 
Yeah It's Annoying 
Create an issue for it. 
TrenchBroom 2.0.2 
brings a couple of mostly minor bug fixes: https://github.com/kduske/TrenchBroom/releases/tag/v2.0.2 
Rotating Door 
Is the func_door_rotating in Hexen 2 supposed to be set differently as they are in other map editors? I cannot seem to figure it out using the origin brush. 
Rotating Door 
Ok, I figured it out. One must use different qbsp to make rotating door to work. 
Selecting Only DM Or Non DM Specific Entities 
I think I've seen some screenshots of editors that enable you to toggle entity visibility based on their difficulty level/dm spawnflags. I'm trying to finish up my map by making it work in dm too, and I'd like to select all the triggers that don't have the "not in deathmatch" spawnflag set to them, so I could assess whether there are still some triggers that need to be disabled for dm.

In fact, it would be nice to generalize the whole idea: Whenever I select a huge amount of entities (typically with Ctrl+A) and have the entity tab open with all those "multi" value fields and spawnflag checkboxes with squares instead of checkmarks, it would be nice to filter my selection by let's say right clicking the "multi" value field next to the "target" key for example, and then a checkbox dropdown menu would appear at the pointer, where I could select all the values the entities of which I want to manipulate. The same principle would apply for the spawnflag section and maybe even the color section.

So I have two suggestions:

1) Add four more checkboxes in the View "pop-up" menu:
"Show easy skill entities"
"Show normal skill entities"
"Show hard skill entities"
"Show deathmatch entities"
or something along those lines.
2) Implement the above-mentioned idea of filtering a selection

Ok, I lied: a third bonus suggestion:

3) Add one more checkbox in the View "pop-up" menu:

"Show group entities"/"Show groups"/"Show group entity bounds"
or something along those lines. :)

Pretty please! ;; It's always such a hassle to manually hide my groups when everything else can easily be hidden with the click of a button. 
 
1) Cannot be done since spawnflags are not general, but game specific. But filtering by spawnflags may be done in general, yes:

https://github.com/kduske/TrenchBroom/issues/452

2) Filtering will be done using queries written in a simple query language, see

https://github.com/kduske/TrenchBroom/issues/2044
https://github.com/kduske/TrenchBroom/issues/1247

3) Cannot be done specifically for group entities, but for brush entities in general:

https://github.com/kduske/TrenchBroom/issues/1803

So all of your suggestions are already in our todo list. Thanks! 
Renaming Layers 
I've finally started experimenting with layers. Is it possible to rename them? o: With a quick glance I couldn't find anything in the UI or the manual. 
Layer Names 
Not that I am aware of. Workaround is to move selection to a new layer and remove the old one. 
It‘s An Oversight On My Part 
There is already an issue for it I think. 
Rotfish/ Fish Monter Issue 
Having a weird thing in TrenchBroom 2.02... When I put the monster fish in the level, it messes up the monster/kill count in-game. It seems to be counting one fish as two, as I put 7 in the level, but my kill count goes up by 14, and after clearing the map of all enemies it still says I have 7 left in the kill count.

Haven't found reference to this elsewhere unless I missed it. 
Spankmaster 
That's a bug with Quake, not Trenchbroom. This bug is also in the original game.

If you don't want to use a mod, Preach has a fix for it here: https://tomeofpreach.wordpress.com/2017/02/07/fish-fix/ 
 
Ah, Thanks Kinn! 
No Worries 
By the way, because this is such a well-known err "feature" of the original game, no-one minds if it's not fixed if you're doing an id1 release. 
But It Is Nice To List Fish Count In The Readme 
 
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.