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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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Thank You 
for this amazing piece of software!
It is no wonder that it set a milestone for Quake mapping. 
Thanks! 
Always nice to hear from a satisfied user ;-) 
Than 
I think that ctrl+z will deselect all worldspawn brushes and just leave your desired brush selected. A lot of things are really intuitive in the editor and end up working almost like you'd think they would. 
New Shortcuts 
Could you consider adding a way for users to define shortcuts for creating entities from brushes? For instance, select a brush and press alt-d to create a func_door. 
UI Discussion 
I've been back on TB2 lately and want to make some suggestions for ericw and Sleep. Since func has been a bit slow lately I wanted to discuss here and see if anyone else has ideas before I submit an issue.

In no particular order:

*would like to be able to switch a selected entity in the 3d window by clicking on a different entity in the browser. Bonus points for a modifier key to keep the angle/targetname/target fields from the prior entity

* small UI thing: scroll wheel or arrow keys in search boxes to invoke search history (as in Atom)

* big thing (for me) I hate having a lot of textures to scroll thru. So much so, that I make custom minimal wads when I map. If the texture browser consolidated animated textures into one texture this would help with clutter, organization and prevent mappes putting the wrong texture on a button. Not sure how you'd handle situations where you want the "wrong" texture on the button.

I am well aware that Sleep wants to focus on "big ticket" bugs and features. But I don't think there's harm in asking. Also, I'm hoping experienced coders in the community twill lend a hand with TrenchBroom development. Sleep and ericw can only do so much and TB is well worth the effort!

Thoughts? 
De-couple TB2 From .wad Files IMO 
I'd love to see TB2 support folders filled with textures rather than .wad files tbh.

Working on projects where the texture files change a lot is a real nightmare for having to pack/re-pack .wad files, also I dislike the fact that we're still reliant on external programs like Wally and TexMex. 
Replies 
would like to be able to switch a selected entity in the 3d window by clicking on a different entity in the browser. Bonus points for a modifier key to keep the angle/targetname/target fields from the prior entity

This sounds like a useful thing in theory, but I am afraid it may lead to a lot of inadvertent changes when you browse through the browser and click on something without being aware that you have entities selected. But it may be worth a try.

small UI thing: scroll wheel or arrow keys in search boxes to invoke search history (as in Atom)

This should go on the issue tracker, but it's a lot of work for a rather small feature (gotta write a custom search box that keeps a history and handle scroll events).

big thing (for me) I hate having a lot of textures to scroll thru. So much so, that I make custom minimal wads when I map. If the texture browser consolidated animated textures into one texture this would help with clutter, organization and prevent mappes putting the wrong texture on a button. Not sure how you'd handle situations where you want the "wrong" texture on the button.

The problem I see here is that this is very game specific. But it may be possible to generalize this into a feature where all textures which satisfy a certain condition are collapsed, and the condition could go into the game config.

All of these features are UI polish and currently not very high on my list (as you noted). I want to concentrate on expanding the user base by supporting more games. This goal has again been delayed somewhat by pushing Quake 3 support into 2.2, which we had to do so that we could get the other changes of 2.1 out the door sooner.

Fifth, you can already use loose texture files, you just need to add a custom game config. I plan on documenting game configs for 2.1 in the manual, and to add a generic config that uses loose files and doesn't contain any game specific stuff. 
Thanks Sleep 
I appreciate the reply and the reasoning too. Sometimes we non-coders have no idea how much work is involved for these little asks. :) 
Sure! 
Despite appearances, I appreciate all feature requests and bug reports ;-)

But it's hard to balance it with the greater picture and vision for TB, which is heading from pure Quake 1 editor into a more generic direction to expand the user base, and hopefully, the number of contributors. 
Feature Request 
Auto detect map format instead of failing if Standard was chosen instead of Valve. 
... 
Scale entity labels with icon size or add separate label size option in preferences. 
 
Remember view settings when reopening TB, e.g. whether to show edges.

Not really sure what to suggest about the dichotomy of having a view menu up top and a view button down lower that both have two different sets of options...combine somehow or at the very least add a dropdown character on the View button for the label like so: View↓ 
MSVCP140.dll 
When I open up the Trenchbroom, The program is missing MSVCP140.dll. What do I do?! 
 
https://www.microsoft.com/en-us/download/details.aspx?id=48145
Did you install Microsoft Visual C++ 2015, like it said on the page? If not, this will do the trick! 
BUG Report: 
When parsing an FGD file, the parser fails to concatenate strings using the + character on tooltip/description texts. Even worse, it fails to load the entire .fgd rather than skipping on to the next valid entry or at least keeping all the parsed entities before it had encountered the error. No entities load from the affected .fgd. Example:

@PointClass base(MonShort) studio("progs/mon_knight.mdl") = monster_knight : "Knight. Uses upgraded AD model." +
" Part of the Death Brigade. Stronger than a death guard but still" +
" useful for early on axe combat. Capable of starting as a statue which uses a stone skin." [
spawnflags(flags) = [
2 : "Stone Statue" : 0
4 : "Not Frozen" : 0
]
frame(integer) : "Statue Pose def=44" : : "Override statue pose"
pos1(string) : "Statue Idle range" : : "X->Y, Z=0 ; Idle animation range to pick from"
]

Error message:
Could not load external entity definition file 'games\Quake\JACK_Keep.fgd': Expected '[', but got integer (raw data: '+') [line 2606, column 112] 
Please Report Bugs On Github 
Thanks! 
TrenchBroom 2.1.0 Release Candidate 1 
Download
https://github.com/kduske/TrenchBroom/releases/tag/v2.1.0-RC1

Changes
- #871: Add scale / shear tool
- #1304: Add support for Daikatana
- #2279: Add generic game configuration
- #1404: Improve selection and general rendering performance
- #2069: CSG hollow
- #1157: Portal file loading
- #1780: Add "Reload Point File" and "Reload Portal File" menu items
- #1412: Support fence textures with "{" prefix and MF_HOLEY .mdl flag for alpha-masked skins
- #1540: Draw arrowheads on entity links to indicate direction
- #2051: Support merging groups
- #1723: Support for sub-integer grid sizes
- #885: Add button to reload texture collections
- #2276: Add "hint" and "skip" Quake 2 surface flags
- #2202: Add support for FGD includes
- #2329: Add support for string continuations in FGD files
- #2278: Document game configuration file syntax
- #2272: Game path box in game preferences is always blank
- #2256: Don't crash when loading invalid texture collections
- #2254: Don't crash when loading a BSP with missing textures
- #2290: Subtracing a brush that encloses the subtrahend has no effect
- #2297: UV editor crashes if zoomed too much
- #2318: UV editor origin handle disappears
- #2315: Resizing a 45° clipped face yields invalid results

Thanks to everyone who contributed fixes and issue reports! 
 
Does this release include Quake 3 support? :) 
 
Sweet! 
Quake 3 Is Not Included In 2.1.0 
But I believe it's on the front burner or will be in the near term.

Check this shear insanity. 
LOL 
 
 
Shearly not! That feature is impressive on a scale we haven't seen before!! 
Someone Should Update The Top Post To Include These Features 
 
 
Just the fact it shears entity locations alone blows all other editors out of the water! 
Good Stuff Sleep & Eric 
Been using github builds for things like scale/shear for a few months now, they're really useful features. Looking at the other features here, 2.1.0 is shaping up to be an awesome release! 
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