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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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The Problem Is 
more then I can bear. Not really I just liked writing it. I do appreciate the posts. I am a tad closer but not there yet. I find it difficult to converse in a language I am not functional in. The more I study it and look at examples from other compiling sources the closer I think I am getting until I attempt implementation. I did print out the compilation dialog
from JACK and Quark. Those sources and the Trenchbroom manual may be speaking the same language but I don't know how many ways the same thing can be written. AS my genetics professor once remarked..."Don't make an easy thing hard" Nyuk, Nyuk, Nyuk 
Drew 
Try to open your map in notepad and save. It is good to make backup before. If we talk about map not bsp. 
Also 
you can check your map format structure as plain text or share it 
@jaeon 
This video is closed caption so you can watch in your native language:

https://youtu.be/gONePWocbqA?t=636 
Drew 
Can you upload the map file and post a link? 
@dumptruck_ds 
The link takes me to your setup tut 
Jaeon 
YES!! it is a video that you can play in your native language as I typed above. The section where the compiling is setup should play automatically. 
Referring To This Comment 
I find it difficult to converse in a language I am not functional in.

Maybe I misunderstood. 
Sleep 
thanks for interest/reply

trying to remember what I was doing that could have triggered this weirdness but it's a little unclear as I didn't realize it wasn't making changes for bit (assumed I messed up in the editor as it isn't my comfort zone etc)

http://www.quaketastic.com/files/drew%20testmap%20trench.7z

please let me know if more info required 
Why Doesn't Someone Write A Tut For Compiling Q2 Maps Out Of 
Trenchbroom? I have seen two other threads that fizzled when the user was asking for help to do just that. I am wondering if there is an issue with Trenchbroom that won't allow for it. Heck, if there was one for how to do it with Quake that might suffice. I am hoping someone takes up the challenge. As for the statement "I find it difficult to converse in a language I am not functional in. " I was referring to my inability to understand even basic code speak. 
Jaeon 
I did it before. It can be done. Just try it out. If I can figure it out anyone can. Sorry I don't have the answers for you but I have a new computer and those files are on another I don't have access to. You can Google for Quake 2 compiling tools and find this:

http://home.insightbb.com/~gryndehl/q2compile/quake2.html

Write a batch file to compile your map and FFS GO MAP. 
Jaeon 
and go here for some info: https://discord.gg/Wnqz74z 
Drew 
The map file looks fine. Could you post the entire error message, it might stem from one of TB's other configuration files. 
Drew 
I've got it


// entity 25
{
"classname" "monster_zombie"
"origin" "744 136 200"
"angle" "270\"
}


Last entity at file has misprinted backslash - escape character. Just remove it using notepad. 
Good Find! 
 
@dumptruck_ds 
Appreciate it. Thank You. Too much for me though. I am now using Quark's internal compiling. It is no more time consuming then using the compiling GUI. So I build in Trenchbroom and compile in Quark, my problem is solved. 
Mission Accomplished. 
 
 
(re #2918 AND #2920, clearly)

So is this \ a byproduct of something I did in the editor or just my fat fingers 
Drew A.k.a. Fat Finger 
Seems like you pressed it in pair with Enter 
Yup 
TB should warn about this though. 
SleepwalkR 
You have to validate string on focus lost at least. BTW only useful escaped symbol for entity fields is "\n" 
Yeah 
What he said 
TrenchBroom 2019.2 
TrenchBroom 2019.2 is out with md3 support and some fixes and performance improvements | https://github.com/kduske/TrenchBroom/releases/tag/v2019.2 
TrenchBroom 2019.3 
TB 2019.3 is out with several bug fixes: https://github.com/kduske/TrenchBroom/releases/tag/v2019.3 
Hiding Vertices/edges/faces Behind Brushes? 
Is there a way to do this, or in the works? The screen can be a real mess when working with a lot of grouped brushes. 
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