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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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Hexen 2 Model Loading Error 
Hello deqer,

I suspect that it's not loading the models since they have a customized MDL format for Hexen 2. For each games meshes to show up Trenchbroom would need to have a custom loader for the various MDL, MD2, MD3 and so on.

Cheers 
This Editor Looks Awesome! 
Really nice! It's like Blender but with brushes...hmmm...hopefully there will be ample hotkey customization.

This looks and feels incredible! Fluid views, oldstyle graphics(not gl blurred! :) ), Brush splitting!! Amazing. Simply amazing.

However, I have noticed one minor issue. Texture application takes a while...about 2-3 to do any change to the texture. I have Nvidia driver 306.97, though I haven't noticed any issues with it, though perhaps it has something to do with having multiple monitors. It does slow down my texturing process a lot.

Anyways its great so far! Keep it up! 
Uh Oh... 
Grid snap does't snap to the global grid! It's local. Instead of moving a face to the next gridline it just moves it the current grid distance. For example, if a face whose global X-value is 32 is moved 2 units to 30, then when switching back to any other grid size like, say, 16 then the X-value would go from 30 to 14, not 30 to 16 which is how other editors work. Is there a setting for this? 
Slow Texture Application 
I disabled and then reenabled one of my monitors and it fixed the slow texturing problem. Wierd. Just FYI. 
Qmaster 
grid snapping to offsets is intentional. Force a vertex to snap to grid by holding shift while you move a vertex.
Not forcing the snap lets you do more such as work at large grid sizes without loosing small details. 
Great Editor 
It is a spectacular editor though. The best feature is the texture rendering in 3d view, and texture management in general. I also like the grid lines on the brushes, and the extending helper grid lines when selecting a brush.

I will use 3d view a lot. But, I also use flat grid view just as much. Please provide grid view or something equivalent. 
World Center And Limits? 
Hello SleepwalkR,

Do you think its possible to add a world center and limits info to the 3d viewport? It would be most helpful in figuring out the center and maximum boundaries of the level. Some form of coordinate system that has a 3d grid which fades out after a set distance which can be turned on and off? That way folks that like a grid or none at all will live happy ever after. For me its good to get my bearings.

Otherwise loving this. 
How Do I... 
add the name of the level and things in TrenchBroom? 
 
it took me until now recognise the origin of your nick, I should read more!

add a "name" field to the worldspawn. 
Skiffy 
Showing where the center is and where the world ends has been requested by others. I'm still thinking about how to do it without cluttering the view port. Maybe it can be combined with a way to give people more orientation and a better idea of the relative position of objects. 
Working On Ubuntu 12.10 Fine 
Compiled on my main pc running Ubuntu 12.10. Had some minor troubles during compilation, but fixed and it runs just fine as far as I can tell (not tested extensively yet, however).

Everything is working fine, but wxWidgets setup.h seems to redefine SIZEOF_LONG as 8, where it has already been defined in freetype. Commented out the highlighted line and it compiled without issues.

The z-buffer is working fine:
Renderer info: GeForce GTX 560 Ti/PCIe/SSE2 version 4.2.0 NVIDIA 304.51 from NVIDIA Corporation
Depth buffer bits: 24
Multisampling disabled
OpenGL instancing enabled 
Sleepy 
It might be good to have some goto brush and/or world position tools in there to help find and eliminate problems. I guess that can easily be tied into the map explorer when you are doing that? 
Than 
Cool. Still annoying that it doesn't work correctly on Mint though. Which edition / desktop are you using on your Mint machine?

I'm aware of the SIZEOF_LONG issue, I have to do some include trickery to get around it. It's on my todo list.

Goto brush is on the todo list also ;-). Necros keeps asking for it. 
Suggestion 
This editor really needs a cut tool. Lets say I want to remove a small area in a wall that is shaped like a box. It would be nice if you could put a brush into that area and then have the area occupied by the brush removed. 
CSG Subtract 
I plan to add some CSG operations (most importantly CSG merge), but CSG subtract (or "cut" as you call it) is not among those. The reason is that it is very hard to make the subtract operation create "optimal" brushwork. Here, optimal means brushwork that creates a minimal amount of plane cuts when run through QBSP.

AFAIK, the general consensus is to stay away from CSG subtract operations because of this. And that's why I'm not going to add it to TrenchBroom. 
Lol 
What's with that video - 'How to make a spiral staircase with Trenchbroom'. Basically - 'Use Quest'? Seems a little counter-intuitive. 
So Not Wanting To Re-read 450 Posts - SleepwalkR 
Is this a known issue?

Loading file C:\Quake\Id1\maps\endeavor.map
Loading unsupported map Valve 220 map format
Malformed map file: expected token of type integer number, or decimal number, but found string at line 1198, column 77
Loaded map file in 0.020000 seconds
Loading entity definition file C:\trenchbroom\Resources\Defs\Quake.fgd

.... aaaand the map doesn't seem to show at all.

So are any Valve220 maps a no-no? 
So Not Wanting To Re-read 450 Posts - SleepwalkR 
Is this a known issue?

Loading file C:\Quake\Id1\maps\endeavor.map
Loading unsupported map Valve 220 map format
Malformed map file: expected token of type integer number, or decimal number, but found string at line 1198, column 77
Loaded map file in 0.020000 seconds
Loading entity definition file C:\trenchbroom\Resources\Defs\Quake.fgd

.... aaaand the map doesn't seem to show at all.

So are any Valve220 maps a no-no? 
Possibly 
I haven't tested them extensively. And even if they do load, TrenchBroom can't handle the new texture projection stuff (yet). If you send me the file, I can take a look and fix any problems with the parser, but as I said - you'll have garbled textures all over the place.

Best if you make a bug report and post the map (or the offending portion incl. containing entities) file there: http://github.com/kduske/trenchbroom/issues 
That Said 
Proper support for 220 maps with freely configurable texture axes are on the todo list for 1.2 or 1.3. 
Sweet! 
Well I'll post that .map file anyway (It's that Catatonic Fits of Despair source, but I got the same bug with a bunch of different maps)... 
Quick Question 
I submitted an issue about setting the quake path (possibly you already added it as I mentioned it here already... I forgot about that), but in the meantime, is there some way to force set it? I could probably hard code it, but surely there is some config file somewhere I can open in a text editor and set the path? Where is it on Linux? 
Yeah, Just Add A Few Examples 
And I'll fix the parser for 1.0.5. 
Also, Another Question For Linux Users.. 
Anyone got multisampling working? Do you have anti-aliased lines etc? My Trenchbroom render window looks a bit ass. I'm using an GeForce 560 with the closed source drivers.

Also, my depth buffer is only set at 24bits, which could be the cause of the lines looking a bit thin and aliased. 
Than 
Yes, there is. Go to your home directory and look at the file .TrenchBroom - this is where the preferences are stored on Linux.

Try to set the Quake path to something that the file dialog is fine with so that it is actually stored in the prefs. The edit the file (I think it's an ini file) to reflect the correct path. 
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