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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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Will Be 
Again, there are questions as to how the resulting brushes should be shaped. My current idea is to extrude the outer faces and chop them off at their formal position.

It's basically this feature applied to each face of the brush:

https://github.com/kduske/TrenchBroom/issues/418 
That Last Post 
is a response to ijeds question about CSG hollow. 
 
See, now hollow is something I've never seen a use for. Does that get a lot of play for some people? I know it's good for "my first room" tutorials ... :) 
Willem 
Apparently some people use it. I'm not a fan of any of the CSG operations, but if I'm going to support one, I guess I should support the others as well, esp. as hollow is quite simple compared to subtract. 
Hollow 
I use it a lot for speedmapping / testmapping and sometimes for blocking out.

When it's time to put an area together properly I usually delete the resulting brushes. 
CSG Subtract / Mapping Rhetoric 
The more predictable features (and therefore, hopefully the ones that are easier to implement) tend to be the most valuable.

Complex CSG functions have a bad rep for a reason. It doesn't mean they can't be well used though.

What I'm driving at is that the value of a feature is a result of balancing the pros and cons, not one or the other.

And both those should take into consideration things like 'time to implement' and 'will it be a bitch to get it right'. 
But Also 
"The fun to be had for the programmer", which for such difficult problems, is plenty! 
Haha 
True.

Here's some of my own coding stuff, may be of interest even though not editor related.

http://spiney.me/schism/forum/index.php?topic=303.msg3743#msg3743 
Speed Difference Between Version 1 Vs Version 1.04? 
I have noticed that certain actions in 1.04 now take considerably longer than in version 1 (I updated the .exe to see if they were functionally different, I have now reverted back to the original release). The actions causing slowdown (that I could find) are duplicating items, alt+clicking to copy textures and making new brushes. I think it may be a consequence of editing a map from version 1 in version 1.04. Maybe.
If you want to check it for yourself SleepwalkR I could email you my level 
FifthElephant 
Please do. Even better, create a bug report at http://github.com/kduske/TrenchBroom/issues 
SleepwalkR 
I have created a bug report, though I haven't changed the wording or anything from here as I'm no good at tech stuff really. I'll send you the .map file too so that you can see if it's just my machine being rubbish. 
Great 
Don't worry, it's fine - I'll adapt the bug reports if necessary. Thanks! 
 
It would be interesting to see some examples of how you guys use this and how you edit the resulting brushes so as to avoid the well known problems (additional face cuts etc.). I would be grateful if you could provide some screenshots (or videos).

Unfortunately I don't have any videos or screenshots examples because I don't have any maps in progress at the moment. I can describe when I use the CSG tools if that helps.

Personally I find CGS subtract useful when I am doing 3 point clipping. When I am trying to create two brushes that are flush against each other I will often use a duplicate brush to trim one brush to fit another. Afterwards I will use CSG merge to tidy up the brush fragments into better shapes.

The CSG tools work together when you subtract first and then merge afterwards. It is a two fold process and very much like a cutting knife, slicing odd shapes by using another brush as the template and the merge function fixing stuff afterwards.

I often hear newer mappers claim that CSG tools should be limited because *they can* make a mess, but if you are careful and understand how they work the CSG tools are very powerful and good for specific situations. If mappers are lazy and use them to create simple shapes then will make a terrible mess.

I would recommend coding CSG merge first because it has the most uses, especially for optimizing brushwork. Also new faces should adopt a similar texture to the first brush picked or mark new surfaces with caulk/skip instead so designers can see what has changed. 
Where Are All Those... 
sexy new maps to showing of your skills with this new editor :) 
Cool Video By Daz 
Introducing TrenchBroom: http://t.co/MYGW6CCLBE

Thanks! 
 
Sorry, but the video is useless until there is a version of TrenchBroom that works like it works in the video.

Please fix the grid information; the garbled text. That should be your first priority. 
It's On 
Dude, stop being a demanding prick and keep mapping with Quest if that is what you want. 
Deqer 
Seriously now, SleepwalkR has already stated that he's changing the text to a texture to fix that problem. Stop being a jerk about it, these things take time and this is actually a spare-time hobby project so just chill out and be patient! 
Or, Deqer 
..fix them by yourself!
Thats why its on GitHub. 
 
That should be your first priority.

Or you'll fire him?

This isn't a mob grabbing the torches and pitchforks - just chill out. 
Daz Pronounces .wad Different To Me. 
"Wad" hmmm - He uses a vowel sound like in 'mad', but I would use the vowel sound like in 'mod'. As in 'wads of cash'.

OCD much.

Also my college tutor pronounces iteration 'Eye-teration' Which is way worse IMO...... 
 
 
Really, FifthElement? I see no indication that it's being done. I posted a bug, and I see no indication that my bug has been viewed at all.

What I do see, is him spending his time discussing CSG stuff and working on other features--according to github logs.

Other people have complained about the garbled text as well. How is this issue not of highest priority? Is it low priority because it isn't fun for the programmer? ...

The new slogan:
"TrenchBroom, a new editor! But, make sure you have a gaming video card!" 
Yeah 
Sleepy, like I already told you on IRC (and you missed it), pimping TB through Carmack was a stroke of genius. This way it could gain some attention beyond this forum and ideally may just spark some renewed interest in Q1 mapping. 
Wad Vs Wod 
Same here, Ricky - I say it the way you do.

And thanks OTP - I didn't even know Rock, Paper, Shotgun so far (heard of the name, but didn't read it). Apparently it's a big thing, so if that drives more people to try TB or even help out with the development, that would be fantastic. 
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