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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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Yes... because we're all programmers, right Spiney? ... Oh please...

We submit issues, the devs address them. It's that simple. Why would you expect all of us to be programmers and do the feature ourselves? How unrealistic does that seem to you?

It's no different than SleepwalkR expecting people to signup to github and post the issue themselves, when SleepwalkR could've done that himself with a copy/paste.

It's no different than contacting a company to submit a suggestion, and the representative says "please submit it in writing", and you respond "okay. why can't you submit it for me as i tell it to you over the phone? it's only 1 sentence." and the company is so hurtin' enough that they refuse to and make you do it. Terrible service.

"who spent the last year of his spare time writing a Quake editor which he released for free and is updating on a pretty regular basis"

Oh please... Don't give me that. He did it because it was fun. It wasn't a chore for him, and no one asked for this anyways. Of course it's free, who the hell would be insane enough to think they could charge for a level editor for a game from the 90s? That would be like mappers charging people to download their maps. lol.

"The problem, as it were, is that he's not working on YOUR pet problems."
No... The problem is 1) You've chosen to assume it's a pet problem, when you have no good reason to provide for your assumption. While on the otherhand, I've provided multiple reasons and videos. 2) lack of communication. 3) signs of proof that he isn't working on it. no ETA or anything. Just silence, and then talking about other features like CSG.

I don't even know if he's working on it or not; that's the problem, no communication. My response is no different than any other response of a "customer" in the field of business.

If you can't handle the public, then don't submit to the public.

---

But, you all just had to respond to my hate comment on the Daz video, right? You just had to... You felt the need to respond, for some reason; maybe reason to "teach my lesson?"

Sad, because I've seen no lessons to be learned here yet from your responses. 
 
Sad, because I've seen no lessons to be learned here yet from your responses.

And you never will. You've got your back up now, it's your against the world, and there is no way in HELL you're backing down now. There's nothing more to be gained in talking to you now. 
Unbelievable 
Deqer - it's this simple: It's a fucking hobby, so stop continually comparing this to work, and stop expecting him to treat it like work. You are not a fucking customer.

Sleepwalkr owes you nothing. You cannot demand anything from him, and you cannot lambast him for not delivering things according to your warped expectations and selfish sense of entitlement. 
 
Also, SleepwalkR gains experience from this. he also gains portfolio work. He gains a lot. So, don't give me that "he's doing it in his spare time, for free, for us" crap. He gains a lot from this project, and now he'd like to gain some popularity by releasing it to the public.

Kinn, he does owe the public since he's involved the public now. Otherwise he's just shooting himself in the foot.

---

"Don't Feed the Troll" ?
They aren't feeding a troll, they are arguing.
I don't think you know what troll means, so, do us a favor and don't talk unless you know what you're talking about. Go look up the definition of troll, and ask yourself if I'm really a troll. Perhaps for someone like you, you may want to ask yourself twice.

"There's nothing more to be gained in talking to you now. "
Good, I guess that means you'll all quit your bitching now. Cool. 
Wanker 
 
 
Kinn, he does owe the public since he's involved the public now. Otherwise he's just shooting himself in the foot.

Bullshit. He is under no fucking obligation to do anything for any of us. He made something cool and free, and we are grateful for it, and he is happy to hear our feedback and make (or not make) whatever changes he wants completely according to his discretion.

Or he could drop it now, and move on to something else, and he still owes nothing to anyone.

This really should not be a difficult concept to grasp, and I'm almost certain you are a pitch-perfect troll now, because surely no-one can really be as thick as you appear to be? 
Thoughts For Deqer 
When interacting with developers, it is important to be thoughtful and considerate.

Especially with "for free" projects.

The reason is that it takes a lot of time and effort to make these things and it is clear SleepwalkR has a large to-do list.

Developers often change their minds or become open to alternate ideas as the to-do list dwindles. Sometimes even ideas they previously rejected.

The natural order of things with a free project is patience and understanding, exercising those traits is helpful to the development and will make you a better person.

Those traits also make it easier for developers to interact with you, making it more likely to get what you want. 
 
Alright, yes, technically he doesn't owe us. Fine. You win, Kinn.

---

Anyways, moving on now.

So, where do we stand? We have about 7 people in here telling SleepwalkR the same stuff as I have been telling. Mainly grid stuff, and 2d viewing/editing, etc.

So, I guess I need to find 93 more people. lol. pathetic. 
Baker 
Baker, you're right, and thanks for the soft post.

I guess my patience isn't as great as it should be for situations like this.

I've spent my time and patience so far, and I guess it's not enough, and I guess I need to accept that.

Okay. 
"How Unrealistic Does That Seem To You?" 
 
Support For Scourge Of Armagon + Dissolution Of Eternity Content? 
This would be very nice to have. 
Mission Packs 
I'm not sure but I suspect all you need for that are entity definitions, right? If you find a .def file or preferably a .fgd file for them, I'll gladly adapt them and add them to the editor. 
Adding Any Custom .def Files To Editor? 
"If you find a .def file or preferably a .fgd file for them, I'll gladly adapt them and add them to the editor. "

So, you'll be adding the hexen2.def file I linked above?--or maybe you already added it? Have you already added other common ones such as: quake2.def, hl.def, etc. ?

The link (above) for the hexen2.def is actually a sub folder. You'll find the other .def files in the root folder. Here is a direct link for you, to make it easier: https://docs.google.com/folder/d/0B0piElswxauhYlpzVTk1ZFNibnM/edit --- The TrenchBroom folder is for compatible versions of the .def files, compatible for TB. I explained in previous posts here what that means--the fixes I made to get the .def file to load.

Can't say I understand all 10 of those .def files. For example, not sure what ctf.def, and detail.def would be for--because you'd figure the quake.def or quake2.def or whatever_game.def would already have the ctf entities in it for that specific game. But for the ones like heretic2.def, hl.def for half-life, sin.def, etc., yes. 
Wow... Was That Worth It? 
Well that was in interesting discussion... Me I try to whisper suggestions of things that would be "nice to have"

I can't comprehend how anyone could demand features for a free project like this. Its free done in their own time and I will gladly use it and give suggestions if they will be heard. If folks come in and make an ass of themselves plus piss off the developer... not the smartest thing to do. You catch more flies with honey then you do with vinegar my friends.

SleepwalkR you rock. Keep up the awesome work. You're revitalizing the quake based engine mapping community with this new tool. That's the best thing too. ITS NEW! lovely stuff.

Now everyone hug each other and make up. 
 
Hah! Autosave just saved my ass. Thanks! :P 
Great Release! 
I haven't been mapping since ~8 years. A post on Rock Paper Shotgun brought me here. I immedieately started mapping and got into a frenzy of straight 1h mapping session - just work, no distractions, no facebook, no mail, only the flow of mapmaking. Unfortunately the editor crashed on me and I lost my work.

Great great work man. You rock! This editor reminded me how fun mapping was. 
Zxc 
Thanks! Can you say how you got it to crash? Also, if you had previously saved, the editor will create automatic backups every five minutes or so, so your work might not be lost. Look at the autosave did in the directory where you (hopefully!) saved your maps. 
 
This won't help in any way but my crash came when I was attempting to resize a brush. Get on that, will you? :) 
Is That Brush Still In The Autosave 
And can you reproduce it? 
Dumb Question 
You would have said so. 
 
No, not dumb, I didn't think of that. However, I do remember opening the autosave and redo-ing that operation right away and it was fine so it was clearly some kind of long term hiccup thing. 
TrenchbRoom 
 
I have experienced crashes like what Willem is describing where a seemingly normal operation crashed the editor and then reloading to a prior save (done just before the operation that crashed) and redoing that same operation produced no error.

I haven't opened a ticket because I haven't been able to figure what actually caused it. 
Okay 
Well I suppose it is caused by memory corruption. Please, if you experience something like this again, let me know if you have used undo before, I suspect that there are still bugs in there somewhere. 
Use With Hammer 
Great program! :-) I'd like to use TrenchBroom for basic brushwork and then import my map file into Valve Hammer Editor, as Counter-Strike interests me more than Quake 1... I'm to understand this is possible, but I'm getting the following error in Hammer upon opening the file:
http://4ce.ca/images/sharex/2013-03-13_10-42-28.png

Any support would be highly appreciated. 
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