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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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Is the viewport the current active window? 
Yup 
the other texture shortcuts work fine. it's just that one... 
In Fact, That Reminds Me 
another suggestion i forgot to mention. it might make everything a little bit quicker to use if running the cursor over a window/region made it 'active' providing a button isn't being pressed during mouse movement (i think this is how WC works)

sometimes i have to click in the viewport before being able to select a brush after working in the side panel, and other times i don't. not noticed any correlation yet though 
Rj 
So you're shift-clicking on the little spin buttons next to the rotation field? Does Shift+click work for buttons next to the offset fields?

Regarding the focus issues: The 3D view has a focus rectangle drawn around it, and if you focus any other controls, you have to return focus to the 3D view by clicking on it once. Is the focus rectangle visible on your system? I have noticed that it is sometimes hard to see on Windows. 
 
What might help there would be to do what 3DS Max does ... the first click in an inactive viewport, simply makes it active. The click doesn't count. That way you can set focus without changing your selections or clicking something by accident. 
Original Quake.map Source Wont Load? 
Hello SleepwalkR,

I was curious to check out the original source files inside Trench from quake 1. And from the looks of things they wont load?

http://planetquake.gamespy.com/View.php?view=Quake.Detail&id=343

Here is the original Map files from ID software. I guess that the .map format has changed or something from back then?

Cheers! 
Willem 
That's what it does right now? 
 
They load find for me, can you be more specific? 
Skiffy 
TB 1.0.4 is a turd that has several issues with loading maps. 1.0.5 will fix this. 
 
How do you guys organise your wad files? TB always opens the "Quake directory" when I want to load wads. I would much rather have it always open the dir I lastly picked a wad in. Opinions? 
Spirit 
I have no control over what directory the dialog opens in. It's a wxWidgets issue AFAIK. 
Defs/fgds 
Ah, ok. When you said 'defs' before I was too literal.

The time difference worked against me, so hopefully I'll be able to do them tonight instead.

I was going to go with what Rubicon2 has defined, but I don't agree with everything there since some of the elements are mixed.

I prefer to group things by colour, how does this sound;

Player (all types of starts and tele destinations)
Monsters
Lights
Misc objects (fireballs, barrels etc)
Fx (sound/visual)
Path / Logic (relay, path_corners)
Collectables (Health / Armour)
Weapons / Powerups
Traps

What colours each one will be depend on visibility in the editor. I'll stick to precedents like monsters being red, although some things won't make sense - both lights and the player being green, for example will mean lights changing colour because the player should take precedent. 
Make It Easier To Edit Doors! 
You really have to make it so that you can easily edit the angle of which doors open. Having to always manually set the angle by typing a number is really annoying and makes the whole process much more time consuming and annoying then it has to be.

In fact, having to manually type in all the values in the first place is annoying. Create some buttons for christs sakes! 
 
So you're shift-clicking on the little spin buttons next to the rotation field? Does Shift+click work for buttons next to the offset fields?

shift-clicking on the little spin buttons works fine. i'm referring to the keyboard shortcuts section:

Texture Rotation

For rotating textures, the PageUp and PageDown keys rotate the texture clockwise and counter-clockwise at 15� intervals. As with the spinner controls detailed previously, the Shift modifier key increases the rotation interval to 90� and the Ctrl modifier key decreases the rotation interval to 1�.


the ctrl modifier works, but the shift one doesn't.

Regarding the focus issues: The 3D view has a focus rectangle drawn around it, and if you focus any other controls, you have to return focus to the 3D view by clicking on it once. Is the focus rectangle visible on your system? I have noticed that it is sometimes hard to see on Windows.

yep, can see it ok. i'm assuming it should work thusly:

1. click on the side-panel, viewport border disappears;
2: click back on the viewport once, border reappears;
3: click in the viewport again, object is selected.

..however in most cases, the border only reappears at step 3. and in maybe about 25% of cases, step 2 is skipped. it's a bit temperamental.

i think avoiding step 2 altogether would be the best solution, minimising clicking. the border could pop up whenever the mouse hovers over the window and let you select anything with one click. no idea whether that's possible with the GUI library though? 
I Just Created A Site To Review Quake Maps! 
I just created a website for the purpose of reviewing Quake maps called QuakeBlast.

http://quakeblast.webs.com/

If anyone is interested then they can send me the maps that they create with SleepWalkR's new editor :) 
Ijed 
Please make sure to use red sparsely because it's hard to differentiate selected entities from unselected entities that have the color red. 
Rj 
Texture rotation: Okay, got it - will fix in 1.0.5.

Focus: Looks like it's a big buggy. I'll look into it. I won't change it though as otherwise, you will inadvertedly select / deselect stuff a lot. 
Hakkarin 
Better support for entity editing incl. a smart entity editor for angles is planned for 1.2.

Cool site, I hope there will be many maps to review soon. 
 
That's what it does right now?

Haha ... OK, I just experimented with it and it DOES do it. However, the focus border doesn't redraw on that first click so you don't know it worked. It looks like it didn't. On your second click, the border appears.

So it IS working but there's a redraw issue. 
 
Windows 7, Geforce 670, for reference. 
 
Understanble, SleepwalkR. I know you mentioned earlier that there is more to "it" than just a .def file. So, I'll leave it be for now. Quake should be the focus, for now.

lastly, a question: is there a keyboard shortcut to switch between the entity/face/view tabs?
I don't think so, but, on Windows when I pressed SHIFT+RIGHT_ARROW, it switched over to those tabs and switch through those tabs each time I pressed SHIFT+RIGHT_ARROW.

I just created a website for the purpose of reviewing Quake maps called QuakeBlast.
We have lvlworld.com for that. They've been around for over 10+ years. I doubt you want to try and compete with that? Even if you did, you would want quakeblast.com as your domain name, not quakeblast.webs.com. 
Willem 
RJ mentioned the same problem, and I have created bug for it. Thanks! 
Deqer 
The shortcuts you are using for the tabs are coincidental. I will add commands to directly switch to and activate the tabs (and also one to switch back to the 3D view from wherever you are) which you can assign shortcuts to yourself in 1.1.

If I'm not mistaken, lvlworld is exclusively for Quake 3, no? Also, competition is good for business, so the more, the merrier! 
Deqer 
I am not trying to compete with anyone. I just wanted a cute little site of my own where I review some Quake maps. It's a hobby, basically. 
Hakkarin 
Did you have a look at some of the more recent Quake releases over at http://www.quaddicted.com? Maybe you could pick a few and write reviews for them so as to get some initial content going. 
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