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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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Oh and if I could turn back time, Quaddicted would use a much reduced scale for ratings, 1 to 3 as in "no", "try", "play it". 
Maybe I Mean Something Different 
Personally I am more interested in in-depth analysis of someone with a deep understanding of level design / game flow / etc. than I am in reading a short review. I don't need scores to tell me to play or not to play a map - come on, it's not like we get bombarded with new maps and have to choose, right? 
 
The trouble that I've seen with wordy review sites is that they tend to start treading the same ground and start using the same phrases over and over. Which is understandable given the subject matter but it is witheringly difficult to give a fresh and in-depth critique to each and every map. Maybe if there was a team of writers or something who could switch off map reviews... 
Reviews 
I always enjoy reading well-written reviews, having another person deconstruct your work is always a great way to learn and improve. I don't mind rating systems as long as it's a good representation of the opinion of the reviewer and not some pseudo-scientific calculation (1-5 star reviews are good, like the old CVG reviews) 
Avoid Red: Will Do 
 
What Colour Type Is It? 
And what Palette?

Finding it difficult to assign different ones to the various groupings. 
 
Not sure what exactly you're asking, but maybe these links will help:
Quake palette: http://www.gamers.org/dEngine/quake/wad_conv/palette.html

The color codes for Quake palette: http://www.gamers.org/dEngine/quake/wad_conv/quakepal.txt 
Aha 
Got it.

Fgd uses rgb 0-255 while Def uses 0-1.

So all the worldcraft values are invalid - any number at all clamps to 100%.

Fixing. 
Ok, Done: 
https://www.dropbox.com/s/dqnm02pth5313sd/Quake.fgd

This uses the 0-1 colour scale.

However, in order to read future fgd's out of the box, without having to convert by hand, you might want to consider reading their native 0-255 rgb format.

In regard to how I grouped things, I tried to make it forwards compatible with any new entities a modder might require:

Logic - white
Dangerous Stuff - Orange
Atmosphere, lighting - Yellow
Misc - Turquoise
Pathing - Purple
Collectables - Blue
Ammo - Dark Purple
Players / Camera - Green

The sub groupings of stuff have slight variations within those broad colours.

I'll do the Quoth one if you decide to keep the 0-1 colour format, along with some cleanup to make them easier to read. 
Deqer 
Thanks, I've been looking for a colour key for ages since a link I had to an image was lost when a site closed.

That .txt colour readout is going to be very useful. 
Ijed 
I would actually prefer the. In the native values. I can fix that very quickly. 
Yeah 
I thought so. It took me longer to figure out why it was displaying weirdly, and even then not long either so no problem. 
Website Is Ready 
The website is now more or less ready and I included a link on it to TrenchBroom's own homepage. 
Z-buffer Problem 
ok, so last night I changed a value in LinuxCapabilities to force 24bit z-buffer on my laptop and the z-buffer started to work normally.

I was knackered from a long cycle trip, so that's all I did, but next time I get a chance, I'll have a better look at that file and see if I can figure out if I can fix it so that it works without forced value setting. If not, at least I have a build that I can probably use now :) 
Than 
Yup, that's what I suspected. Thanks! 
TrenchBroom 1.0.5 
- Fixed a crash when undoing edge and face move operations.
- Improved map loading speed.
- Improved accuracy of vertex computation.
- Added antialiasing for grid lines (rebb).
- Thin out grid lines after a certain distance (rebb).
- Draw thinner grid lines for small grid sizes.
- Added face shading depending on view direction (rebb).
- Fixed a performance problem when editing face attributes.
- Place initial brush in new maps and make the camera look at it.
- Position pasted objects so that they line up with objects under the mouse cursor.
- Added option to use Alt+MMB to move the camera forward and backward.
- Fixed parsing of color values in FGD files.
- Improved Quake.fgd and Quoth2.fgd.
- Updated and fixed some errors in the documentation. 
 
Cool, you updated your website too with the latest version. You compiled the binaries for me! Yay! 
Alt + Mmb Doesn't Work 
on my machine. I have microsoft sidewinder mouse.

Also was there something wrong with the brush creation / vertex manip on version 1 that the editor now picks up a couple of brushes in my map and deletes them because they're invalid?

Vertex manip seems better, like the shading, no longer have the map loading speed problems I had before, better grid etc.

It's definitely all-round better. 
Fifth 
You must activate Alt+MMB drag in the preferences. It is mainly targeted at Wacom Tablet users though.

Regarding the brushes, send me the map file please so that I can test it. The whole vertices vs. face planes issue is still not quite resolved in TrenchBroom, but I'm working towards it so that these things can happen. That said, maybe I fucked something up, so make sure to open a bug and paste the file there. 
It Still Doesnt Work 
even though I checked the box in preferences, I even updated my mouse drivers.

I'll send you a private link to the map file, it's not quite finished yet (still a ways to go!). 
I Have.. 
emailed you the map file. I'll make a new bug on bithub. 
 
What would be killer would be if ALT+MMB would fly towards whatever the mouse is pointing at instead of just the camera facing direction. That would be really useful. 
You Mean Like 
Alt + C? 
 
What? No.

Have it work just like ALT+MMB does now except instead of moving towards the camera direction it moves towards where my mouse pointer is pointing. 
That Would Be A Different Thing 
The Alt+MMB option is targeted at Wacom users. As I understand it, they don't have a mouse wheel. Maybe what you are suggesting would be useful for the flythrough mode. I'll add it to the issue tracker, maybe there's some way to incorporate it. 
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