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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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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. 
 
It's just something that most of my 3D apps have. It lets you navigate your model very quickly. You just point at what you want to get closer to and zoom. It's a lot faster than trying to aim the camera first.

Just a suggestion! 
Yeah, It Sounds Interesting 
But I'd rather have it work independently of the Alt+MMB thing, as that is merely a replacement for using the mouse wheel to zoom.

Maybe something like Shift+Mousewheel / Shift+Alt+MMB. 
Although 
What exactly does it do? Does it just move the camera position or does it also point the camera to where the mouse points, effectively rotating it? 
 
Here's a quick video of me doing it in Modo:

https://dl.dropbox.com/u/161473/Misc/ScreenCapture_3-18-2013%207.36.49%20AM.wmv

The way it works in Modo is:

MouseWheel - Zoom along camera angle
Zoom - Zooms towards the mouse cursor 
 
Actually, never mind my video. This is a WAY better explanation of it, using Blender:

http://cgcookie.com/blender/2010/07/03/tip-zooming-to-the-mouse-cursor/

This is a very tablet friendly option, BTW, as there's less navigation to do. You get where you're going in one zoom as opposed to a camera turn and THEN a zoom. 
Alright 
So it just moves the camera and doesn't rotate it. You're saying it's tablet friendly, so maybe it should be the default for Alt+MMB after all.

Than? 
 
Tablet wise, I think Modo has a well thought out navigation scheme.

Rotate - ALT+LEFT_DRAG
Pan - SHIFT+ALT+LEFT_DRAG
Zoom (to mouse) - CTRL+ALT+LEFT_DRAG

It all hinges on the ALT+LEFT_DRAG with some modifiers thrown in.

Not saying you should do this but it's more to point out how I can totally navigate with a tablet by simplying pressing and dragging the stylus. I don't have to use the pen buttons at all. 
 
And to be clear, I'm not too fussed about TrenchBroom being tablet friendly I was just riffing on what you had said earlier.

I'd never considered using my Cintiq to map for Quake ... hmm ... 
Than Asked For It 
So I guess a preference option to toggle zoom mode would be good. 
Alt Mmb 
I wanted a non-mousewheel way of zooming, since I don't use a mouse at all. I had some wrist strain a few years back and since then just switched to a tablet for almost everything. I also have a Thinkpad laptop which has the nipple pointer and no mousewheel, though I will plug in my wacom if TrenchBroom becomes a bit more stable on Linux (lots of crashing with the clipper and vertex manipulation on my lappy :( )

I'm rather used to Maya 3d navigation, which is similar to Modo I think. I think that is the 3d software standard, pretty much - it's only Blender that has a totally different navigation scheme :)

Worldcraft actually has extremely good and well thought out controls. It separates everything into modes (brush creation mode, entity mode, zoom mode, camera mode, texture application, clipper, vertex/edge edit), but has great controls for each mode and you can hold space to enable camera mode at any time (each mode also has shortcuts). I'm not suggesting you copy it though. 
Worldcraft 
has by far the worst controls IMO. The moded interface is a productivity killer, at least it was for me. My mapping got twice as fast when I switched to Radiant just because I didn't have to switch modes to do anything anymore. </rant>

But about those linux crashes - that is really odd because it shouldn't crash in vertex editing or anything. These things are exactly the same on every platform. Menu crashes I can understand, but the other stuff? Hmm. Spirit also hasn't reported any unstability with the regular editing functions.

Maybe I will have to set up a Mint Linux to try it out. 
 
"crash in vertex editing" in linux? Not sure if that's similar to the issue I experienced with my crappy video card, that I resolved by going into trenchbroom preferences and turning "OpenGL Instancing" to "Forced Off" fixed that crash. 
Well, Bugger Me 
Than, did you try that? What exactly crashes the editor for you? Because I think the clip tool also uses instancing. 
Poor Choice Of Words 
XD 
Instancing 
is set to forced off in the menus. Without it turned off, vertex editing crashes instantly.

The console prints this info at startup:
Renderer info: Mesa DRI Intel(R) 965GM x86/MMX/SSE2 version 2.1 Mesa 9.0.2 from Intel Open Source Technology Center
Depth buffer bits: 24
Multisampling disabled
OpenGL instancing disabled

I just tried again and this time there was no crash, but after clipping I couldn't seem to creat a brush. I could go into vertex edit mode though 
 
*obligatory snide comment about Intel's integrated graphics* 
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