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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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"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* 
 
Yah, same here. Intel HD Graphics 3000 video card.

SleepwalkR knows they are shitty. :) 
 
The new ones aren't as bad though. 
 
It made me bring out my old tower and send it in for repairs, because that's my gaming tower. it's from August-2011, but power button suddenly stopped working aroung August-2012, and I just let the tower sit there for months.

But, I want to try trenchbroom without issues, so, TB is what pushed me to pull this tower out and send it in for repairs. It has decent gaming video card in it.

I'm on my laptop, in the meantime. Which has been fun, because I've gotten a nice feel of remote computing now, and bring my laptop to my couch, or to my stand-up desk. Nice to be able to simply move it where ever I want, including my patio outside. 
Dq Who Cares? 
 
 
mfx, I don't care that you don't care. Who cares that you don't care? 
Har 
Whoever is more on topic wins. 
 
mfx - You misspelled "Cool story, bro". 
 
mfx, and Willem are on my shitlist now. grats, guys. One less person to respond/comment to anything you have to say, or any screenshots you post, or whatever. Less work for me. :)

"Who cares?"

Well, since the story was about TrenchBroom, then I think SleepwalkR would find it a nice bit to hear that his editor pushed me to fix my tower to try his editor. Maybe.

You sound like a bunch of jealous girls that have no such stories to share. Not my problem, that's your problem. Bye. :) 
 
You're just barely holding this new persona together dude. Best of luck. 
It's Like Before 
But this time he's shitting up the whole forum instead of just this thread! :D 
 
What was once one slightly boring post in a previously interesting thread is now eight very boring posts. Actually, now it's nine because of me.

I like TrenchBroom because it's cool. 
 
Nope. Just you, Willem, and mfx. Everyone else is fine. But, you two, yes, you two have already had your 5 strikes. Yes, 5 strikes, not 3 strikes. I gave you 5, and you've used them up already, here and in other threads. 5 strikes; that's how much patience I gave.

Good day. 
Deqer 
1. please read this carefully:
http://en.wikipedia.org/wiki/Superiority_complex
2. calm down already.
3. stop posting irrelevant bollox in this sacred thread. 
 
Nope. Just you, Willem, and mfx. Everyone else is fine. But, you two, yes, you two have already had your 5 strikes. Yes, 5 strikes, not 3 strikes. I gave you 5, and you've used them up already, here and in other threads. 5 strikes; that's how much patience I gave.

http://cdn.crushable.com/files/2012/07/jlaw-okay.gif 
 
Could find func_detail in trenchbroom...
func_detail seems to be not included.

Has someone a working Quake.fgd with func_detail support for trenchbroom? 
 
The included .fgd has func_detail, but it is commented out since only Tyrann's compilers support it. Just search your .fgd for 'func_detail', and removed the // from the beginning of that line (func_group is defined and commented out too). 
 
The included .fgd has func_detail, but it is commented out since only Tyrann's compilers support it.

Not exactly  
Sorry 
I meant, only 'fancy new compilers made by incredibly talented young men' support it 
Less Than Three 
Why is there no heart icon :( 
 
mmh - the result is not that what i expected.
uncommented the func_detail, made a boxed "testchamper", placed some irregular/complex brushes in it and compiled with tyrann's tools = still got a messed up (highly splitt/weirdly triangled) bsp (r_showtris 1)
Vis may have been faster..
Maybe i'm betting on the wrong horse. :-)
How do i prevent irregular brushes to splitt the bsp then? i thought func_detail would be the right way.
Func_wall 'em? enlight me. 
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