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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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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. 
 
In Quake, detail brushes only speed up the vis process. Apart from that, they are treated like normal world geometry. If you want to avoid splitting, you'll have to make it a func_wall. 
 
Thanx.
Seems that my hl and q3 based memory tricked me.
i stopped mapping for ages, restarted with trenchbroom 'caused it feels nice to work with.
Great job btw. Love it. 
 
I'm noobish and ignorant, but is there any reason to not simply use func wall for details like that? 
 
func_wall can't cast shadows, for one. 
Spiney 
func_walls are entities and come with several issues. like OTP said, no shadows. Also, stock engines have limitations on edicts and models present in a bsp, so using lots of them (or in a larger map) can lead to needing to perform balancing acts if you want to stay under those limits.

func_details are not actually entities, despite being used like them in an editor. They are world geometry, and cut the world geometry as normal, but are not considered while calculating the PVS. 
Func_wall Shadows 
Grab the latest utils snapshot here for func_wall shadow support. Check the light.txt file for details. 
Btw 
This supports shadows for any brush entity, not just func_wall. 
Wait 
whoa o_O 
That's Pretty Cool 
 
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