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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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Every Logitech mouse I've owned has been a tank that will not quit. Not sure what you guys are doing wrong. :P 
 
They used to be good for me. Maybe it's because I don't buy the 80+ bucks ones. *shrug* 
Hell, I Don't Even Know Which Model It Is... 
...but this little logitech I'm handling(no fancy stuff, a very basic one) is with me at least since 2005... 
 
mx500 for ~5 years, didn't break, just got disgusting over time. now a 518 for 3 years with no problems. 
Wireless Performance MX 
First wireless mouse I have bought, and it's very nice. Eats up the batteries, but I have eneloops and a smart charger, so I don't care. 
Logitech... 
so I tried out the mice above in the store and then I caught a glimpse of a G400 logitech mouse in another part of the store, played with it for a bit and decided to buy it despite my poor experiences in the past (which were admittedly a long time ago). 
 
I bought a Logitech M100 a couple of years ago, it works so well I got a second one last month for my other computer - $10 at Walmart :) 
Shift+click To Use Textures 
I don't know if this was an intended change but I liked in the previous versions that I could shift+click a surface to copy the texture and then make a brush with it. For some reason this no longer works! 
Entity Arguments 
Okay, so in Quark if I made something like a trigger_push under the entity tab Quark would already have things like direction and force put in so you just had to add in the numbers/names you wanted there. Is it possible to have that added to Trench Broom? I think it's very helpful for first time and casual mappers who don't know or can't always remember the arguments for these things. 
Entity Arguments 
Okay, so in Quark if I made something like a trigger_push under the entity tab Quark would already have things like direction and force put in so you just had to add in the numbers/names you wanted there. Is it possible to have that added to Trench Broom? I think it's very helpful for first time and casual mappers who don't know or can't always remember the arguments for these things. 
 
fuck 
Ranger 
It's not possible right now, but it's on my todo list. 
FifthElephant 
Oops - it will be back in 1.0.6 
Back-culled Vertex Edit 
Is it possible to make it so that when you vertex edit an object that the vertices on the back faces are not shown? The reason being that editing something like this is a terrifying nightmare!

http://s9.postimg.org/k0u8koezj/vertexhell.jpg 
Hmm 
Thing is, in many situations it's useful to see the back vertices too. I'll add this as a feature request. 
No Doubt, 
but as you can see in instances where you are editing terrain/rock I think it's best that all the back faces are actually flush. I really believe this is why I was getting bsp holes and HOM problems, I'm trying not to touch the back faces this time. 
Back Vertices 
yeah i did think that when watching daz's video. it is useful to see them sometimes but i imagine some kind of toggle would be handy 
SleepwalkR 
would it be doable to add Blender-style Extrude and Loop Cut tools to a brush based map editor?

I was using Blender a lot recently and I thought, gosh, if I had this in a map editor... it would accelerate the workflow a lot. 
 
If somebody ever invents that fabled "take my model file and break it down into convex chunks automatically" routine I would live in Modo for Quake mapping. Would be spectacular... 
 
that would be even better, yeah. Extrude and loop cut might be doable though, although any shape that resulted in an invalid brush would have to be split off at the new edge loop automatically...

Alternatively, one could make q3map2 spit out Quake 1 BSP files, so we could map in a modeling suite and just assemble the map from static meshes... just need a compiler that bakes static meshes into the BSP. 
FifthElephant, Rj 
As I said, I have opened a feature request for this. 
Gb 
I don't know what these features do. Can you show me? 
 
The trouble is both edge loops and extrudes are going to be problematic in TB since it optimizes the brush into planes after each operation. So you'll insert the loop and TB will optimize it away immediately afterwards. :P I think, anyway... 
SW, 
Yeah I know, I was just theorising out loud as to why my terrain may have caused holes before. The way I have done the terrain still isn't perfect though. 
 
Loop cut adds an edge loop, which creates new polygons. It is very useful to create subdivisions in a mesh where you want them, to give you new geometry to sculpt. Like this:

http://www.youtube.com/watch?v=a4U-gvw2E4w

Note how the cut is semi-intelligent - you move it around the mesh and it shows you where it *would* make the cut if you were to apply it now.

You can easily place a lot of new verts / faces into your mesh with this tool and then extrude the new faces etc.

Extrude basically duplicates a face and allows you to "pull it out" of the mesh, adding geometry to that area of the mesh.

http://www.youtube.com/watch?v=RLSiHd9f1PA 
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