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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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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 
 
actually, extrude doesn't duplicate the extruded face - brainfart on my part. It creates new faces when the extruded face is pulled out. 
Gb 
Ok I'll not this for a later release. 
"Brainfart On My Part" 
It's got a certain poetic, romantic flavour. Most exquisite rhyming couplet... (sips tea) 
MSVCP100.dll 
I'm getting same problem as FifthElephant, on a different box.

This file is missing, and says to try re-installing the program--even though it was never installed to begin with; it was extracted from a zip.

I'm on windows7 x64.

I installed the vcredist_x64.exe, but I still get this error message.

using nvidia geforce gts450, latest drivers.

there is TrenchBroom.log file, but it was not updated with any information for today, probably because the program doesn't even have a chance to open up, because i immediately get this windows prompt window error message of this missing dll file. 
Tb Is 32bit 
So maybe you need to install a 32bit version of the redistributable? 
Edgeloop /extrude 
edgeloop = clip tool
and since brushes are convex volumnes defined by planes, you wont ever have ability to freely create new edges like in polygonal modelling

extrude = clone+drag for planar faces

for non-planar its not that simple
and actually this could be doable new editor feature: draw new brush based on a selected face and normal 
Split Edgeloop = Clip Tool That Keeps Both Halves 
which could be a very feature useful to have.

eg. boxing out rooms and the using the clip tool to cut out the doors. Just do 3 quick splits and remove the unwanted brush. Do another split above the door for instant trim... Could allow for speedy mapping in combination with csg-hollow.

Implementation could be hitting shift+return instead of just return. Or something among those lines. 
Decided To Re-read The Docs... 
Okay, tab works like magic. Lol.
Think I'm gonna use that a lot.

/noob 
Deqer 
I don't remember getting that error, mine has been working for a month. I do remember that I had to update my graphics card drivers to the latest version to solve the problem I had. (I was using a fresh out-the-box install of Windows 8) 
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