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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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+1 Flip Edge 
I would definitely like edge flipping. I used in WC also, I can think of more applications than just terrain (though admittedly this is the primary function). 
Someone Create A Feature Request ;-) 
TB, the clip tool is already pretty smart at choosing a clip plane even if you have only one clip point. And you can split brushes with it, that is, keep both sides. 
Clip Tool 
Is really good actually, I didn't even use 3 point clipping at first because I never really used it in WC but I'm getting into a good work flow now. 
 
Yep, clip tool is nice. Clip, clip, and you already have a 4-piece/piece of terrain. Duplicate, duplicate, etc. and you have land of terrain. Drag edge/vertices, and wallah!

FEATURE REQUEST:
For light entities, draw a faint lined circle around the entity in the 3d viewer. The circle is as big as the "light" setting of the light entity. If light = 300, then circle is that big. These circles can be turned on or off.

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SIDE NOTE:
Double check that the entity panel has the stuff in it from the .fgd or .def file. You know, it shows the description and the available keys for you to use, for that particular entity you're creating. 
I Have To Admit 
That would be a nice feature. Even nicer feature - light simulation. 
 
To add to deqer's idea, having the color/intensity of the light show in the center. 
Good Idea, 
Light value visualized by circlesize or just the digit + color.
Only if selected..
And light simulation, what a candy that would be! 
 
'visualization spheres' or whatever are rarely that useful in all the editor's I've used them in. I think the devtime making these should be work toward a proper 'lighted preview mode', with the spheres used in the interm, and as the basis for doing the shading.

To do spheres right, you are going need to implement detecting all the different 'delay' and 'wait' settings. And spotlight cones. I feel if you're going to do all that, it should be on the road to shaded preview. 
Scampie 
you�re probably right, since one cant tell surely the amount or value of light by the size of a sphere.
Shaded preview therefore seems the better approach, and the more elegant either. 
Oh Man 
a good 'lighted preview' mode would be amazing. 
 
Not sure if it's possible, but maybe the programmer can use a pre-made script that already does live rendering of lighting when adding lights, similar to the editors used for Quake4/Doom3.

According to this page: http://icculus.org/gtkradiant/developers.html#gamepacks the GTK Radiant 1.5 release was the editor used for those games.

It's open source, so, if it's the same as TrenchBroom, maybe you can grab the code from there?

Basically, soon as you add your first light, the entire map turns black, because now it's live rendering lights, and only light is shown on the walls from the lights in your map.

Anyways, definitely would be candy. Probably too much to ask for. 
Mmm 
It seems like alot of work, but pre-baking the lightmaps to brush faces seems doable no? The source to Light.exe is available, I'm sure it's not so simple, but isn't it possible to adapt it to bake lightmaps to brush faces instead of a completed bsp?
Would be pretty nice, you could pre-bake your whole map (would be longer than light maybe, since no faces are culled at that point), and then maybe have options to only bake selected lights/brushes to update pieces you're working on...

But yeah, I'm sure it's not a simple feature to implement. 
 
Iirc realtime lighting preview IS a far goal for TB. 
It Will Probably 
be just an approximation of Quake's lighting model implemented as a shader. I don't think it's feasible to compute the lightmaps using light's code. But I will surely look at the code so that I can approximate it as closely as possible. 
Light Compilers And TB 
I'm not sure it will accurately reflect whatever lighting compiler you use, I've noticed that the wait and delay keys attached to lights can produce quite different results depending on the compiler you use. It probably shouldn't but with people adding different features to compilers it is probably going to get more pronounced over time (and may render this feature into more of a vague guide than an accurate way to light a map). 
Exactly. 
It's just an approximation. 
 
"Light spheres" are in radiant and yeah, inaccurate and not that useful, except for showing the inner radius for square falloff.

Sidenote: oh my, so many radiants already, even improved D3 one! 
 
Yes. I never found Radiant's Light Radii very useful. Quest had a nice lighting preview. Standard fall off only, but enough to get a basic overview. Of course, it was slow as hell since there was no hardware rendering. Perhaps a peak at the Quest source can give the programmer an idea of how to (or how not to?) approach this. 
I See... 
but being able to see light color/intensity would still be handy :) 
Can't Load Quake 1 Map Sources 
Referring to post 685 from someone else, I still can't load the quake 1 map sources. I originally had 1.04, now I have the latest 1.05 and it gives me a generic error when I try to open the John Romero Quake map sources from planetquake. 
TrenchBroom Won't Load ReadOnly Maps. 
It's because John Romero marked all the map files as "Read Only" before zipping them all up. Not sure why.

Right-click the map(s) and go to properties and uncheck "Read Only", and click Apply. 
Next Version Will Work Fine 
But right now, do as deqer says. 
 
FEATURE REQUEST:
I personally would like to have the textures CLIP, and TRIGGER be 50% transparent when displayed in 3D view on brushes.

I also would like the option to turn on 50% transparency for all textures that begin with "*" which are mostly water textures.

I'm strictly vanilla Quake; and in Vanilla, water was not transparent. Therefore, I think it should be an option in the Preferences, and the default be OFF.

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I also, I really like that idea on your github about linking entities with the target/targetname, and targetname2, etc. stuff. 
Deqer 
You don't need to post here AND on the feature tracker. I see everything you post there, so I won't miss it ;-)

Regarding the feature request, that was already requested by rebb, and I have moved it up to the 1.2 release. Might even move it up to 1.1.

The target links feature is partly done, but needs to be integrated by me. Might move this up to 1.1 too. 
Will It Work? 
Will it work for Quake 2/Q3A? While I'm not 100% convinced about original quake modding, I'm all for modding second installment (superior story-wise and gameplay-wise to any Quake game, including Q4) or multiplayer entry for the series.

I'd like to know also if it would work for any open source games that uses quake engine (Tremoluos, etc.).

I've tried to learn Radiant editor and other "2D" ones, but they don't talk to me, this one does. 
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