News | Forum | People | FAQ | Links | Search | Register | Log in
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".
First | Previous | Next | Last
TrenchBroom 1.0.7 
Who let this amateur use a computer? 
Get It Here 
Nice. 
Very nice so far. The text is much clearer on my desktop box (with nVidia GTS450 card) in the textures browser, and the all text works on my laptop now(with Intel Graphics 3000), and very crisp/smooth/clear. 
Thank You 
Thank you post 866 from Deqer, that was the problem and your solution fixed it. 
Ver. 1.07 Bug 
Seems 1.05 will open Quake 1 Map sources but 1.07 won't? 
VoreGoddess 
It works for me, which file did you try? 
Start.bsp 
Weird it opens the other maps but not start.map. I tried shutting down background processes to make sure it wasn't lingering around somewhere in an old editor. 
Sometimes Maps Open With Camera Pointing Away From The Geometry. 
Focus on the 3D view, and hold ALT and Right-click drag your mouse to look around with the camera, and eventually you see the brushes show up.

I'm able to open start.map with 1.07.

VoreGoddess, what does the console say in TrenchBroom? Any errors? Does editor crash? You can ignore the gfx/start.wad error message. 
I Should Check This Out Some Time... 
But I'm at the vinegar-strokes stage of this map now so I'll probably try it afterwards. 
 
"Sometimes Maps Open With Camera Pointing Away From The Geometry."

If that's the case, a common practice in other editors is to drop the camera at the info_playerstart position ... 
I Changed It 
so that the camera is outside the map, pointing at it, and zoomed out so far that the entire map is visible in the 3D view. 
Rotate Tool 
seems to be acting weird in version 1.07... every time I try and hover over the grabby-thing (dunno what they're called) they disappear, and when I move my cursor away they reappear. It's like the editor is trolling me! 
Grid Lines 
also I really dislike the "major grid lines" always showing, I find them really distracting plus it makes using smaller grids unusable IMO. 
Fifth 
Will look into it. 
 
Just want to say that for any feature that is requested to be removed, or hinted towards the idea of being removed, that I'd like to recommend that it not be completely removed, but rather add it as an option in Preferences that can be enabled/disabled.

I realize that this may sound like a redundant statement. But, I've never said it before, and just wanted to say it now. Now that I have, I'll never say it again.

I've not played with 1.07 yet, because been busy catching up certain things in life. But, I'm sure I will have a use for the 'major grid lines' feature, once I find time to start mapping again. 
 
Features are removed for a reason. Adding a checkbox just clutters up the code base. IMO... 
Agreed 
however I think having really thick distracting grid lines that don't scale down with smaller grid sizes is a hindrance. Besides, I made a map perfectly fine without this feature, I can't think of an instance where I would have needed it. 
Feature Request... 
Is it possible that when you make a brush entity and you decide to change it from one type to another that it retains all the values and keys if possible? 
Fifth 
Could you please post the feature requests and bugs to the issue tracker? 
SW 
Sorry dude I keep forgetting (mostly because I haven't bookmarked it)... I'll try to remember in future. (I see you've already posted them there?) 
Not The Last One. 
 
 
I'm just saying, don't remove a feature simply because 1 person cries about it; regardless that he/she was able to map without it.

I want the major gridlines, therefore leave the feature intact and put an option for it in the Preferences to disable it.

There's a reason this feature exists, and a reason it exists in other 3D programs as well. So, don't remove it just because 1 person cries about it.

Thanks. 
 
Sure, that's a different situation. 
I Won't Remove It 
I'll just make it so that it works better at small grid sizes. 
Deqer 
I'm not crying about it, I gave valid reasons as to why I thought it wasn't necessary to have them. Can you stop being a prima donna? Thanks. 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.