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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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Guys, please. Just let it go. 
Mexican Soap Opera 
 
 
Does someone have a Linux x86 build they'd be willing to share? 
 
I am on 64 bit but if it is easy to crosscompile I could do one for you. 
Gb 
You can try this: https://dl.dropboxusercontent.com/u/7009168/TrenchBroom.tar.gz

It was built on Ubuntu 12.04 32bit. You can unpack it to /opt so that the executable is at /opt/TrenchBroom/TrenchBroom. You can then just copy the .desktop file to ~/.local/share/applications/

If you don't put it into /opt, you'll need to adapt the paths in the desktop file. Let me know if it works! 
One More Thing 
TB uses the ALT key for some things such as moving objects vertically. This collides with some window managers, and you might have to disable the ALT key for your window manager. I have rebound it to the windows key on my machine. See this for Ubuntu: http://askubuntu.com/questions/80623/how-to-disable-altclick-from-moving-windows-in-unity-2d 
 
Thanks, I will try this tomorrow.

By the way, I found the difference between Hexen 2 and Quake .map formats. It is downright trivial. The other things that would need doing are a Hexen 2 .ent file, which I could provide, and perhaps support for the H2 palette. The wad format seems to be the same. Hexen 2 .mdl is slightly different, but of course bounding boxes would do. I'm working on H2 related tools coding at the moment. I have AguirRe's light mostly working. The change is trivial as well. QBSP changes are only slightly more involved. Hexen 2 has more hulls.

The .map file change is indeed so trivial that any Quake 1 .map file can easily be converted to Hexen 2 format by just some search and replace. 
I Know 
But what does the extra face attribute mean? No one seems to know. Also, can you say what the differences in the mdl format are? 
@SleepwalkR 
The qbsp code refers to it as 'Light'. It copies it around, but doesn't actually do anything with it. I assume they were going to use it for radiance but never actually did, So writing out a dummy value of -1 should be fine.

The mission pack uses a different mdl format, but the core game merely uses q1mdl with additional flags (stick to the 'data1' directory and avoid 'portals' and you should be fine)... 
Re: Extra Face Attribute 
But what does the extra face attribute mean? No one seems to know.
Look at the bsp5.h and map.h headers of hexen2 utils: it is Light. face_t struct has Light as its last member as a 32 bit integer. mbrush_t struct has Light as a 32 bit integer as its last member. 
Thanks 
So it's unused? 
@SleepwalkR 
So it's unused?
Right, not used in the end. When the face structure is translated from map to compiled bsp, it is not used, because the dface_t structure (bspfile.h) is the same between q1 and h2. However, an h2 map must have that token in order to be parsed correctly and compiled. 
Alright 
Thanks for clearing that up. 
TrenchBroom 1.0.8 
- Fix the rotation tool
- Allow snapping faces to the grid when resizing brushes
- Improved major grid line shading (rebb)
- Fixed umlauts in About dialog

Downloads: http://goo.gl/0eL9u 
W00t... 
fixed rotation tool!

time to upgrade! 
Tutorial Videos... 
May be coming soonish btw. Meeting up with my friend on Thursday to do a few test runs (and hopefully to properly film some stuff)... 
Rotation Tool.. 
is still acting a little weird, upon selecting entities the rotation tool seems to centre on the last brush that was selected rather than the entity itself. It's better than before of course, but not as good as the original implementation. 
Open A Bug Please 
 
Sure Thing... 
where's the feature request bit btw? 
TrenchBroom 1.0.9 
- Fix the rotation tool handle position

Download: http://goo.gl/0eL9u 
Dude... 
You need to find a place to mirror this thing, 19kb/s download speed is a little too "nostalgic" for my tastes. ;) 
Not A Problem Of This Server 
Or it's a fluke, but most probably it's just a temporary thing. 
SleepwalkR 
The binary produces the following error on my Ubuntu 12.04 32 bit:

jonas@gjallarbru:/opt/TrenchBroom$ ./TrenchBroom
../src/unix/glx11.cpp(87): assert "xid" failed in SetCurrent(): window must be shown

(TrenchBroom:28246): Gtk-CRITICAL **: IA__gtk_window_resize: assertion `width > 0' failed
Segmentfejl

I have wxwindows 2.8.12. There is something about this error in the wxwidgets forum here:

http://forums.wxwidgets.org/viewtopic.php?t=29948&p=128726

I'm almost curious enough to compile it myself now. :-s 
 
wxwindows... wxwidgets of course. 
 
I compiled my own debug binary of TB now. Same error.

Some thoughts:

Why does the Linux Build.txt instruct us to compile our own version of WxWidgets (twice)?

Also, and I found this interesting -- have you ever tried running Linux TB through Valgrind? The output is remarkable. 
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