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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.

- 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!
First | Previous | Next | Last
You Need 
To load a separate .wad file for map textures. It doesn't pull these from the quake folders. There is a comprehensive amount of .wad files on 
Can't Get It To Start 
The window opens for about a second. I can see it trying to load stuff, then it just shuts down with no error message or anything.

Log file just ends abruptly.

4068 2013-06-26 10:35:38: Renderer info: GeForce 7800 GS/AGP/SSE2/3DNOW! version 2.1.2 from NVIDIA

4068 2013-06-26 10:35:38: Depth buffer bits: 16
4068 2013-06-26 10:35:38: Multisampling disabled
4068 2013-06-26 10:35:38: OpenGL instancing disabled
4068 2013-06-26 10:35:38: Loading entity definition file C:\Trenchbroom\Resources\Defs\Quake.fgd
4068 2013-06-26 10:35:38: Loading 'progs/player.mdl' (searching )
4068 2013-06-26 10:35:38: Unable to find MDL 'progs/player.mdl'

(etc, etc....)

4068 2013-06-26 10:35:38: Loading 'progs/g_shot.mdl' (searching )
4068 2013-06-26 10:35:38: Unable to find MDL 'progs/g_shot.mdl'
4068 2013-06-26 10:35:38: Created Face Shader Program
4068 2013-06-26 10:35:38: Created Face.vertsh
4068 2013-06-26 10:35:38: Created Face.fragsh
4068 2013-06-26 10:35:38: Unable to link Face Shader Program, linker output was:

and that's where it ends. 
What version are you using?
What operating system are you using?
If you're on Windows, did you install "Microsoft Visual C++ 2010 Redistributable Package"
Trenchboom is 1.09.224
Windows XP SP3 fully updated
VC++ x86 redistributable 10.0.30319 is installed

Computer is an old Athlon 64 3400+ (nVidia chipset)

I guess I could try on another computer, but this is the one I do all my dev type work on. 
What is the GL driver version? It looks like the driver is failing to compile / link the shaders, which may or may not be a driver bug. 
The video driver is really old (2007). I never mess with it because I updated it once and had a lot of problems, so I went back to the old one and have never had any problems since.

That was so long ago that I don't actually remember what the problems were, only that I made a mental note to never screw around with the video driver again. Maybe a new driver wouldn't have the problems. 
I didn't ask about video card drivers, because I thought it was obvious and common sense by now that people update their video card drivers. You see the message everywhere now a days. 
Sorry about that. The Face shader which is failing on your system is quite complex and might therefore cause these problems. However eithout an error message I have nothing to go on to fix it. If you're willing, We could try to pinpoint the problem by removing functionality though. Write me at if you want to try this. 
Loving this so far. :) My biggest gripe is that I don't know all the Quake entity key/values and Trenchboom doesn't list them (either in the documentation or in the Entity tab). Seems pretty hard to find that info on the net too. :) I ended up opening up GTKRadiant, placing entities and seeing what it's descriptions say. Any chance of having better entity descriptions/more options in the Entity Properties Tab? 
The Happy Friar 
That feature is coming, but the author of Trenchbroom is on vacation right now.

But, if you can find 100 people to start using TrenchBroom, and get 100 websites to start praising TrenchBroom, then I think the author will come home early from vacation and implement that feature ASAP. ;) 
I'm Not On Vacation 
I wish! 
Thank God 
Hey, I love you for this. No really, I LOVE you.
Keep it up :) 
Google quake map specs and also google worldcraft guide. Both are what I use for mapping. Or alternatively download my map q-deck because it was made entirely in trench and I included the source :) 
Here's The Links 
Thanks For The Nice Words, Guys. 
just open the .fgd or .def file included in the download and search the entity you need. Should be a lot quicker than opening another editor at the same time! 
I just found that out later today. I was looking to see if I could add that info to the .fgd and saw it was already there. What would be useful is a Windows help file with all the entity info, similar to Doom 3's script reference help file. 
such things are planned. 
Select A Subdirectory Within Your Quak Direction To Search For.. 
In the map properties option, the 'Select a subdirectory' spot there are no options.

I feel like this is a very simple thing to fix but I'm blind. 
Do you have the path to Quake set up correctly in View->Preferences? 
I like it!

some crashes on win32 though.

*when i click on the titlebar symbol (accidentaly)

*clipper sometimes 
if you get any errors, it helps to track them if you submit them on github: 
There's much improved version that I still haven't finished. If you would like to try it out, send me an email at 
@necros I'll report the errors :)

Anyway those are not really showstoppers and It is a joy to work with trenchbroom ;)

@SleepwalkR Thanks :)you got mail 
This Is Really Cool. 
I only wish I'd seen this thread five months ago.

At first I was frustrated because it doesn't work like radiant, but after a few sesssions I'm getting into the paradigm of TB a little better.

I found a funny bug, not a showstopper but it did cause me to lose a few minutes' work: Open a new map, make a few random brushes, but don't save the map. Quit Trenchbroom - a dialog box will come up asking me if I want to save changes to unnamed1 - only problem is, nothing happens when I click any of the dialog box options of "cancel," "no," or "yes." So I am just stuck there and have to force quit the process.

After reading the whole thread, it sounds like this could be a bug in the backend stuff (wxwidgets, gtk?) rather than TB itself.

Early 08 Macbook Pro with 8600M, OS X 10.6.8. 
It's A Known Problem With WxWidgets 
The State Of TrenchBroom 
I just wanted to let everyone know what's going on with TB lately and why there haven't been any updates for a while.

The currently released version is written in C++ and based on wxWidgets, a cross-platform GUI toolkit. I have written this version in quite a hurry without knowing either C++ or wxWidgets too well, and unfortunately it shows. There are all kinds of hacks and shortcuts in the code that make it hard to maintain. The worst effect of this is that whenever I touch something to add a new feature or fix a bug, I often get new bugs and problems.

This is the case with the current codebase of the next release (TB 1.1), which doesn't work properly on Windows (can't use arrow keys) and has a lot of problems on Linux as well. I would like to fix the Windows bugs and release this version, but it has been quite difficult to track them down, so it might take a while (or not happen at all - read on).

At the same time I have started over completely from scratch. This new codebase is much better structured and easier to maintain. It will become TB 2.0 and it will have (almost) all of the features of the current 1.1 codebase. On top of that it will support multiple games (probably Hexen2 and Quake2 out of the box, with Quake3 and Half Life support coming later). Also, I'm making sure that this version will work fine on all three major platforms from that start. This version is coming along well, but it will be several months until it's ready for release.

So, as you can see, I have been silently working on TB, but I can't say when the next release is going to happen, or what it will entail. I'll try to get the 1.1. release out of the door so that you can keep using TB until 2.0 is ready, but I can't promise anything. 
Sounds Great 
Sweet. We may see a resurgence of maps for other games! 
You need any more people to test on linux?

I eventually got TB working on my laptop some time ago, but various bugs and incompatibilities with my particular ageing machine made it a bit of a chore to use tbh. I'm using my desktop a bit more often now though.

Out of curiosity, what is your main/favourite programming language? You said you don't know C++ that well, but you managed to write a Quake editor :) 
By Now It's C++ 
Until three years ago, I mostly used Java. Then I switched to Objective-C to write TB, and about 1.5 years ago I started learning C++ in order to make TB portable to other platforms. C++ is however quite different from purely OO languages like Objective-C and Java because it has meta programming facilities. Because of that and the manual memory management it requires, I find C++ quite difficult to learn. I guess TB 1 was my testbed, and now that I know a bit more about the language, I hope that TB 2 will be better. 
Great News On TB2.0 
Thanks for the update... just one request: Instead of targeting other more or less dead games, how about support for Xonotic, Warsow etc.? 
Once Multi Game Support Is Done 
you are free to add support for these games, or find someone who will ;-) 
Other Games Are No More Dead Then Quake... 
and id-based .map format is pretty similar across all their .map tech.

A neat feature would be to use GTKRadiant game info in TB to support games.

But, glad to hear you're still plugging away at it! Looking forward to TB 2.0! 
Committed To Making A Proper Map With This Now 
appreciated you aren't in the place to be implementing insignificant little suggestions at the moment with the rebuild going on. but here's one anyway (feel free to shoot it down if it's just me being really lazy)

it would be nice if the clip tool remembered the most recent previously used 'mode'. case in point, if you use it to split a brush in two without deleting anything, with this functionality you wouldn't need to tab twice each time you wanted to repeat the operation. normally when i use the split function i use it multiple times in succession (eg. for cutting up a floor in order to lower part of it) 
This would be handy. Small time savers like this can add up to big ones, especially with something as fundamental as clipping. 
Please Add It To The Issue Tracker 
Otherwise it will get lost. 
Will Do 
just making sure it wasn't a completely retarded idea first. wouldn't want to clog the tracker up otherwise! 
is the broken transparent textures a known bug or is it only for some video cards? (nvidia 250gts) 
Known Problem 
It's not really a bug, though. It sometimes happens when there are intersecting transparent polys. 
i meant how transparent brushes aren't actually transparent, but selected brushes have their faces drawn and models are always visible through them. 
I Don't Understand 
Can you show me a screenshot?
liquids occluding unselected brush
selected brush's faces being drawn through liquid brushes.
model is always drawn over liquids
even though it is behind them 
Its Useful 
in many cases. There when i need to isolate stuff i'm using the view options - with models for example.
In other cases, like multiple water brushes fighting with each other, it can get confusing quickly. 
oh, is this intentional??? i thought it was just bad drawn order. 
Not Intentional 
It is bad draw order, and I don't really know how to fix it. I'll have to think about it. Can you please submit a bug report? 
sure. i've just been away from TB for so long that I didn't know if it was known or not. :) 
I Don't Get That Bad Draw Order.

You can see that I have the same entity and a brush selected, it all looks like I'd expect it to.

ATI 3850, Catylist 13.4, Win XP-32.

Didn't happen in the 12.x driver series either. 
It's More Or Less Random 
necros, I'll look into it, and if you are saying that you're spending a bit more time with the editor now, that would make me quite happy ;-)

Happy Friar, I don't think the problem depends on the graphics adapter. It's just that sometimes the faces will be sorted correctly and sometimes they won't. It depends on where the camera is and where you're looking.

That said, I could be wrong and maybe I have broken something. 
doesn't look random to me. i've never seen it work. :)

however, even though it is being drawn in the right order for happy friar, the brushes are not actually transparent in his screenshot either. 
Never Seen It Work? 
Which Version are you using, anyway? 
About says 1.1.0, build 317 
Is There A Seperate Transparency Tag? 
I thought if you use Lava (water, etc) it automatically applies a transparency flag. I tried it again with a sky/water on top and water/pentagram on bottom, still never shows through.

Version 1.0.9, build 224. Didn't have a new one last I checked. Nothing newer on the TB website. 
The 1.1.0 Release Is Beta 
Necros, does 1.0.9 work for you? 
Yes, sorry for the confusion. :( 
Ok, So It's Only Broken In 1.1.0 
Oldschool Solution? 
Use 3 layers of screendoor + opaque. 
Can't Seem To Run This 
on my brand new Surface Pro. No idea why, I click the icon and it simply doesn't load. No error messages or anything. 
That's A Shame... 
But I can't really do much about it right now. Last time I checked it ran fine in Windows 8. 
Does this have any dependencies on other things I should know of (like .net framework or anything similar)?

I need to get this to work because it's likely going to be my main way of working for a while. 
Is it possibly because the surface is 64 bit? 
If It Doesn't Support 32 Bit, Then Maybe 
The TB builds I'm publishing are 32 bit. 64bit builds should not be a problem. Can you test whether the SF Pro runs 32bit binaries? 
Well it runs everything I have used so far, including a really old copy of Paintshop Pro that I have installed on every box I have ever owned since 1997. ;)

The surface also is only compatible with DirectQ from all the quake engines I have tried. (literally, something to do with the touchscreen messing up the controls in other engines) 
Dependancy Scanner 
So I decided to download a dependancy scanner to see if I am missing something.

According to the program Dependancy Walker the editor is trying to run something called IESHIMS.DLL... 
"Warning: At least one delay-load dependency module was not found.
Warning: At least one module has an unresolved import due to a missing export function in a delay-load dependent module."

Had a look to see which things are highlighted and they are -

But I don't suppose that would help you massively. Weirdly, I have found IESHIMS.DLL and I can't see any reason why it is showing up as a problem. 
No Idea 
Not even why TB would try to load those. Probably something else that depends on them. Sorry! 
Looks like they're dependencies of other dll files that TB uses. I will run the profiler on dependency walker and also run process monitor and see if I can find anything there.

This is a real bummer though, my old computer died literally days ago and the surface is my replacement computer. 
PSA just in case: Don't download dll files from random websites. Doing so is a security risk! 
I'm not going to be downloading random .dll files any time soon so don't worry about that.

I think it's something to do with running 64bit windows 8, it'd be good if someone else running 64bit could confirm this though. 
I'll Have A Look 
When I get back to my home pc in a couple of days. 
A friend of mine has 64bit windows 8, it works on his machine.

This is quite annoying. Of all the programs that I use this is one of the ones that I really need to work. Damnit. 
Seems like the default drivers (and even the updated ones through windows update) are no good for running TB.

Had to go to intels website and download the latest drivers manually (the auto-update wont allow me to download them). 
If in doubt, update your drivers. Seems to be the TB rule of thumb! 
Is usually crap for Windows regarding hardware. They can be years off of the curve if they bother at all. I had a laptop that used a 2007 update that they never had in their update database. 
I Remember 
One update that partially disabled my laptop. Had to download the fixed update on another machine and use a pen drive to fix it. 
Having a slight issue with using this editor. When I spawn in a light, there's no obvious way to control the radius/strength of the light fixture. When I compiled the map, the entire room was made super duper bright. Is there some flag i'm supposed to set? I think i'm missing something. 
you need to add a 'light' key to the light entity and give it a numerical value, something like 100.

(the editor isn't very friendly to people new to Quake editing when it comes to the entities and some of the properties they may need or use. It's a work in progress)

also, make sure when you compile, you also run a light compiler. qbsp only generates the polygonal hulls of the map, you also need to run a light compiler on the bsp to generate the lightmap. may be of help if you are still confused! 
Or Cheat... 
I used Darkplaces with RT shadows. :) 
RE: Lights 
I already know about the lightmaps generator, I just needed to know about what key to put in, thanks. 
These are Bengt's tools:

Which are still the standard for q1 compiling; very dependable and the tool tips document on that page is full of useful information.

There's also Tyrann's tools, which are more modern / experimental and support detail brushes (more detail without longer vis times): 
I Had The Same Question A Bit Ago... 
Here's two sites given to me in this thread with all the info about the Quake entities: 
Smart Editor? 
I always notice that when i'm using Trenchbroom, there's the words "Smart Editor Not Availabe" on the window. Why is this? 
Smart Editors 
The Smart editors are a set of specialized editors for entity properties. Currently, the only smart editors available are the spawnflags editor and the color editor, which is shown if you select a spawnflags property or a color property, respectively.

There are plans for more smart editors for properties such as angle, angles, mangle and so forth, but these are currently not implemented. The editor shows the "not available" message when you select a property for which no smart editor is available. 
Awesome Editor 
Can't stop playing around with it. Good job! I'm even considering dropping Radiant for Quake. There's only one thing I can't figure out. In Radiant, you have 2d views which I use extensively for clipping complex curves.

Trenchbroom doesn't have that and without it, I'm kinda lost on how to do it. It does show the coordinates but I'm really missing the grid. There's probably a viable technique for this but so far I haven't found it.

To illustrate my point and make my question easier:

How would one go about creating that arch brushwork in Trenchbroom? 
That Really Is A Question For The Users, But 
I'd use the 3D clip tool and the vertex tool for this. It really does require some practice to create this kind of architecture in 3D, but it works. One thing that is really different from Radiant et. al. is that in TB, you have to move the camera around a lot.

Maybe necros and others can shed some light... in the long run, I hope someone will get around to making a bunch of tutorials for TB. 
Maybe You Could Add A 2D View To Make Such Editing Easier? 
As in snap to a fixed orthogonal axis and have a non-perspective view.

Not sure if this was reported, but the editor crashes if you snap vertices and then try to move them around. 
Hit 'C' to activate the clipping tool, you can then place up to three point to define the clipping plane.

V activate vertex manipulation, although it can cause microleaks if used as structural stuff and you don't use the snap to vertices action.

Use Tab to lock movement to X or Y axis, and hold Alt to switch to vertical Z axis movement.

With those you can easily make complex geometry fairly quickly.

Trenchbroom allows for much more freeform brushwork.

Which is where the grid mindset becomes hard to shake off. I've been using the editor for months now and still find myself constrained by the habit of thinking in front/sides/top grid terms.

It is worth unlearning that :) 
Could you create an issue on github? Please also add steps to reproduce. Thanks. 
Done. It looks like this doesn't always happen, though. I've given more information about that in the issue entry. 
Good and quick replies, thank you all. It was more a question in general. I'm having some difficulties finding the right words in English. Clipping and free form brush work is one thing, controlling the coordinates is another.

I made this in Radiant:

I was only able to do this by using some math in determining the grid coordinates to make all the curves out of brushes. That's something, as far as I'm aware, that I cannot do in Trenchbroom. I hope this makes sense.

Anyway, I can always build those parts in Radiant and convert to them Quake and import it in Trenchbroom. 
It looks like you're already basing your stuff off it. 
would it be helpful if you could place a grid plane to help you find the proper coordinates? Is the problem that you can only see the grid where it is already projected onto brushes? 
I Made Deck 
entirely in TB and I managed to get a lot of curve action going on. You can still apply a 2d grid mindset to working 3d.

You can make any of those shapes shown there in TB quite easily, you can just point the cam directly at it and use brush clipping with the grid enabled to get the same results.

The only thing I wasn't able to figure out was making curved pipes, I'm sure it can be done but I couldn't manage to figure it out. Someone should just make a bunch of prefab shapes to be honest. 
You mean a curved pipe like that?

I did this in TrenchBroom with the help of the grid. Granted, it's not the most curvy thing ever, but it gets the job done. :p 
Looks Nice 
... originally I was going to have my deck map have pipes leading into the different slime pits. but I scrapped the idea after several failed attempts at getting the pipe-work done (though there are some quite primitive pipes in the map in the final release). 
The CZG tutorial depends on being able to scale brushes as a whole rather than adjust faces alone.

I've got a map full of right angled pipes, should probably figure out a decent curved pipe construction method.

I'm guessing you used rotation, clip and snap vertices skacky? 
Yup. I didn't use the snap vertices command since it's glitchy for me, but I did use vertex editing. 
Thanks for the link Ijed. Different math, but the same system.

I've been a dumbass since I didn't realise a couple of things in Trenchbroom. But I do now. Tada!

So this will be my editor of choice for Quake. Can't wait to start making maps.

Btw, I do miss a brush merge option but I see it's already on the list. 
everyone has said it better than me already. :)
I will say that it is a little bit awkward doing some brush operations without a 2d grid.

placement within the map coordinate is difficult to gauge, for example. i often put down point entities at the +- 4096 mark so I can keep track of where I am.

I have yet to start a map from scratch in TB, but i suspect the lack of a easily visible global coordinate system would be annoying. 
Personally I open my map with worldcraft to see if it's near the boundaries or not. It's also useful to see if I've made some bad manipulations. Now that I think about it, an error report window would be handy. 
error reporting is definitely planned. i think i'd just like some extra visualization stuff like being able to see '0 0 0' as well as the boundaries (or even arbitrary boundaries to help me keep a sense of place relative to the map origin). 
Necros 4 President 
Necros said what I didn't manage to phrase correctly. I take it this would be helpfull then:

would it be helpful if you could place a grid plane to help you find the proper coordinates? Is the problem that you can only see the grid where it is already projected onto brushes?
Unreal Ed 
had a grid plane that ran through its 3d view that also showed you the edge boundaries. Maybe a toggle version of this would suffice? 
I think this would come under a general 'helper objects' thing. Maybe including other stuff as well, like a tape measure. 
Tape Measure 
That's on my todo list along with a placeable grid. 
I sometimes find myself applying different textures in order to measure things. 
Crashing While Using Vertex Tool 
I moved my trenchbroom folder to my laptop so I can map during my studies' pasttimes, but whenever I try to use the Vertex tool, a message comes up saying an error has occured, and if I choose "ignore" the map just deletes itself and I cannot make a brush or spawn an entity. 
Check the system requirements stated on TBs download page.
Had the same problem, my hardware (gfx-card) was just too old to cope with OpenGL 2.1.
And you need to have the VisualC++ package installed, when running it under Windows. :) 
Try Playing With The Instancing Option In The Preferences 
Report back if it doesn't help! 
Forcing OpenGL Off Worked 
Thanks SleepwalkR! 
TrenchBroom 1.1.0 Released 
- Keyboard customization
- Restrict to X or Y axis when moving objects
- Limit face points to integer coordinates
- New duplication options (drag to duplicate and duplicate in specific direction)
- New information bar at top of 3D view
- Moved search field to information bar
- Improved precision and stability of vertex tool
- Select objects by line number
- Brush resizing feels more natural and snaps more accurately
- Autosave when the applicaton exits
- More brush filtering options
- Better performance for view filters
- Clip tool remembers last clip side
- Clip tool adds new brushes to parent entities of clipped brushes
- Clipped brushes remain selected after deactivating the clip tool
- Double click on brush selects all brushes belonging to the containing entity
- Shift + double click on brush to select all of its faces
- Paint selection
- Show entity angle in 3D view
- Camera tracks for point file navigation and center on selection
- Show compass in 3D view
- Buttons for texture flipping in face inspector
- Hotkeys to activate inspector tabs
- Smooth camera navigation with WASD keys
- Customizable texture browser icon size
- Render skip / clip / hint / trigger and liquid brushes semi-transparently
- Numerous bug fixes

220 .map Support? 
Wasn't that on the 1.10 todo list? ;) 
I See 
Even more K�lsch for you!
Thank you Sleepy, you are awesome! 
Can't get this to work... bloody drivers!! 
What's Happening? 
I click it and it says "a problem caused the program to stop working correctly. Windows will close the program and notify you if a solution is available"

Probably would be worth me rolling back the drivers and reinstalling. 
Could You Please Create An Issue Report On Github 
With hw specs, windows and driver versions? Thanks! 
I will when I get home from work sure 
hope it helps. I have the next few weeks off work, I might try and reformat my machine and freshly install the latest drivers. I need to try this new version, and hopefully make something. 
As I wrote in the issue, I can't support the Surface as I don't have access to one. The latest build works in my Windows 8 VM, so I guess it's a driver issue. 
Very Likely 
It doesn't come up with any insightful error messages either cause windows has always been a piece of crap in that regard.

It won't be a huge bother to reformat probably, I keep my machines fairly stock most of the time. 
TrenchBroom 1.1.1 
- More natural snapping when resizing brushes
- Remove limit on maximum mip texture dimensions
- Don't fall back to software renderer on OS X

Finally Had A Chance To Test 
sadly I'm using this on the old decrepit laptop that I used to make my first TB map. BUT, it does run TB and this one works too.

I love the changes you've made to this version, I especially love how the entities are now linked showing you what is connected to what (in terms of what it triggers). This is a very UnrealED change that I greatly appreciate.

I would love to see some of the worldcraft texture features (like align to floor and the auto-align tools etc), plus obviously 220 support (more accurate texture mapping ftw).

I will dabble in some map making soon, keep up the good work Sleepy! 
Oh Yeah... 
and thank god you added the texture viewer zoom options. That is a god send! 
Glad You Like It! 
Groups And Instances 
Hi there, nice job with the editor. I'm thinking it is possible to make a group of brushes and turn ON the instance mode so if I'll change something in one instance it will change in all other instances of this group. Saving such groups to files would be neat :) 
Instancing Is On The Todo List 
But I still haven't figured out how to make it work well. I have some ideas, but it'll take a while. 
Dropping In To Say AWESOME Again 
Just dropping by again and snagged the latest update. Much appreciated! I love this tool and its made my willingness for making maps in quake2 rejuvenated. I might have missed it but was there a request ever for colored lights / general lighting previews with this tool?

Either way keep on with the great work! 
Quake 2 / Lighting 
Quake 2 support is already being worked on for TB 2.0. It's coming along nicely, but it will take a while as 2.0 is a complete rewrite.

Lighting preview has of course been suggested by quite a few people, but it's hard to get right and there are more pressing issues right now. Meaning, it's on my to do list, but not with a very high priority right now. 
Surface Pro + TB 
Got it to work (dunno how long for), using driver version from 05/12/2012.

This was from going to settings and "refreshing" the system, not a complete reformat.

There's definitely some driver issues with the surface pro. 
I Think. 
It may be a good idea to turn off GL by default, or at least externally. This seems to be causing a lot of the problems I am experiencing with TB and my Surface Pro.

If I try to use the vertex manipulation tool while opengl instancing is active I get this lovely crash - 
GL instancing is more hassle than it's worth and will be gone from 2.0 anyway. 
Looking For Help 
I'm looking for someone to help me out with some icons for TrenchBroom's UI. I need about 10 icons:

Preferences (32x32)
Game Setup
View Setup
Mouse Setup
Keyboard Setup

Various (16x16)

I would describe the style as "flat and reduced". Does anyone want to help out? I'll warn you right now that I'm picky ;-) 
For the "various" icons, I also need an "Edit" icon. 
Flat And Reduced 
You mean something among these lines? 
Game Setup - don't really know what to put here
View Setup - A widescreen computer monitor
Mouse Setup - A stylized mouse seen from above without any rotation, e.g. the buttons point up
Keyboard - A stylized keyboard seen from above without any rotation.

Add - a plus sign
Remove - a minus sign
Path - don't know
Save - a flopyy disk of course ;-)
Delete - a trash can? 
since it's gpl you could just pick from the many free icon sets. I had good experiences with 
Some from that link above.
I love drawing these things, but then again, why reinvent the wheel every time?

They should all have compatible licenses afaik. 
wxWidgets 3.0 is out now, wasn't there some issues where you waited for it? 
Oh Thanks 
for the update! That's great news. I was already using wxWidgets 2.9.5 which resolved many of the issues I was having. 
How Do I Compile The Maps I Made With Trenchbroom? 
Compiling Tutorials 
thanks for those tutorials, but I already figured it out. 
Sorry To Bother... 
...But I'm having a bit of an issure with the light entity in trenchbroom.
I want to make a lighting affect like this:
But I get this:
Any idea how to fix this? 
Light Keys 
Try going into the light entity and click the plus sign, then name the key "wait" or "delay" without the quote marks. And change the values a bit.

Try wait 5, delay 0 and light 500. That might make a bright light with a small radius. 
It worked! but I'm wondering how I'm supposed to get lighting styles in trenchbroom. (this might be the last time i'd bother asking here for today.) 
is key. A lot of the compilers will come with info in readme files on different settings you can add to light entities.
That's how I found out that setting. Make a few different test maps too, nothing beats testing your ideas for different results. 
Nvm, I just found out how to do it, but thanks anyway! 
Problem Is 
TB doesn't show the values to configure the entities. Open up the source file, either .def or .fgd and it will list how to configure everything. 
Also Try Delay 5 
Personally I think delay 0 has way too much "reach", it just goes forever. I try to use only one or two in a given area, mostly for fill lighting.

Here is some pretty good info on Quake lighting: 
Delay 0 
is the default light setting. You must be thinking of something else. 
You're Right 
I was thinking about delay 1.

I guess I wasn't yet completely awake. 
If only we had this 16 years ago. 
Splash Screen 
Since you've got a Modern Quake Level Editor, Maybe a Modern Logo/Splash could work. It would go perfect on T-shirts to generate awareness and funds. Appeals to the New Gen Level Makers?
let me know if you like it? 
It's Too Difficult 
To read. It also looks like you've got two seperate logos next to each other. 
T-Shirt Design (from my previous post) 
That does look cool 
Nice Design 
The broom part looks a little out of place though. I'd also drop the texture and outer glow personally. 
Torch Broom? 
ehh, as long as it goes away on it's own when the editor's loaded. 
I'm Making Something 
Cool! But if you want more feedback, it's best to post screenshots in the "Screenshots & Betas" thread. 
Thanks! I'm glad you like it so far! 
When Is The Next Update Coming? 
Long Time 
The 1.1 branch is not getting updated anymore unless there are serious problems with it, and the 2.0 branch is still under heavy development and it will be a long time until that gets published.

I was just wondering... 
Any sweeping changes for the user with 2.0 or is it purely a rewiring of the internals? 
Hopefully 220 Map Support ;) 
I need that improved texture alignment! ;)

Also, I am coming up against problems with TB atm where anytime I try and place an entity it comes up with this -

I click ignore and carry on but it's a pain all the same. 
Lots Of Things Will Be Improved 
It's really too much to list right now, but most importantly TB2 will have support for other games than Quake. 
Please provide a reproducible test case. 
Ve Got A Few As Well 
That I've been meaning to post.

The most interesting one seems to be having a selection out of view, which causes a cascade error message which continues even when closing the editor itself and has to be closed from the OS.

I believe this is down to map size though.

Will post it when I get near a PC. 
it happens every time I enter the entity menu. Dunno if it's a compatibility thing or the build I'm using but it happens every time. I'm using build 368. 
You Mean The Context Menu? 
just click an entity and dragging into the work area seems to produce the pop up error. 
So the entity browser, or more precisely, dragging entities from there to the 3D view is the problem rather than the context (right click) menu in the 3D view? 
Sorry, Im Being A Fool 
Dragging the entities from the bar on the right into the 3d workspace is causing the pop up error message. Like I said, I click ignore and I can still work, but the pop up is a nuisance. 
Using right click does not produce an error. 
Post on the board, it's right there in the header! 
I'm already aware of that problem, I will fix it in TB2. 
As a general warning, be wary of clicking ignore. While you may be able to continue using the editor, behind the scenes some things may have stopped working or processes within the editor may not have completed successfully. I would recommend saving to a new filename and restarting the editor to be safe. 
well since that happens upon every click of the window pane and every entity dragged into the work space that would take forever. Not had any problems with the maps other than some wandering vertices (which, can I say, is the biggest issue I seem to have in general, I like to throw down a lot of brushes in between tests and having to go back and redo entire areas due to wandering vertices makes me not want to map). 
Make sure to enable the "force integer plane points" option in the map properties. The other problem is likely related to Windows 8 or your Surface tablet, but I'll try to fix it for TB 2. Or you could just use the context menu to create entities instead of dragging them from the palette. 
Win7 has that issue too. 
I'll persevere. I clicked force integer plane points after I went back and corrected everything. I thought this caused problems though?? 
No, It's The Other Way Round 
Not having integer coords causes problems. 
why is this not default?! 
It's A Long Story 
but it will be different in TB2, trust me. This has caused too many problems for too many people. 
It's a bugbear. With it on there's less precision, with it off you can produce bad geometry. I turned it off, then bound 'snap verticies' to the space bar and hit that whenever I'm vertex editing brushwork. 
Compiling On A Mac 
First off, add me to the chorus of folks praising this editor. Even more mind-blowing is that it runs Mac-native -- thanks!

Anyway, I wanted to know if there were any Mac GUI compiling tools out there, a la Necros' work? Yes, I have TyrUtils (for which I'm grateful), but I just feel a little dirty using Terminal ;) . For that matter, is there any chance of in-editor compiling arriving with TB 2? 
To answer your questions, there is nothing like necros' tool for OS X, and yes, in-editor compiling is on my todo list. 
Compiling On A Mac 
Huh, I wasn't aware of a Mac port for Necros' compiler. Actually, I can only find the Windows version; could you (or anybody, really) post a URL to the OS X file? 
I Think He Might Mean 
that there is literally nothing for the Mac OSX that is like Necros' compiler. 
What drew says, only necros' tool is not a compiler but rather a compiler frontend. 
Compiling On A Mac 
Sorry, I misunderstood. TyrUtils for the time being it is, then. Thanks again! 
Rebindable Mouse Buttons 
would be a feature I request. mouse 2 bringing up the entity menu thing is annoying me because it's also the move view button and the menu pops up all the time. I'd prefer to have the menu be the alt key or mouse 3 perhaps. 
It Should Only Popup Up 
if you didn't move the mouse in between mouse down and mouse up. Does it pop up regardless of whether you moved the mouse? 
I have a problem with the mouse? 
Turns Out My Mouse Is Garbage... 
I don't have good luck with hardware, I don't know if this shows. 
Haha ;-) 
That's bad for you but good for me I guess - one less bug to fix. 
Buy a Logitech. 
I Have A Logitech... 
G400, and it is great. But as I am on the surface I tend to use the Cerulian keyboard/mouse combo thing I have. I'm looking to replace the keyboard with a type surface 2 as the keyboard I have is also garbage (but with only 1 usb port on the surface I needed an all in one thing, luckily I just bought a usb hub).
At some point I am going to get a proper desktop PC again I think, looking to get some evil genius set up involving several monitors and an all-black scheme (and fulfilling my dreams of owning a das keyboard). 
I really cannot see myself dropping so much on such a keyboard. And I'm the kind of guy who would drop lots of cash on a keyboard too. 
I have two of those Pfu keyboards. I've been using one of them for almost 15 years. The other is stored in a closet in case the first one ever breaks. Built like a tank. 
The ones I have are the Happy Hacking Lite 2 which are much less expensive than the one in mfx's link. Still not cheap though. 
For $260? Yeah, it BETTER be built like a tank. 
More like $70 for the Lite 2. Still quite a bit for a keyboard, then again, I've been using it non-stop for 15 years. The other computer in the house generally needs a keyboard replacement every year or two, so it probably all evens out in the end. 
I just buy a clean refurbished one every year at a thrift store for a buck or 2. Most haven't ever been been out of their wrapping.

And I swear, somehow cheap keyboards type better. 
Trenchbroom EverQuest?? 
I Like The Selection Feature 
It's basically selection brushes, but it's rendered differently and it seems a bit more useful like this. 
Arrow Keys 
I can't seem to make them work for moving around in the 3D view. I found where to change this in the preferences but it just doesn't seem to take. It shows up, down, left and right as the keys but they do nothing.

I don't like the defaults at all, even at maximum speed cranking the scroll wheel is tedious and my finger starts to hurt after a while. For some reason I find the middle mouse button awkward to use. 
You Can Use WASD, Too 
Also, what are you trying to do with the Arrow keys? What OS are you on? Which version of TB? 
Windows 7
Mouse is a plain old Logitech M100, $10 at Walmart.

I just downloaded TrenchBroom today (and the VC runtime). It says it's version 1.1.1 Build 368. I had tried it last year on a different computer but it wouldn't work with the video card in that computer. This one is a GeForce 210 and display seems fine.

I just want to drive around in the 3D view the same way as in Worldcraft and Netradiant, arrows move forward and back and strafe right/left. Aim with mouse. Just like Quake :)

I was also having problems such as clicking on parts of the interface didn't do anything and the arrow keys wanted to act like the Tab key.

I maybe messed something up so I deleted the TrenchBroom registry key and I'll start all over. 
That's Odd 
Please try if the WASD keys work after you deleted the registry key. Also make sure that the 3D view has focus when you try to move around. Finally, TB doesn't have a property flythrough mode, i.e., you cannot use the mouse to aim while moving around with WASD, but you can right drag to emulate that. 
is working now, but I never did like using them as controls. 
Arrows Still Don't Work 
I tried changing the wasd keys to the arrow keys, but couldn't get them to work correctly. What's weird is that they would work if the menu was popped up, otherwise nothing.

Also, why is it that none of the other actions that used the arrow keys were conflicting until I set the arrow keys as movement keys. That was kind of strange. 
That's Because The Arrow Keys Are Context Dependent 
uses Voxelfarm

Author seems to be playing with editing methods from time to time. 
So It Can't Actually Be Done? 
I removed all the conflicts and had the arrow keys used only for camera movement and it wouldn't work.

So it can't actually be done even though it looks like it's set up correctly in Preferences? 
It Should Work 
if it doesn't it's a bug. You can file a bug report on github, and if it's a quick fix I'll release an update. 
Partially Transparent Textures { 
Sleep, how do I make these usable?

I remember you said the texture name can be forced by enclosing it in "" qoutes - did you mean doing this using a find and replace in Notepad++?

Will Trenchbroom respect the change?

Will it revert it to none-quoted texture names if reopened?

Will I need to redo the find and replace if duplicating brushes with their textures named in such a fashion?

All stuff I can find out by experimenting, just haven't got around to it yet and a bit of extra info would help.

There's No Special Support For It In TB1 
If it's really important, I'll try to hack it into the map parser, which is the source of the problem. And no, if you save it the map, it will discard all the double quotes. 
So I can do one changeover as a test and then only worry about it for proper testing builds.

I think I can live with that for now, it's pretty easy to run a find and replace from a text editor. 
I'll make sure that TB2 doesn't choke on those. 
{ Is A Crap Implementation 
and should really be changed to _alpha or something else etc. 
Whoever came up with that has clearly never opened a .map file in their life. 
I Agree 
but sadly, this doesn't matter - I'll have to fix the parser for it anyway. 
When can we expect TB2 and Quake 3 support? 
When It's Done ;-) 
I'm sorry, but I currently have little time to work on TB. I'm constantly working on it, but I'm not making huge progress. I do expect that TB2 will be released this year, and I am currently preparing actual beta releases.

I don't know yet whether Quake 3 support will make it to TB2, but if it doesn't, it will be at the top of the list for 2.1. 
And Valve 220??? 
That Will Be Supported In TB2. 
@onetruepurple or they already fixed the issues that happen when someone puts a space in a texture name, etc.
if the exporter isn't embedding the texture name in quotes, and its importer differs from how qbsp will parse it, then that's actually a bug in the editor.
but hey, at least this little issue helps prevent the engine from bugging out on existing maps! :)

also relevant: 
TrenchBroom 2 has a new interface that makes better use of screen space and is at the same time cleaner and less distractive: 
Is that a texture alignment window in the upper right?

Love it! 
OMG dat texture alignment window ... Think of the hours that will be saved. 
Can You Select Textures 
By 'used' and then apply transforms across the whole map? 
Not Sure 
what the texture alignment window is trying to show. It just looks like a big texture to me with lines on. Are those lines part of the brush?

For texture alignment it would be nice if we could skew textures in a similar way to Worldcraft. (you can make it angled but the horizontal stays the same)

I know not all mappers like the wait that looks but I think it would be a useful feature. 
Find And Replace 
would be a neat feature like ijed says. I currently do this in notepad if I want to make a huge change. 
If you've ever used a modeling app, that texture window should make you all tingly. Sure, it's still restricted to Quake's texture alignment limits but man WHAT a great idea. Being able to rotate and align faces in a UV editing style window will be SO much faster and more accurate than trying to do it in the viewport.

Unless I'm not seeing the right thing and am maybe projecting too much. :P 
Search 'UV map tool' and you'll get it. 
I've Never Opened 
a modelling app. Or should I say, I never got the point with any of my models where I was making the skins and uv maps.

It's something I intend to pick up eventually, even soonish. 
Dat Texture Alignment 
- supports Valve's 220 format, i.e., UV mapping
- snaps texture offset, scale and rotation automatically to the edges of the face being edited, that is you can
-- move the texture around and it's edges (yellow lines) will snap to the face vertices / edges
-- scale textures (by dragging the yellow lines) and they will snap to the face vertices / edges
-- rotate (by dragging the white ball on the circle) and the rotation angle will snap so that the yellow lines are aligned with the face edges

Basically, you can very quickly fit textures to faces. The only thing I haven't quite figured out is how to make it easier to align textures on adjacent faces to each other, but I'm working on that, too. 
Fuck Me 

it's / its
and other grammar and typing errors 
And Of Course 
you can drag the rotation / scaling origin (red lines / white circle) around so that you can rotate about any point on the face's boundary plane. 
I Wouldnt' Mind 
seeing this in action. Looks interesting from how you describe it.

I really hope we see support for other games soon, I wouldn't mind trying my hand at quake 2 engine games (maybe even heretic 2 or something really obscure) 
Quake 2 is already supported and so is Hexen 2. I see no reason why Heretic 2 shouldn't work out of the box either, I'd just need to set it up with an FGD file.

I also plan to support Half Life out of the box, and later HL2 and Quake 3. 
Sleepy: Are you still experimenting/planning any kind of 2d view or virtual grid on areas where they are no brushes? 
Both, actually. TB2 will have 2D views for those who can't work without them, and it will also allow you to place a virtual grid in the 3D view. 
I think that defeats his objective with the editor. However I would really love to be able to create blocks of a certain size by typing in the dimensions rather than click/drag out the shape. A feature like this would have helped me a lot recently. 
Yeah, That Objective 
My original vision was "What would level editing be like if you were in the game?", which is why I didn't want to add 3D views. But after having all those long discussions with many people, I do realize that somethings are just easier to do in 2D that in 3D. But TB will always put the 3D view first, and you will only have to switch to 2D for certain special tasks when you need that kind of precision. 
Will v2 have more primitive options? Cylinders and such? That's something that gets me whenever I fire it up ...

This is the point when someone tells me it already supports that and I'm blind. :) 
Another nice feature would be something like in UEd where you can select adjacent walls. 
Something I've been doing on things like columns and curved walls is what I call "texture wrapping". It's similar to what was done in Doom editing where the texture tiles continuously across multiple surfaces with no breaks in alignment (DCK could do it automatically).

It's a pain to do in Quake because of the need to scale the texture when the surface isn't on 90 degree angles.

It might be something useful to add to Trenchbroom. I can make some screenshots if it's not clear what I'm describing. 
Auto scaling to compensate for off axis walls would be really nice. Hard to make it work with rotation tho. 
Auto Scaling 
will only work on surfaces which have their normal parallel to either of the coordinate planes. For arbitrary normals, all bets are off unless you're using Valve's 220 format (which you should if you're working on a new map). 
maybe at some point, yeah. Or, in a more generalized fashion, procedural brush generators. 
Valve 220 is just something you toggle on/off in TB2?

That's awesome. 
Currently, there's no conversion process. You create a new map and choose whether to use standard Quake or Valve. But conversion from standard to Valve is simple. The other way around can't be done without loss of precision, though. 
I've tried to do it by hand before and the results are unpredictable.

Stripping out the extra data also has fugly results.

Looking forward to TB2! 
Hammer has the alt-right click texture alignment, that will automatically align faces across edges. Ridiculously handy.

That and the targetname eyedropper are the two hammer features I really wish Radiant had. 
> Hammer has the alt-right click texture alignment, that will automatically align faces across edges. Ridiculously handy.

When it does this, is texture stretching also corrected for surfaces that are off axis (not on 90 degree planes), or is that already part of the Valve 220 alignment? 
"maybe I'm projecting too much" is the best / worst unintentional pun you could make about a texture mapping feature 
New Feature 
TrenchBroom 2's live issue browser with quick fixes: 
Obligatory feature request:

'reload def / fgd file'

So that when writing / fixing one you can update with a nearby button instead of reloading the map entirely.

Probably not a common user feature though. 
Please Out That On The Issue Tracker 
This Can't Come Out Soon Enough. 
I really am finding a lot of texture alignment stuff to be a pain right now.

Plus the idea of being able to map for other games is a huge bonus. 
why does trenchbroom render everything flat for even when i choose the option render with texture? 
Because You Haven't Loaded Any Textures? 
Accidentally unbound escape from deselect, when I try to rebind it the damn thing no longer works! Am I doing something completely wrong here?1 
how the hell did I not realise that tab pretty much locks the axis you want to move along? This could have saved me so much time.... 
there's a manual! it's pretty good! 
When I Try To Open The Map Source For Metal Monstrosity: 
I get this error: Malformed map file: expected token of type opening parenthesis, or closing parenthesis, but found integer number at line 15, column 89 
Read the MM thread again carefully. 
Also, holding alt while you move the brush will lock movement to vertical only (y-axis). 
Really Now 
I went to make a sandwich and came back to this. Console says there were no errors. WTF? 
How Long Were You Gone? 
Hard To Say 
5 to 10 minutes(?). 
Could Be The Autosaver 
But that should have kicked in before, and others would have run into it also. Sorry, no idea what that was. Hope you didn't lose too much work. 
I actually lost nothing, the editor continued to work just fine. 
So Many Things I've Learned This Week... 
like double clicking a func_detail will select all the brushes in that group... or pressing alt and the arrow keys will flip the brushes 90 degrees.

I feel like a noob! 
Read the docs and have a look at the cheat sheet. All those keyboard commands are in there.

Btw, the double click behavior might change in TB2. Single click on a brush that belongs to an entity (other than worldspawn) will select all brushes in the entity. Double click to select individual brushes. Discuss. 
Do That! 
I personally prefer being able to just grab a single brush of an entity right off the bat, because most of the time, that's all I need to work with. If I need the rest, there's a shortcut to select all it's siblings.

I forget what other editor it was that selected all the brushes of an entity when you clicked just one, but it was honestly one of the most annoying parts for me. 
I forget what other editor it was that selected all the brushes of an entity when you clicked just one, but it was honestly one of the most annoying parts for me.

Seems like Worldcraft used to do that. On the other hand having to go to the menu and click or use a 3 key combination just to select all brushes of an entity is a pain.

Just selecting a single brush by default seems best. Maybe highlight the other brushes if the one selected is part of an entity and then use an alternate method to select the rest (double-click, shift-click, whatever...). 
Keep As-is 
It's hard to say without trying it.. but I think it would be annoying for people who use func_group/func_detail heavily. if most brushes are part of some entity, then you would have to get used to always double-clicking to select a single brush, and i'd guess that selecting a single brush is more common than selecting the whole entity. 
Once some brushes have been tied together as an entity, you click once to select the whole entity. Seems logical to me, but I've been using the same editor for freakin' years. 
As Long As 
select one or all the brushes is just as simple as one or two clicks it doesnt matter for me. 
I Think It Was Me 
That originally asked for this, just because I'd been used to Worldcraft working like that.

Now, after using TB for so long, especially managing func_groups a lot, I'm not sure which method is better.

Not quite a full 180 on opinion, more like a sharp 90. 
It would be nice to get some sort of simple grouping that wasn't reliant on turning the brushes into a fund_group ... then you could include entities in the group as well. 
It can get a little messy since you need to sprinkle stuff into the MAP file, but that's just extra parsing for Trenchbroom and if they are comment lines they won't affect the compilation at all... 
I want to be able to group brush and point entities. 
I like the way selecting entites currently works, but grouping stuff is needed yeah. 
I'm All For Grouping 
if it can be done well. I'd love a function like this as I have, at least in my latest map, a few entities together that rely on separate alpha values... 
TB2 will feature groups and layers which are based on func_group, but extended so that you can also add entities to them.

Okay, the more I think about it, the less convinced I am of the new selection stuff for brush entities. I'll keep it was it was, i.e., one click selects one brush, and you can select all brushes of an entity with a double click or a keyboard shortcut.

Ogre grenade arc preview.

Do it. 
Holy shit yes. 
But how? It would be much more than an arc and ogres don't stand still. 
Just Make It 
Playable in editor. 
Wow, I've never considered an Ogre arc preview before ... cool idea!

And how about a "Fiend will fuck up and get stuck here" marker. As long as we're asking for stuff... 
Really Interesting Idea, Lun. 
As Long As We're Wishing... 
While you're at it add operating doors, platforms, and animated func_train/path corner combinations, etc. (actually, I seem to remember an old version of Radiant that had some of this). 
Some automated way to set up pathing networks would be awesome too. Select all the path_corners you want, in the correct order, hit hot key, enter a base name, and it gives them all a unique target/targetname combo that links them together. Easy patrols. 
Some automated way to set up pathing networks would be awesome too.

That's basically what I was saying. I'm certain there was a version of Radiant that did this. It didn't automatically name everything, but once you had it set up it would animate it in the editor and you could see the stuff move in the 3D view the same as it would in game.

It's possible it was a plug-in of some kind. I remember using it when I was working on a Quake 2 map, maybe 10 years ago. 
Automated Pathing 
I will try to make entity "scripting" easier, that is, provider some way for quickly setting up paths and logic gates. I don't think I'll be doing in-editor animation though because that would be very specific for every game, and TB2 is not going to be limited to Quake. 
Degrading Behaviour 
I've been having some fun messing around with Trenchbroom on my poor old laptop here, and I've found a way to reduce the complexity of the face shader (at a small cost to quality). If you've previously hit an error when launching Trenchbroom and would like to try tweaking it to see if reduced graphics settings help, then open up Face.fragsh in the Resources folder in a text editor, and change the getSoftStripes function as follows:

float getSoftStripes(float value, float gridSize, float stripeSize) {
��float mainVal = value * gridSize;
��float triangle = abs(2.0 * fract(mainVal) - 1.0);

��float sSize = stripeSize;

��return step(sSize, triangle);

This gets rid of the anti-aliasing on the lines and the bolder lines every 64 units, so you wouldn't want to apply it generally, but if your graphics card is as weak as mine it might just get things running! 
IIRC, AFAIK, BBQ, ( TB1 at least ) didn't do an Early Z Prepass or similar, so shaders are potentially invoked quite a lot, even if the fragments don't end up visible.

Whats your laptop's hardware like ?
Do you know which OpenGL Version it runs ? 
I put this in the issue tracker and I'll add it when I get around to it. Maybe there are a few other places where I could disable some stuff to get better performance. 
Hey, Whoa, No 
Unless you're gonna put a low-graphics fallback or option in don't go adding it in blindly. You lose features, I only wanted it to be there for people who can't use Trenchbroom otherwise. Loving the editor btw, really is quick and intuitive to use. 
I would only add this together with other features which would make the editor usable for people with low end hardware, basically like a "safe mode" option.

And thanks for the nice words, happy that you like it! 
yeah, went back to radiant for a bit and while the 2d views are useful, it felt awkward and slow working in radiant's 3d view. 
2D Views Are Coming To TB2 
Yeah, I caved. Some things are easier to do in 2D than in 3D. TB2 will have two layouts, a Hammer-like 4-pane view for incest enthusiasts and a full size layout where you toggle between 3D and XY, XZ and YZ views with the tab key. 
Maybe Another Layout 
With 3D view and 2D view side by side, using tab to cycle through the 2D views. 
2d view is good for making accurate measurements, something I really found difficult when I first started with trenchbroom. I don't feel like I need it much now, infact it may have been a bit of a crutch.

I'm looking forward to 2 things from next versions of TB, making maps for other games and making quake maps with 220 format texture accuracy. 
a Hammer-like 4-pane view for incest enthusiasts

lmao, but yeah, thanks for this. I love 4 views. I find the single view at a time way too limiting; having access to all 3 axes at onces helps me keep a better overview of what's going on. A nice toggle to go straight to full screen 3d (maybe camera centered on current or last selected brush/entity?) would be fantastic. The more fluid 2d <-> 3d, the better!

I don't feel like I need it much now, infact it may have been a bit of a crutch.
I often have to make 'measurement' brushes to get the precision I want which slows things down for me. But even with that, I still prefer TB to anything else right now. 
I've Read That Trenchbroom Has Support For Huge Maps 
how do I enable that feature? 
What Do You Mean By Huge? 
I think TB currently limits you to -8192 to +8192, if you need to raise those limits, then this is currently not supported. 
I'm Outside Those Limits 
But those areas aren't playable.

To enable the feature:

Step 1: Build a huge map 
*I Ment Large, Sorry 
Grumpy Today 
As SleepWalkR says, there is the +/- 8192 limit, but this is only visible in engine.

In many editors (WC is an exception) this limit is not even visible and you can just keep building forever.

Trenchbroom is like this, at least in current release version; without anything delineated to say 'won't work beyond this point'.

In any case this is an engine limitation; I don't think it'd be good to retrofit TB to impose it as well since that'd affect development for other games.

I think FTE allows for gameplay outside the 8192 limit in Q1 as well. 
Its +/- 4k, 8k range.

And its a protocol limit rather than a random engine limit (read: makes stuff incompatible).
Some engines always use more wasteful/precise coords(DP). Some engines guess at map startup and probably get it wrong half the time(FTE). Some engines hack the protocol and probably crash. Others just crash outright. And others will just wrap coords in a really buggy sort of way because noone hacked them to do weird stuff yet (the inevitable fate of all quake engines - doing weird stuff).

BSP format limit is +/- 32k, due to the use of shorts in the node+leaf structs. This can be worked around, but its not pretty.

QBSP has an expectation that all geometry will be within +/- 99k.

Anyway, geometry outside the +/- 4k limit is fine (distant details or whatever) in any engine, so long as entity/effects don't leave the boundary.
Maybe generate a clip brush on the boundary the first time something gets put beyond it, just to make a point, or a popup message warning them or something. Otherwise, let the mapper shoot themselves in the foot if they really want to.

Limiting yourself to 18-year-old limits is stupid. 
I've Got 
Rocks and stuff beyond fences and out of windows, plus a train arriving from 'far away'.

Also some walls and stuff that if I moved 32 units would send the player to an alternate dimension, if they stepped up close. 
Limiting yourself to 18-year-old limits is stupid.

0/10 flamebait, try harder. 
An editor that intentionally cripples its users is never a good thing. This is the TrenchBroom thread after all, not the 'I hate everything that wasnt made by id' thread.

oh noes! people might use it for things that are not cripply faithful! we can't have that! get the pitchfork!

its stupid, and its not helpful. 
A train moving in from "Far away" is an entity as are any lights and so on, and entities outside the +/-4k limit can cause bad things to happen. This is Quake, not Far Cry or something like that that may seem unlimited.

You can try the huge clipping brush barrier to keep the player inside the limits or make a detail brush with a skip texture that will also effect entities unlike a clipping brush. 
bsp entities tend to have an origin of '0 0 0'. they can start outside and move 4k qu in any direction without a problem - so long as the player, other pointentities (lights are okay), or projectiles/shotguns can't enter that region. 
It's already in and working - func_trains don't cause any problems as far as I can tell. 
The path_corners are outside - I assume this isn't causing trouble because they don't do anything.

I did have the train teleporting to the world 0,0 (and being invisible) at one point but this was bad qc / configuration of the path corners. 
ijed literally pushes the boundaries 
Off A Cliff 
Then I map where they landed at the bottom.

Then I whinge that it's taking too long to finish.

After mapping the group of tourists taking photographs of where the boundries landed from some distance away. Etc etc. 
so your new map is even bigger than your Warpspasm levels?

Is it as evil? :) 
#1348 - Split 2D-3D Layout 
I like that way of working usually. 
It's Bigger 
Not sure about evil since it doesn't have the music.

Although considering the corpses decorating it, hidden altars and stuff, creepy ambient sounds from Spiney and the Rubicon setting... maybe.

I never really think about making my maps evil. They just happen that way :D 
Support For Source Games? 
Would be possible to add support for source engine (HL2, CS:GO, Portsl 1/2) games? Because Hammer is very outdated tool and Source needs something like Trenchbroom. 
This is definitely on my todo list for TB2. If you're willing to help out be testing and discussing necessary features, then get in touch via email: - same if you know someone who is serious about giving TB2 support for these features. I will only do it if there is someone who helps out by describing requirements and doing testing. Otherwise it's just not possible as I don't know these engines very well. 
I Will Always Test!!! 
I have almost every id tech game ever made!! 
I Need Someone Who Will Work On Actual Maps For These Games 
otherwise it's just not possible to fine tune the support for these games. 
I Started Making A Heretic 2 Map 
But it was a nightmare working with quark. Hell I will make a map for every game!! 
I think he's asking for someone who is well versed in each game so they can tell him the nuances and subtleties that are wrong. He can test raw map compilation himself. :) 
Bitch I Am Leet 
Heretic2 would also be on the list of games which could be supported. For now I have Quake 2 and Hexen 2, and it would be cool to find people who work with those games. 
You ask like I haven't got those 2 games installed ;) 
If you want to make a Quake 2 map, then the easiest way to get at the current betas is to install dropbox and give me your dropbox email so that I can invite you to the beta folder. 
Protip: Sort The Files By Date To Find The Latest Betas. 
So far I feel like this is kind of a huge step back in a lot of ways from version 1.

- bring back ctrl d duplicate. Please.
- Would like to bind keys without needing ctrl as a modifier, I like to snap to grid using space bar (like all the time). That is unless you have fixed the issue of wandering vertices
- Would like to WASD without having to press F first (it seems terrible that this is a toggle), and allow flying to be back to the speed it used to be.
- bring back the reset button for textures
- bring back copy face attributes feature (when a face is selected press alt and left click on another face)
- would like to be able to work in a window straight away rather than having to select it, like in tb 1
- would be nice to have the old black void rather than pure white. Or at least allow is to choose our own colour
- would be neat if TB showed us when we were getting to the map border (+/- 4096 units)
- make it easier to select the frame to adjust the size of the windows please, right now it feels like I have to select something 1 pixel thick
- why can I no longer add my own keys to entities? Please bring this feature back
- The texture rotating thingy on the face
manipulator is way too sensitive to be of any use at all, this would be better as a slider IMO. Less fancy but I would rather have something that works.

-might be worth having the texture implimentation that I *think* is in quark, that is it just grabs the textures from the .bsp files rather than having to find the appropriate wad file.
I dunno how this works with compiling though? It might be a better way of getting the textures though instead of searching around online.

I am tempted to flesh out maps in TB1 and then use TB2 to finish off the very last bits. I suppose this defeats the point of having a new TB though. 
First of all, remember that this is a complete rewrite. Some features might just have been forgotten, so please do create feature requests for the stuff you're missing.

- bring back ctrl d duplicate. Please.

Add a feature request to the issue tracker. But you can now duplicate by Ctrl+LMB drag or by Ctrl+Arrow key as well, so I'm not sure whether Ctrl+d is still necessary.

- Would like to bind keys without needing ctrl as a modifier, I like to snap to grid using space bar (like all the time). That is unless you have fixed the issue of wandering vertices

This is simple impossible due to the fact that some OSs don't allow this and it basically rendered the editor useless on Linux. That said, some actions which are only useful in the 3D view can be bound to single keystroke hotkeys, and I can add the snap command to those if you wish. Please create a feature request.

- Would like to WASD without having to press F first (it seems terrible that this is a toggle), and allow flying to be back to the speed it used to be.

The fly speed can be set in the preferences. WASD can be always on, please create a feature request.

- bring back the reset button for textures

That's already on the todo list.

- bring back copy face attributes feature (when a face is selected press alt and left click on another face)

That should already work, but you have to hold Ctrl+Alt to copy the face attributes too. Without ctrl it will only copy the texture.

- would like to be able to work in a window straight away rather than having to select it, like in tb 1

That was never the case in TB1. You have to click a view to focus it - how else should the view get focus?

- would be nice to have the old black void rather than pure white. Or at least allow is to choose our own colour

Feature request.

- would be neat if TB showed us when we were getting to the map border (+/- 4096 units)

Already on the todo list.

- make it easier to select the frame to adjust the size of the windows please, right now it feels like I have to select something 1 pixel thick

Yes, this is a problem, but I'm reluctant to make the dividers thicker as it looks shit. I'll think of a solution for this, but it shouldn't be such a huge problem now because TB2 remembers your window layout.

- why can I no longer add my own keys to entities? Please bring this feature back

That's a bug ;-). Please make a bug report.

- The texture rotating thingy on the face
manipulator is way too sensitive to be of any use at all, this would be better as a slider IMO. Less fancy but I would rather have something that works.

You can have more precision by increasing the radius. Just start your drag and move away from the circle center. Also notice how the textures are snapped to the face edges to make alignment easier.

-might be worth having the texture implimentation that I *think* is in quark, that is it just grabs the textures from the .bsp files rather than having to find the appropriate wad file.
I dunno how this works with compiling though? It might be a better way of getting the textures though instead of searching around online.

I don't think getting and using wad files is such a problem. Notice that you can add wad files simply by dragging them onto the editor window from Explorer.

I am tempted to flesh out maps in TB1 and then use TB2 to finish off the very last bits. I suppose this defeats the point of having a new TB though.

Yes, it does. I can only repeat that this is beta software and stuff is still missing. The point of being a beta tester is to report these things. 
To Add An Entity Property 
Just hit Ctrl+Enter. Sorry, that's not very obvious I know. 
This is simple impossible due to the fact that some OSs don't allow this and it basically rendered the editor useless on Linux. That said, some actions which are only useful in the 3D view can be bound to single keystroke hotkeys, and I can add the snap command to those if you wish. Please create a feature request.

Can this just be required on Linux? I've been resorting to hacking the registry keys... :D 
You Will Get Into Trouble 
because those shortcuts might no longer work in text fields etc.

If there are functions which you feel must have a one key shortcut, then they must not be menu items, and they can only be available when the 3D view has focus. And no, I won't make this a Linux only requirement because it has created a nightmare of problems in the past, and it violates the UI guidelines of Windows and Mac OS X. 
if there are such functions, then I'll gladly move them from the menu to the 3D view, where they can have any shortcut you want. 
I Will Be Back 
At some point to give usable feedback.

So far I haven't tried the TB2 builds, but will. 
off the top of my head:

Clip mode: x (I would actually prefer if you could flat out drop clip points without having to enter a mode at all)
Entity editor: n (like simulating radiant)
Face editor: t (radiant again...)
Deselect: Esc
Grid size: 1-9
Grid snap off: 0
Grid display: g
Freeze selection: f
Hide selection: h

Basically, modifier keys suck. While I am a firm believer in GUI and control standards when it comes to generic applications (eg: Winforms, web), with specialized applications like this one, I lean more towards efficiency and speed. 
put this in the issue tracker. It will just get lost here. 
Beta Request Is Possible? 
Hello SleepwalkR,

Been away for ages but its nice to see you still working on the new revamped editor. Possible for access to the beta version as well? If so awesome. My mail is rbanninga[at]gmail[dot]com

Does the current beta work with quake 2 map editing or still quake 1 at the moment? Sorry if this was already covered in the discussion above

it does hexen 2 and quake 2 editing. I haven't tried quake 2 editing yet but I will be doing it soon. 
Just Fyi 
I wouldn't call TB2 in beta really. It's more of an alpha. There are a lot of feature just plain missing, and many things do not function 100% correct just yet. You can't really use it to make a map. 
Please Add All Missing Features 
To the issue tracker. That would be very helpful. 
Trying To Add As Much As Possible 
sorry dude I have been really busy, you did mention to add things to this thread though. I'll try and keep stuff github as well (though I still get a bit confused on where things are on there). 
I'm Probably Bringing Up Old Issues And Such... 
...but I can't get the stable release of TrenchBroom 1.1.1 to work properly. The two main issues I'm having are crashes when either choosing the vertex tool or trying to drag and drop certain entities. I didn't quite know where to put these issues, nor could I find any fixes for them. Sorry if I'm not posting in the right places. 
Go To Preferences 
And set OpenGL instancing to force off. That should fix the vertex tool. As for the other issue, I need more info, such as your OS and steps to reproduce. 
Thank You! 
The OpenGL setting fixed the vertex tool for me. My OS is Windows 7 64 bit, my graphics accelerator is built into the processor, an Intel 4000 HD. I saw the entity issue on the GitHub issue tracker, and supposedly a driver update should have fixed the problem, but I'm sure my drivers are up to date. 
Well Then 
Which entities crash the editor when you try to drag them? 
Well I Think I Got It To Work... 
I rolled back the driver to a previous version which seems to have fixed it for me, but the entities that previously crashed the editor were the ones that are represented by a 3d model. Now the editor runs fine, thanks for all your help!! 
this editor.......
from this to this took 30 minutes.

Literally just built one section of that inner circle bit, started rotating, then just lopped off a few bits that were poking out. And yes, that is a 32 sided outer circle and a 16 sided inner one.

I feel like I have been waiting my whole life for this editor. 
should have mentioned to not deceive anyone, this is with the beta of TB2. 
That is amazing, it looks so perfect, you just rotated, no errors? 
This proves once more that SleepwalkR is but a giant troll. Being able to create nice curves and angled architecture used to be a real skill; in TB you just press rotate and it's done. Even the greatest noobs like skacky and mfx can now pull things off. Disappointing. 
Looks Great. 
Anytime I try anything so crazy in TB ends with me getting some wandering vertices and stuff and the next time I load up the map it turns into my worst nightmare of fixing.

Unless nightmare time has been fixed? 
This looks great!
With the geometry inside this ring, is it possible now to compile it with "vanilla" qbsp?
(without max_windings raised?) 
That's My Secret Plan 
Making Quake editing easy ;-) 
hipshot: yep, all rotation. you can set the origin of the rotation in TB2, so I move that into the center of the ring and set the rotation angle to 11.25 and rotate as I paste copies.
I simplified a bit of course, there is some preparation:
First you build the section a little wider than it should be.
Then you make two copies and rotate them to both sides of the original.
Next, use clipping to remove excess brushwork so there is no of very little overlap.
Now, delete the two extra copies and you can start copying the original again.
mfx: no clue... haven't switched back from rebb's compiler since you mentioned it last time. i would suspect no, though, because when I check this out with r_drawflat and r_showtris, I can see some faces have absolutely tons of edges... 
Tons Of Edges? 
What do you mean? 
It's a product of the compilation process, not the editor. :)

Essentially, all the rotated stuff creates so many intersections with the floor that you end up with faces that have large numbers of edges.

You can see this when you turn on both r_drawflat and r_showtris: you find a surface that shares the same colour which is 1 face, and then count all the edges from showtris. 
other editors have rotate functions, too. always had. there's more reasons than the editor that people usually don't try that, like the near 100% likelihood of point on plane or winding errors and the heinously messy geometry that results. 
mfx: I checked and this map does compile with normal compilers. the map where I was getting this error was a much crazier map that I was using for testing.
With the added brushwork on the ground, there are now extra splits on the faces which reduce the number of edges on each face.
I suspect that if I started seeing winding errors, I could just easily go into areas with that kind of problem and force qbsp to split those faces either by offsetting textures a small amount or by placing brushwork in the middle to cause intersections. 
thanks for checking necros. i was asuming the same. 
Someone Made TB1 Work With Quake 2 - 
That's Cool! 
Thanks for posting, fifth! 
Uh... Why do I keep getting this?

Unloading existing map file and textures...
Loading file D:\Games\Games\Quake\id1\maps\
Assuming floating point plane coordinates
Malformed map file: expected token of type string, but found integer number at line 6, column 51
Loaded map file in 0.003000 seconds

Even in the autosave map? 
What's at line 6 in the map file? 
Open it up in a text editor - but I suspect you've got a texture with a numerical only name. 
Well 2.0 
"spawnflags" "0"
"classname" "worldspawn"
"wad" "D:\Games\Games\Quake\id1\t2.wad;D:\Games\Games\Quake\id1\quake101.wad"
( 352 -272 256 ) ( 352 -272 -0 ) ( 224 -272 256 ) 2 -0 -0 -0 1 1
( 224 -272 256 ) ( 224 -272 -0 ) ( 224 -176 256 ) 2 -16 -0 -0 1 1
( 352 -272 -0 ) ( 352 -144 -0 ) ( 224 -272 -0 ) 2 -0 16 -0 1 1
( 352 -144 256 ) ( 224 -176 256 ) ( 352 -144 -0 ) 2 -0 -0 -0 1 1
( 352 -144 256 ) ( 352 -144 -0 ) ( 352 -272 256 ) 2 -16 -0 -0 1 1
( 352 -272 256 ) ( 224 -272 256 ) ( 352 -144 256 ) 2 -0 16 -0 1 1
( 224 -208 -0 ) ( 352 -144 -0 ) ( 224 -176 256 ) 2 -0 -0 -0 1 1 
Yes I do, I named my tex 1 2 3 just for testing, that's bad in Q1? 

Is that in the file, or just func formatting? 
Or That 
Yes, rename the textures. 
Texture Names Containing Only Numbers 
cause TB1 to go balls up. No idea if qbsp will handle them fine, but TB1 doesn't like it. 
One thing I find quiet annoying, when I create a new brush, it's spaced away from the camera, so it can go below or to close to the camera if I'm far away from where I want it. Maybe there's already a setting for it, but can't brushes just appear "on" the brush you aim at when you create one? 
When you draw a brush, TB will position it on the face which was under the mouse when you started dragging. Brushes are created on the XY plane by default, but you can change the height of the brush by hold the Alt key during the drag.

Or maybe I didn't understand what you mean? 
i've been meaning to create an issue for this, but sometimes the brush goes inside the surface... 
^ God Damnit 
actually, while i'm here, just dumping something so i remember... shortcut to make new brush appear snapped to face that would normally be moved (ie: face under cursor or face linked to the zone when face is not pointing toward camera) 
Thanks, I didn't know that's how it worked. Now when I know, I always keep the pointer above the brush I want to build from. 
How about using numpad 1-9 to change the grid AND also numpad + and -? Cause now I need to do ctrl+/-.

Sorry if my questions are basic and has been asked before. I'm new. 
Look at the docs and the main menu. You'll find all shortcuts there. Also check out the keyboard preferences. 
In TB2, Ctrl+Shift+Drag will create a new brush instead of resizing. 
i almost never drag out new brushes. i think that might be worth discussing too. 
This Feature Is Part Of The Resize Tool 
yeah, thanks, i just haven't had a chance to check anything out yet. :)

#1433 was mainly for a different subject I want to bring up later... 
Been going through the settings and so, but I can't find a setting to set the default texture? I would love to have the skip texture as the default one... 
^^Why Would Someone Do That? 
You Can't 
There is no default texture in TB. 
Ok, cause when I compile I get some red/black checker texture, thought that was the "default" one, I guess that's just an "missing texture"-texture then. 
Yeah, that's the default Quake "I couldn't find the texture" texture. 
Ok, after using this feature, I see how it is basically what I was talking about in #1433. 
No Smart Editor Available? 
Trenchboom doesn't like me. 
That's an interesting interpretation ;-) 
It would be nice if the filter list could include func_detail =) 
Corrupting Funky Curves And Angles 
when building structures like this with less than ideal geometry ( if you use the duplicate function (ctrl+D) and then align it, the brushes tend to be broken with the edges and vertexes off of the grid, slightly resized and moved. Some faces are also split into having 5 sides and everything tends to get all kind of janky. Sorry my screenshot doesn't show the result of geometry getting screwy. However it can be repeated by doing something like it.

However, building it by creating a unique brush for every bit of geometry as opposed to using the duplicate tool makes it work. 
What Do You Mean By "align It"? 
There is a function that allows you to snap to grid. I have mine bound to the spacebar and I hit it every time I edit a vertice or duplicate a complex brush. 
There is a function that allows you to snap to grid. I have mine bound to the spacebar and I hit it every time I edit a vertice or duplicate a complex brush. 
I'm Missing Something. 
If you snap every brush to integers every time you touch anything, why exactly haven't you just turned off float precision? 
Because even with forced integers, TB can create offgrid geometry sometimes (vertex editing is particularly tricky). 
Whether Vertices Have Integer Coords Or Not 
has no relation to the plane points being integer or not. 
Would it be possible to have an vertice integer snap mode or would that produce problems?? 
It's Generally Not Possible For Anything Beyond 
brushes which consist of all triangles. 
While Typing I Realised It Would Be A Terrible Feature Request So Here 
Re: "TrenchBroom 2 now has a layer system. Layers can be hidden and locked individually."

Please add some more options:

"Exclude from compile"

"Hide all layers but this one"

Being able to group layers into (multi-level) groups would be great.

Also being able to assign colors to layers/groups.

Can you duplicate layers?

Can you drag'n'drop prefabs from the TB Store into the list????

Maybe check out how QuArK does things, random link to its documentation where you can see some of the GUI and features: 
Please Go Away 
Feature requests go to the issue tracker, please.

Btw, if Quark does something in one way, then it's very likely I'll choose the opposite direction. Quark is a UI nightmare. 
Feature Request: 
Make it possible to request features in this thread. 
I don't have time to move stuff from here to the issue tracker. I really just don't. 
moved the first two. the third was already talked about. fourth is not that useful. fifth would just by copy/paste and make new layer. 
Agree on your verdicts. If anyone disagrees, they can open an issue on github. 
Thanks necros!

Sleepwalkr: That's like saying iOS is a UI nightmare just because the back button is at the most far away place in the top left. Quark does lots of things very well and editors could oh well your decision. 
Which BSP compiler is recommended for Trenchbroom maps? I'm beta testing 2.0 and I sometimes get into situations where my alignment in the editor doesn't match the alignment in the game. Passing in "-oldaxis" just moves the problems to other faces so I'm wondering if there's a specific BSP compiler that is known to work well with TB.

Also, a link directly to it would be appreciated. :) 
Sorry for the tone earlier. I know you like Quark, but I don't like its interface at all. I surely has a lot of useful features, but every time I try to use it, nothing works intuitively they way I expect it. That's why I consider it a nightmare. 
that may be a bug actually. i'm taking a bit of a break from testing right now, but i did notice that in some cases, faces at 45 degrees wouldn't match up in game. in fact, adjacent coplanar faces wouldn't match up with alignment either AND once you reload the map, the faces would go back to the old broken alignment. I can't figure out what particular circumstances causes that though. 
btw: i am using rebb's txqbsp (based on aguirre's txqbsp) without the old/alt axis switch. 
I'm using Tyrann's:

With -oldaxis but haven't run into the problems you describe, since I turned it on. 
I'll Check It Out Soon 
I'm in the middle of a big refactoring right now and can't work on the bugs. 
Tyranns Tools Seconded 
pretty much what I use exclusively. 
So help me out please? How do I configure a custom entity so that I can rotate the entity in the editor? I've been bashing on the FGD and whatever else and I can't figure out what allows some entities to rotate (like players and monsters).

I have this:

And the FGD looks like this:

@PointClass base(Appearflags) size(-2 -14 -40, 22 14 16) color(255 255 255) model(":progs/decoring.mdl") = deco_ring : "Iron Deco Ring"

I can't rotate the entity in Trenchbroom. It ignores me. And I don't understand why. :-/

Is it obvious? 
The Origin Of The Entity Must Be In The Center Of The Bounding Box 
As defined in the fgd. 
Ahh ... Ok, will try that! 
Ha, nice ... that fixed it AND it seemed to resolve the weird lighting problems I was getting in-game. Yay! 
Yay Yay! 
You're Not Alone 
That gave me quite a few headaches. 
I remembered it being submitted as a feature request but what's the status on adding a 2dview and grid? 
Everything Is Being Worked On 
Progress is currently slow due to real life obligations. That is all ;-) 
I Did A Quick And Dirty Helper Model 
This may be useful to users of the editor;

It's just a scaled up and reskinned version of Sock's voreball, colour coded to match the various entity types.

This means you can turn off 'bounds' in the model view to make your screen less cluttered. You will need to add this;

model(":progs/helper.mdl" 0)

To the various entries in your .fgd (not sure if its the same format for .def) replacing the 0 for the corresponding skin - each skin is correctly named inside the file.

I'd share my fgd but its got modded entities inside and I can't be arsed cleaning them out. 
Status Update 
Updates have been slow recently, so before people get worried I thought I'd give a small status update. TrenchBroom 2 has been progressing nicely in the past months until the point where I started to integrate a new feature for layers and groups into the editor.

It turns out that the internal structure I had for representing maps did not lend itself well to this particular extension, so I had to change it significantly. This of course rippled into basically every other part of the editor, and I'm working on adapting all other parts of it to these changes.

Progress on this has been a bit slower in the past two weeks as I am quite busy with real life stuff, too. But I'm still working on it, and it's going forward. I'll start pushing new builds as soon as the editor is back in a usable state. 
Great to hear it's still moving forward. I'm just grateful that people find any time to work on projects like this.

I think we all understand that real-life gets in the way a lot more than for example 13 years ago... when I was living at home, playing Q1SPs while mum makes me din dins.

The cool thing about Trenchbroom though, is that it's making mapping so much easier, it seems to be combatting lot of mappers real-life time constraints, and therefore caused a resurgence in Q1SP releases! So keep up the good work, it's very much appreciated. 
Yup, That Darn Real Life 
I wish I had started with TB a couple of years earlier when I was still a student. Oh, the time I could have sunk into it then. Now, it's just the odd couple of hours here and there.

Thanks for the encouraging words! 
Haha, seriously ... I wish I could take everything I know now, and rewind a few decades. Single, all the free time in the world to work on projects ... I didn't realize what I had. :P 
Not really touched the editor for longer than 5 mins while I got a new girlfriend. I have a crazy mapping itch needing to be scratched 
Anyone Compile TB On An Arch Based Distro? 
Didn't realize there was a newer thread for TB and posted in another, but here is my issue compiling on Linux. I have finally gotten to the point where it almost compiles, but now craps out with 4 g++ errors ;

It might be a simple error on my part or obvious to someone more knowledgeable than I. Any help appreciated. 
Also BTW 
When I attempted using latest wx src 3.0.2 its still failed, but a whole different way. 
Pet peeve:

"wad" "C:\new\new.wad"
or worse:
"wad" "C:\new\"
(found in at least one map)

C:<NEW LINE>ew<NEW LINE>ew.wad
makes no sense, and the other one:
will just corrupt the world entity and everything that comes after it.

Seeing as most tools take significant shortcuts and don't parse things properly, can you at least ensure that wad paths are written out with / instead of \ or \\, so as to ensure maximum compatibility with existing tools, without outputting unsupportable gibberish please?
The alternative is to ban \n and \" etc, but this issue interacts with saved games, but making special cases for parsing wad values, or special cases for saved games vs initial load is annoying and clumsy. 
So / is preferable to \\ ? 
/ works fine in the core windows api, but may be rejected by microsoft's commandline tools.
\\ will generally work, but might cause problems with things that do try sanitising things (poorly).
/ is a single char
\\ isn't usable at the start of a relative path (unc shares), and is thus potentially dangerous in windows (if poorly sanitised, // is identically dangerous).
/ is portable
\\ is not (poorly sanitised, // is equivelent to /../ on amiga and thus unsafe).

so yeah, / is preferable to \\ or \
but hey, \\ is at least a correct C string, and acceptable as-is for most of the windows api. 
/ May Be Portable For Relative Paths 
But not for absolute paths. TB supports both. So I think I'll use the escaped version with \\ on Windows. 
as far as windows and the C api is concerned, / is as portable as \
leading \\ (or //) will be interpreted as a unc path if the tool doesn't de-markup the string (hurrah for lazy parsing), so be sure to use / instead of \\ if its the first char of a drive-relative path, even in windows. 
Hexen 2 Support? 
So are there any plans/chance for Hexen 2 support?

I have a couple of mapping ideas I want to try out for it but I'm sick of the editors I used to use 
Hexen 2 is supported in TB 2.0... You need to speak to SleepwalkR about access as a beta tester 
Beta Test? 
How would I go about that? Should i just ask about it here? 
Send me an email: 
Annoying Issue 
so i go and make some terrain looks fine in the editor and compile it looks fine in game

then i load my map back up in the editor and some of the terrain vertex points are off by one unit or more which is impossible to fix sometimes without making the terrain again and hoping it will be trenchbroom valid

yet when i load the map up in hammer those vertex points arent messed up 
Is That In TB1? 
seems to load vertex points correctly nothing is off grid in 1.0 
Seems I Fixed It 
running trenchbroom.exe with compatibility mode for any OS fixes it idk why but it does 
That Is Unlikely. 
But do make sure that you use the latest version, which is 1.1.1 
You do tend to see vertices wander off grid over time. I think a fix was suggested but not sure if it was implemented 
There Is No Fix 
But if you keep your plane points on the grid and don't build too complex brushes, the errors will be small enough to ignore. 
i wasnt even making anything complex just some raised or inverted brushes and they were going off grid until i set compatibility mode

and the problem doesnt occur on my win 8.1 x64-bit computer if i dont set compatibility mode only on this computer which is win 7 x64-bit so maybe its OS based 
Posessed Map

In Mac OS, if I double-click this map in the Finder to open it in TB (latest 1.1 build), look at the brushes, then quit the TB application and repeat, the map will look different each time: sometimes there's vertex drift (with different amounts/directions), sometimes not.

On the latest Windows TB1.1 build, it seems to always open with no vertex drift; but if I open the map, go to File -> New, then open it again, it has vertex drift then.

Here is what I got when saving the drifted version in Windows:

It's pretty weird, I might see if I can debug what's going on. Maybe memory corruption somewhere? 
I Have No Idea 
But it doesn't happen in TB2? 
Doesn't Seem To 
I opened in TB2 a few times and it looks OK. Also when I load and save in TB2, the saved file is the same as the original (ignoring the order of the faces) which is good. 
Well, I ran TB1 in Valgrind and it reported that while loading my test map, Face::Face(worldBounds, forceIntegerFacePoints, point1, point, point2, textureName) was using an uninitialized value, m_forceIntegerFacePoints. If I stick in a m_forceIntegerFacePoints = false/true; there, my map reliably loads correctly/drifted, and the valgrind warning disappears. Will post a PR on github.

I think that can explain the weirdness a lot of people had, since it would mean every time a map loads, each face had a chance of being snapped to have integer face points. 
How did you get it to ignore all the warnings from within wxwidgets? When I tried it, I got so many that I couldn't find those which originated in my own code. 
I didn't do anything special; there were only 10 or so from wxWidgets as the application started, but none after that. I was using wx 2.9.5 and followed your instructions in Linux/Build.txt. 
Maybe it's worse on wxWidgets-Cocoa. 
TrenchBroom 1.1.2 Is Out 
- Enable texture names starting with '{' (ericw)
- Fix hang when adding multiple updating entity targets (ericw, necros)
- Simplify build instructions (ericw)
- Fix vertex drift on map load (ericw)
- Fix crash with colors in byte format (ericw)
- Add option to invert zoom direction when using Alt+MMB (kduske)


Thanks to ericw for the fixes! 
Nice Nice! 
Danget Trenchbroom 1 needs the vertex snap to grid option from 2 :)

Right now I bounce between the 2 for map diagnostic bug hunting. So easy to find brushes that have verts not snapped to the grid.

But this is a nice fix! 
Issue With Latest 1.1.2_374 
it seems when i try to copy paste somewhat complex geometry mostly arches by ctrl+c then ctrl+v the vertex points go off grid with a result like this when it should look like this

this issue happens on both my computers win 8.1 x64-bit and win 7 x64-bit

it doesnt happen when ctrl+d cloning

the issue is made worse if i turn the grid off

the issue doesnt happen in the previous version of trenchbroom being 1.1.1_368 
I can reproduce that, will look into it. Seems that copy/paste rounds to integer plane points. 
What Mod Is That? 
Thewaz154... what mod is that? I see a bunch of additional corpse deco meshes :)

Which makes me ask the question... where are the wall corpses as place able objects for quake1? 
@thewaz154, thanks for the report, I think I fixed the copy/paste bug. I need to check with SleepwalkR but there will be an updated build at some point.

@Skiffy, The corpses in id1 are monster_zombie with 'spawnflags' '1'. In TB you can just enable the "Crucified" checkbox to set the spawnflag.

For a wider variety, check out Quoth. in TB1, go to Edit -> Map Properties, then select the Quoth2.fgd in the first popup and the 'quoth' directory in the second (you'll need quoth installed.) Then you should see all the corpses in the TB entity palette. 
Another Bug 

#1. load trenchbroom and open a map with a decent amount of stuff in it and dont do anything yet

#2. go to face texture browser, pick a texture, and then create a brush

#3. re-size, clone, or copypaste that brush

#4. watch as trenchbroom crashes :c

this issue can be bypassed by moving, re-sizing, or cloning and already existing world brush and it wont happen for the rest of the session but its a bit annoying to have to do that every time i open my map up again

moving, cloning, or editing non brush entities doesnt bypass this 
TrenchBroom 1.1.3 
- Fix vertex precision problems when copy/pasting brushes (ericw)

Ah awesome. Yea was having some trouble with this lately 
Ummm Virus Scanner Now Hates TB??? 
Ok that is weird. Now for some reason my Virus protection software thinks TB is an evil thing and kills it after a second or so. 
Which Scanner Is That? 
I built it on my Windows 7 virtual machine - maybe it's infected? What does your scanner say is specifically wrong with it? 
Cant Check Right Now 
It just removes it outright without telling me at the moment. The current scanner I have expired. So it scans and does all the usual but I cant check the logs... 
Sorry scanner is bitdefender 
If It Just Removes The File 
without telling you anything about it, how do you know it's your virus scanner? 
trendmicro HouseCall and windows defender don't find any viruses for me. maybe you can whitelist it with your scanner? 
virustotal's static check was clean as well. Maybe the title is triggering some children protection mode? ;) 
Its The Scanner 
It also made it so that I could not extract the file from the zip into any folder anymore either. It just hates the file.... But I removed the virus scanner software and installed another one and now it works fine... also works fine at work. I dont know but my home PC virus protection freaked out and deleted the EXE and did not allow me to put it back. Was very strange. 
-1 And -2 Dont Work For Func Secret Doors? 
It just goes sideways and never up or down... but this works for func doors normally... I don't get it. But it has the flag to move down first and then in a direction which I don't want. Needs to shift back then up or down... confusing 
Angle Key... -1 And -2 For Up Or Down Direction 
Secret Doors Fucking Suck 
The Way _color Works By Default 
is poor IMO

It should be done with a scale of 0-255 for each colour choice. That way when lighting is compiled you get smooth blends between colours. 
Secret Secret Door Keys... Wtf Haha 
Thanks Onetruepurple! 
Secret Doors 
The angle determines the direction of the second move, the first move is always to the right of that unless you change the spawnflags. 
TrenchBroom 1.1.4 
- Fix crash when updating graphics resources (ericw)
- Fix vertex drift issue leading to grid snapping problems (ericw)

"Fix vertex drift issue leading to grid snapping problems"

Tested, looks good so far.. this is one of the biggest problems I was having with TB1 (that seemed to be fixed in TB2), lots of brushes with crazy decimal values (like 63.989801 rather than 64 units, this usually happened with duplicating or copy and pasting) 
Hope that's the last of the drift bugs. For reference, there were different bugs depending on whether you used "force integer plane points" or not:

For maps with "force integer plane points" turned off:
v1.1.2 fixed rounding brushes to integers when opening a map (with a random chance each brush would be rounded)
v1.1.3 fixed copy & paste rounding to integers, when they shouldn't

For maps with "force integer plane points" turned on:
v1.1.4 fixed a bug where the editing tools (vertex editor, clip tool, copy/paste from other maps, etc) weren't rounding the results to integers when they should have. The next time you loaded the map, all brushes get rounded to integers, so the brushes with decimal coordinates would get messed up. 
Bugs Fixed 
now all trenchbroom needs is texture alignment like in hammer mostly for arches and or things like curved floor trims which is in trenchbroom 2.0 / 2.1???

an ability to create a 8,192 by 8,192 unit box because world size limitations which i found out the hard way and created a 8,192 box world centered in hammer after my map was all buggy <.<

a prefab creation tool like hammers arch creation but also with spheres, spikes, and cylinders

maybe a grid option which is also in trenchbroom 2.0 / 2.1??? not that i care for overview / side view grid like in hammer but an option would be nice for some

and uhm.... hmmm.... i cant think of anything else just add those things and trenchbroom will be perfect 
What this, or Jackhammer, really need is a good prefab system. Like, a real one.

In Hammer, you can place instances of external MAP files into your level and they are copied in as if they are real brushes before compile time.

This allows you to do neat things, like build a destroyed building sitting straight up and down but place an instance into your level rotated into position. So it's easy to work on but more interesting to play on/look at in the game itself.

Just a thought. With these editors having damn near perfect texture lock these days, I'd say the time has come! Let the prefabs fly! 
A prefab browser in TB would be awesome. I think with TB especially though that SleepwalkR will probably be trying to keep as pure and simple as possible, quite often you find with editors that they continually add bloat. It gets to the point that unless you were from the beginning that the tools become extremely difficult to learn, this isn't so with TB. 
Hammer has an entity called func_instance. You place it and then use the file browser to point it at a MAP file. It then shows a preview of that MAP file in the level itself but you can't edit it - just move it and rotate it. To edit, you double click the entity and it opens a new editor with that external MAP file in it.

Instancing Is Definitely Coming 
TB 2 will have proper groups that can also contain entities. From there it's a small step to having instance support. 
TB1 RGB Colors Not Floats? 
Any chance of getting this for the original? Right now the color picker always goes float and some compilers do not like them.

For now I just type them in manually. 
Which Compilers? 
afaik, all light utilities will deal with 0-255 or 0-1 colour values automatically. 
I'm Using Tyrlight 
and I get some weirdness unless colours are 0-255. Colours don't blend properly with 0-1 values and sometimes the colour will be too diluted. 
Float / Int Toggle In Tb1 
Float or RGB Int in TB1 please! It would be most appreciated. 
well... don't know what to say. your compiler is bugging out somehow. I have always used 0-1 for my colour values and have never had any troubles. 
maybe it would be better if you could provide examples of colours not 'blending properly'; eg: screenshot comparisons. 
There is a bug in tyrlight it seems.

If you do not have a delay key set, using a _color on a light of 0-1 will not be scaled to 0-255, and end up appearing white.

Excuse this dark screenshot despite the brightness cranked, but here's an example. The upper two lights are "_color" "1 0 0" "light" "100" and the bottom are "_color" "255 0 0" "light" "100" :

If there is a delay key, it will work fine. These are the same lights as above, except with "delay" "2": 
One More 
very odd. same set up as before, except ONLY the upper right light has "delay" "2" (this is a light with "_color" "1 0 0")

It's like only the most intense areas of a 0-1 color light will get correct coloring without any delay settings. 
(using TyrUtils V0.13 Btw) 
I believe that is latest, I originally saw this in ericw's dirtmap version as well though. 
Actually, fuck those previous screenshots, blending of multiple lights was playing tricks.

delay doesn't seem to be the culprit, it just doesn't scale 0-1 _color lights right.

The values with bright red in the middle and then quickly falling off to white suggests that maybe it does scale 0-1 up to 0-255, but then the falloff isn't being scaled up to the correct color values? 
checking the tyrutils code, I don't see any special support for 0-1, so that explains why it never worked. It should be easy to add.

But I can't seem to reproduce this weird result you got here, with the inner red spot and white on the outside.

This is my light:
"spawnflags" "0"
"classname" "light"
"origin" "816 288 -872"
"_color" "1 0 0"
"light" "300"
"angle" "-0"
"delay" "2"

I get a very small, dark red spot. (with r_lightmap 1) (lit up with a rocket)
This is also with the dirtmap version, but 0.13 looks the same. 
"classname" "light"
"origin" "240 128 128"
"light" "300"
"_color" "1 0 0"
"delay" "2"

is mine... so the same.

Is my .map, the compiled .bsp and .lit, as well as the tyrlight I used if that helps.

Could it possibly be a strange Mac vs Windows thing? I am on Windows 
I put your colortest.bsp/lit in my id1/maps folder, loaded it in fitz085 and quakespasm, and it looks normal (small red light on the left, large red light on the right) - no white halo on the left side. Maybe something weird with your quake setup? 
very weird.

It appears to be a difference between Fitz MarkV, which I was using to test, and QuakeSpasm.

Here's shots with r_lightmap 1


many engines match rgb lighting intensities to the luminance values from the bsp as a cheat-prevention mechanism.
so intensity comes from the bsp, colouration comes from the lit.
it also helps for certain dodgy lit files, where a different tool+algorithm was used to generate lits from the one used to originally light the map without editing the bsp itself.

Its a shame that brightness, radius, and colour are not separate settings. I guess it depends upon the light tool used. 
I see.. so here is scampie's .bsp+.lit in QS 0.90:
If you crank the brightness there is a small red light on the left. Given that tyrlight doesn't yet have special support for 0-1 colors, this is the correct rendering ("1 0 0" meaning a very very dark red).

With the lit file deleted, I get this:
So the lightmap that tyrutils is saving to the .bsp is wrong - it should probably be a greyscale version of the .lit - and this is confusing MarkV. 
1 0 0 
IS black! So the light is black... 
no clue what the data looks like when it's read into the engine. the only thing that is actually important here is that no matter what value is used, 0-255 or 0-1, it should work exactly the same. eg: '255 0 128' is '1.0 0.0 0.5' 
Yeah, it looks like the issues are two pronged.

1) Tyrlight does not recognize 0.0 - 1.0 values of _color correctly. Should just be an easy case of checking all 3 values are between 0 and 1 and if so, multiplying them by 255 to be the format Tyrlight expects?

2) Tyrlight does not account for the brightness of colored lighting when creating the .bsp's lightmap, which can be problematic for some engines. That sounds slightly more tricky to fix, and often not an issue if the above is fixed? 
Thanks for helping isolate those, Scampie.
I sent a patch for 1) to Tyrann. I'll post an updated test build with the -dirt flag plus 0-1 color support.

2) is probably not that hard to fix, but I'm inclined not to mess with it unless it comes up in a realistic situation. 
Rain / Snow Particles 
is it possible to have snow / rain particles in your map with brush entities / entities that i assume require the equivalent of smartedit attributes in hammer? 
You Need 
A mod to do that. There have been a few that add such features but in general they all bring along a load of crap that you don't need, or the effect is poorly done.

The extras/r4 mod added a lot of handy features and wasn't bloated with assets, maybe you could check that out.

It'll be somewhere in here:

That's basically a collection of all the old mods going back since the early days. 
If you don't care about anything else, rip out the gorgeous snow from dpmod and force your players to use Darkplaces. 
b-but how would I make the snow look like quake? 
Poop On It 
Mapping Contest 
Hello Quakers!

Q2Cafe is proud to announce the 10th Mapping Contest that will be hosted at This is the big 10 so we're planning something memorable. There's no pressure to construct superb works of art, unless of course you want to, and we're also pretty flexible with the dates to accommodate new mappers and beginners alike. We're also looking for people to help rate and judge the maps, so if that's more up your alley we'd love to have you too!

The past events were all smash hits that rewarded the community with awesome new maps, and we don't see that changing this time. We're looking for new talent as well as Pros, either way all sorts of contributions are welcome. Most importantly this contest is about the fun experience and group activity that will enrich and expand our playing field. We would hate for any capable mappers to miss out on this exciting event, which will surely stimulate everyone's imagination for years to come! And just imagine what you can make with an awesome editor like TrenchBroom. All entries are welcome, big or small, they will all help make this Mapping Contest a success. So please stop by Q2 Cafe today, and join the Contest:

Null (aka Level Lord) 
would love to get an invite for the beta versions on dropbox (maxmx65[AT] 
Send me an Email please: 
Any Estimate On TB2? 
Not trying to be dick, just checking in every couple of months :) 
I am constantly making progress, but there are still a few features missing. At least I can count them on one hand now though. 
A Lovecraftian hand with over a dozen fingers and probably some tentacles? 
I Wish I Had Those 
Maybe I could type faster then ;-) 
If I Had To Choose 
Between this editor and having a third testicle, Trenchbroom wins. 
Excellent. I can't wait for the 2dview. Like I said in the email, let me know if I can help with testing or whatever :) 
That makes TB sound kinda superfluous? :) 
Yeah, I'm not sure how much use I'd have for a third testicle... 
How Much Use Do You Have For A Second One? 
TB Haters Have No Use For Either One 
Maybe TB Doesn't Actually Stand For Trenchbroom 
Three Balls
Triple Bollocks

you get the idea 
How Much Use Do You Have For A Second One?

a) it's a spare
b) otherwise you'd lean to one side when you walked 
And A Second Spare Is Useless? 
Basic Laptop 
Can this be used on a basic laptop without a fancy video card? 
I'm running it on a Surface Pro Laptop. Before that I ran it on an old Dell Laptop that was probably about 4 or 5 years old when TB came out. 
Getting Errors.. Will Not Even Install 
Dell Lattitude D410
Windows XP Pro 2002
Installed the C++ thing also (from above)
It says "Trenchbroom has encoutered a problem and needs to close"
It's a Microsoft message dialog.
Any clues anyone? 
unfortunately, the dell specs say it has an intel GMA 900, which doesn't support the OpenGL 2.1 required by TB :-( 
Thank EricW 
It works on my other machine, I was just trying to make it portable so i could get more work done. :) Appreciate your help. 
Romero Mentioning Trenchbroom

Romero is talking about making levels again and he mentions Trenchbroom around the 10 minute mark. <3 
Holy Shit 
The vectorpoem guy emphatically going "Yes! It's an amazing tool"...

Go map? 
Holy Shit! 
Totally would not mind seeing a modern Quake Romero level. Perhaps we could sacrifice czg to win Romero's favor? 
I Wonder 
if textures will be properly aligned there ;) 
Maybe TB2's UV View Will Help There... 
Totally would not mind seeing a modern Quake Romero level. Perhaps we could sacrifice czg to win Romero's favor?

i'm totally wouldn't sacrifice czg in favor of JR
but i'd love to see the "modern" quake map from Romero

Geez i guess he's completely forgot how to use an editor 
I think that would be a huge mistake, actually. The hype surrounding it and the inevitable let down when it doesn't deliver the second coming of Christ would be unfortunate. 
stop lurking, post moar 
I'm actually now wondering if he checks these forums o_o 
Creating Brushes In TrenchBroom 2 
You GodDamn Tease 
Looks good. 
Holy shit that was cool.

I was half-expecting one of the examples to be a curved brush (like the 2d-shaper). To be fair though I am super impressed as it is. 
Some of it looks familiar ;) 
What do you mean, curved? 
From where? 
Yeah I mean like curved (like a bendy corridor or something) 
Baby steps ;-). 
An Old Issue Tracker Suggestion 
Cool to see something like that implemented now. 
It is very reminiscent of, I imagine, how you would edit a level in doom. I bet if you tweeted this to romero he would literally jizz in his pants. 
Oh Yeah 
rebb, you're right. This has been on my todo list for a long time. Finally gotten around to doing it so that people don't used to the old way of creating brushes when TB2 is done. You can still create simple cuboids in the 2D views though. 
Sleep Does It Again 
not surprised, but very impressed. slick implementation! needs some lasers though, but yeah, awesome. 
Very nice! 
Good Stuff 
I am not sure who but one of SleepwalkR and Romero made the other his bitch: 
Hahah Nice One... 
trenchbroom should be used for every bloody bsp editor... 
Haha, Nice Of Him! 
That's good press! 
20 Minutes Later 
so which engines support q3bsp again? 
DP+FTE (ignoring quake3 etc...) 
Jesus Mfx 
New Brush Build Looks Great! 
Cant wait till this is out! Those new brush tools look stellar! Keep up the mad work SleepwalkR! 
How To Test TB2 On Linux? 
So, I've just installed TB again on my Linux system (Linux Mint) after a break of several months, using (as before) this guide:

Said guide works perfectly, but I understand nothing of it (I just follow the instructions and Ctrl+C & Ctrl+V the commands, but have no idea what any of them really do).

Keeping in mind how utterly tech un-savvy I am, would someone be so kind as to explain how I can switch from what I have now (TB version 1.2.0 Build 460, according to Help --> About) to TB2?

(I know it is still unfinished and probably buggy, but so is TB1 on my system -- and if I were to use TB2, I could maybe give SleepwalkR some meaningful feedback, as opposed to complaining about a version of TB that is no longer going to be updated...)

Thanks in advance, and thanks again to SleepwalkR for creating and constantly improving TrenchBroom!

(By the way, is this the right thread, or should this go in Mapping Help?) 
TB2 On Linux 
Feedback for the linux version of TB2 would be very appreciated, as it's practically untested right now. It does build and run, but that's all I have tested.

You need to compile it yourself. First you need to get the sources using git. Open the terminal and cd into some directory under which you want to have the sources. An example would be the ~/Documents directory. You do not need to create a sub directory for the sources, git will do this for you. Make sure you have git installed:

sudo apt-get install git

Then clone the sources:

git clone

This will create a directory named "TrenchBroom" under your current directory, so if you did cd into ~/Documents, the sources will be in ~/Documents/TrenchBroom. cd into that directory.

Now you have to switch to the branch that contains the actual sources for TB2. You are currently on the master branch, which contains the TB1 sources.

git checkout develop

It should answer with a message such as this:

Branch develop set up to track remote branch develop from origin.
Switched to a new branch 'develop'

To ensure you're on the right branch, issue the "git status" command:

git status

It should answer with a message such as this:

On branch develop
Your branch is up-to-date with 'origin/develop'.
nothing to commit, working directory clean

Now read the build instructions in the Build.txt file and follow them. If you run into any problems, report back. 
Reporting Back 
Thank you for the quick and detailed response, SleepwalkR. However, I am possibly even more of a layperson than you assume...

I have already installed TB using the guide I linked to in my previous post (similar to your instructions, but even more detailed), so I am skipping ahead to this part of your instructions:

Now you have to switch to the branch that contains the actual sources for TB2. You are currently on the master branch, which contains the TB1 sources.

git checkout develop

When I do that, I get the following:

error: Your local changes to the following files would be overwritten by checkout:
Please, commit your changes or stash them before you can switch branches.

Help? Please keep in mind I have no idea what it means to commit or stash changes or how to do so. This entire git thing is a mystery to me... 
Don't Skip Ahead Then 
or if you want to save bandwidth: git reset --hard
But be aware that this might delete stuff depending what you put inside the directories.

I just built and when I clicked through the options the shortcuts had a conflict (Ctrl-I was assigned twice).

Would be nice if the default building would exclude the tests, it took long enough already. :o) 
As Spirit said, please just follow my instructions and don't skip.

Spirit, yes, agreed. 
Spirit, SleepwalkR 
Thanks, sorry -- didn't realise I was being an idiot. :-/ Am following the instructions word for word now. It's taking a while. Will report back whether successful or unsuccessful. 
Probably Did Something Stupid Or Inadvertently Missed A Step, But: 
I get the following if I try to run
cmake .. -DCMAKE_BUILD_TYPE=Release
cmake .. -DCMAKE_BUILD_TYPE=Release -DFREETYPE_INCLUDE_PATH=/usr/include/freetype2/freetype
as per Build.txt:

cmake .. -DCMAKE_BUILD_TYPE=Release -DFREETYPE_INCLUDE_PATH=/usr/include/freetype2/freetype
-- Build type Release
-- Using static wxWidgets library
-- Compiler is GNU
CMake Error: The following variables are used in this project, but they are set to NOTFOUND.
Please set them or make sure they are set and tested correctly in the CMake files:
linked by target "TrenchBroom" in directory /home/totalnewbie/Desktop/TB2/TrenchBroom
linked by target "TrenchBroom-Test" in directory /home/totalnewbie/Desktop/TB2/TrenchBroom

-- Configuring incomplete, errors occurred!
See also "/home/totalnewbie/Desktop/TB2/TrenchBroom/build/CMakeFiles/CMakeOutput.log".
Please Run 
sudo apt-get install libfreeimage-dev

What is the output? 
Thanks for the response, SleepwalkR! I ran the above command and it installed libfreeimage-dev. I guess I must have accidentally not installed it initially -- no idea how I missed that step (since I seem to have done everything else).

I'm running the cmake --build . command right now, and it all seems to be going well (but it's taking a while).

Sorry for the stupid questions and mistakes. I am just so out of my depth -- I feel like a drunken elephant that someone is patiently trying to teach to shuffle cards. Or something. As in, no matter how good the instructions and how patient the instructor, I am bound to screw something up anyway. 
Name Update? 
I just crashed the TB1 renderer alt-tabbing from Quakespasm, and got this:

Also, TN - this is how everyone starts. Don't be scared of making mistakes; that's how you learn. 
Extremely Medium, Medium Beyond Belief! 
Hehe, I am actually planning a name update at some point (once I finally release something*), albeit in a slightly different direction ... but I really like your suggestion!

*That's going to be a while still, at the rate I'm going (currently aiming to break a six month hiatus ... will probably need to re-learn everything I learnt six months ago when I touched a level editor for the first time in my life. I have been a non-mapping mapper for far longer than I have been a mapping mapper).

And thanks very much for the kind words of encouragement in your second post, ijed. 
makes the devil's maps - what else is new? 
It Works ... Sort Of! 
Thank you for your help, SleepwalkR. I seem to have a working (or at least semi-working) TB2 installation now.

It looks very snazzy, but map entities oddly appear as solid coloured blocks, the measurements of my brushes are not shown (an issue I had with TB1 as well) and I had the same issue Spirit mentioned above (Ctrl+I is assigned to both Controls>Edit>Select Inside and Isolate Objects ... Not sure how many of these are issues I should report on your github issue tracker thingie and how many are just due to my doing something wrong.

TB2 also did not recognise that an old .map file I had previously worked on with TB1 is a Quake map, and under Quake it says "Game not found". Do I need to point it to where my id1 folder is, or does it want an fgd file or something? 
Blocks For Ents 
usually means you need to locate your quake folder to see them. Probably will make your old maps work too 
Thanks for the explanation. In the mean time, though, I pointed TB2 towards TrenchBroom/build/Resources/games/Quake/ and now it does not allow me to change it again (e.g. to my id1 folder); the path now seems set in stone, even when I close and re-open TB. My entities are still blocks.

Oddly, the Ctrl+I key conflict keeps coming back, even though I keep fixing it (as TB2 keeps ordering me to do). 

view - preferences - choose game? 
I have changed the default key binding for Select Inside so the conflict should be gone now. You can update your sources like so:

git pull

Then rebuild, just like before

cmake --build .

As for the missing models, you have to point TB2 to the directory where you have installed Quake, not to it's own Resource folder.

But it seems that there's trouble with overwriting the preference settings on your machine. It works on my Ubuntu VM, but I'll check with my Linux Mint VM when I get the chance. 
Thanks So Much, SleepwalkR & Fifth 
Rebuilding TB2 now. Do you want me to report these things on the issue tracker, SleepwalkR? Or should I post here first?

Since I know so little, I am not always sure how to distinguish between real issues and my own lack of knowledge and experience. 
Maybe Here Is Better For Now 
Ok, Will Post Here For Now 
So far, I am having some problems with the clip and vertex manipulation tools -- they both tend to crash the programme (the latter is an ongoing problem for me in TB1 as well). Steps to reproduce: select a brush/brushes --> try to clip or drag vertices around --> TB quits suddenly and without warning.

Then, don't know if I'm missing something, but as noted above, I don't see the measurements of my brushes (which is a problem for me in TB1 as well). In TB1, the measurements would still display in a brand-new map, but upon closing and re-opening a saved .map, I would see no measurements (or entity labels). In TB2, I do see entity labels, but do not
see measurements (even in a brand-new .map file).

The key conflict is of course now resolved, but I still cannot change the path to Quake I had previously erroneously specified (I know you're aware of this; just putting it here for completeness's sake).

Just some comments and a possible suggestion:

The new system for creating brushes had me stumped for a while, but now that I see how it works it seems really nice. Need to play around with it a bit more to get the hang of it and unlearn my TB1 habits, but I do think this is a great development. I have so often accidentally created brushes in TB1; this will give the mapper a lot more control, I think.

Is the new 2d pane (which is something I had been waiting for) fully functional yet? Maybe this is obvious to people with prior experience in 2d-view editors, but I can't seem to figure out how to move and flip things around in 2d, e.g. to switch from top-down to side view.

What I can do is move the top-down view in the 2d pane up, down and side-to-side using the right mouse button -- which is what the centre button/mouse wheel does in the 3d pane. Intuitively, I would expect the same to be the case in the 2d pane. Would it not make sense to have similar behaviour in both panes? (This is currently the case with mouse-wheel zooming -- it works the same in 3d and 2d.) Perhaps there is a very good reason it works the way it does; my apologies if this is a useless suggestion. 
for the bug reports. I have created two issues on the issue tracker:

If you have a github account (they're free), you can subscribe to these issues and be notified when they are resolved.

As for your other suggestions:

To cycle the different 2D views, you can hit the Tab key. Furthermore, you can go to the View preferences and choose a different layout.

I have opted to use the right mouse button for panning the 2D views because the third button is often the mouse wheel, which is a lot more difficult to press and hold. 
Which version of Linux Mint are you using? 
17.1 'Rebecca' 32 bit Xfce is what I am currently using.

Thanks very much for your response, including your explanation of how the 2d pane works. I'm guessing there is no documentation for TB2 yet, right? Just in case I am asking about things on which I should be reading up elsewhere...

As for the brush measurements (i.e. the length in units of side), am I missing something? I know that in TB1 the fact that these measurements disappear upon reloading a saved .map file is a bug, but is it supposed to be like that in TB2? Is there something I should enable or a key I should press? Or is it something that just has not been implemented yet in any version of TB2?

(The absence of visible measurements in TB1 on Linux is one of the reasons I find it very frustrating to use at times. I have to physically count grid squares all the time. Probably good practice for basic addition and multiplication, but makes for slow mapping, particularly when e.g. setting up a lift or moving platform and trying to calculate where it should be placed and how far it should move.)

Thank you again for your patience in explaining things to a complete layperson. 
Forgot to mention the brush measurements: This is currently missing and will be implemented soon. Probably even tonight.

The fact that the measurements disappear in TB1 is in fact a bug, but then TB1 never worked well under Linux anyway. 
Probably even tonight

Yay, thank you! Am looking forward to it. Not sure how far I'll get for the time being without being able to clip, but I can't wait to start using TB2 more and more and being able to move on from TB1 altogether (which, as you said, doesn't really work as it should on Linux).

And thanks for devoting your time to the Linux version of TB2; it is much appreciated. 
More Weirdness 
Two more issues:

1) Ok, opened a brand new map (or "document", as per TB2's terminology) with both a 3d and 2 pane. For some reason I could only draw a brush in the 2d pane, and not in the 3d pane (the programme would not let me). (By the way, is TB2 supposed to start with no brushes, unlike TB1, which starts up with a basic block already drawn?)

2) Then I wondered why no grid was visible, except on the brush itself in the 3d pane. So I went to View > Grid > Show Grid, and saw that it was already checked. When I unchecked it, I got this psychedelic effect. Note that the TV-type noise in the 2d pane moves and changes when you move the cursor about. It even changed colour when I took another screenshot.

Brush Drawing In 3D 
Only works on other brushes. You have to create some initial brushes as references. And yes, TB2 will come with a simple room map by default, but that's still to be done.

The grid issue is probably a shader bug. I'll create a new issue for it. 
Thanks For Responding So Quickly 
Just Did Git Pull And Cmake -- Build . Again 
to see if the measurements have been implemented. Don't know if this was the wrong time to do so, but I got this error message right at the end:

[ 16%] Building CXX object CMakeFiles/TrenchBroom.dir/common/src/Assets/EntityModelManager.cpp.o
Linking CXX executable TrenchBroom
CMakeFiles/TrenchBroom.dir/common/src/View/MapView3D.cpp.o: In function `TrenchBroom::View::MapView3D::doRenderMap(TrenchBroom::Renderer::MapRenderer&, TrenchBroom::Renderer::RenderContext&, TrenchBroom::Renderer::RenderBatch&)':
MapView3D.cpp:(.text+0xf01): undefined reference to `TrenchBroom::Renderer::SelectionBoundsRenderer::SelectionBoundsRenderer(BBox<double, 3u> const&)'
MapView3D.cpp:(.text+0xf0e): undefined reference to `TrenchBroom::Renderer::SelectionBoundsRenderer::render(TrenchBroom::Renderer::RenderContext&, TrenchBroom::Renderer::RenderBatch&)'
CMakeFiles/TrenchBroom.dir/common/src/View/MapView2D.cpp.o: In function `TrenchBroom::View::MapView2D::doRenderMap(TrenchBroom::Renderer::MapRenderer&, TrenchBroom::Renderer::RenderContext&, TrenchBroom::Renderer::RenderBatch&)':
MapView2D.cpp:(.text+0x78b): undefined reference to `TrenchBroom::Renderer::SelectionBoundsRenderer::SelectionBoundsRenderer(BBox<double, 3u> const&)'
MapView2D.cpp:(.text+0x798): undefined reference to `TrenchBroom::Renderer::SelectionBoundsRenderer::render(TrenchBroom::Renderer::RenderContext&, TrenchBroom::Renderer::RenderBatch&)'
collect2: error: ld returned 1 exit status
make[2]: *** [TrenchBroom] Error 1
make[1]: *** [CMakeFiles/TrenchBroom.dir/all] Error 2
make: *** [all] Error 2
Probably A Missing File. 
I'll check it out tonight. 
You have to refresh your build files. Before you do build, issue this command when inside your build directory:

cmake ..

You should always do this when you update your sources. 
Thank You 
I did not know that. So I always have to do
git pull
cmake ..
and then
cmake --build .?

Anyway, that is what I did now, and it worked.

I have another question/sort of bug report:

I was working on a map (which I had started a long time ago) in TB1 earlier today, and actually making some progress, but then when I closed the programme and tried to save my map, something went wrong. I got some sort of error message, which sadly I cannot remember, and I did not think to take a screenshot of it. Anyway, when I now try to open the saved map file with TB1, it opens, but I just get a blank screen, as if it were an empty map with no brushes or anything. When I try to open it with TB2, I get this error message:

Line 14013, column 3 - Expected integer or decimal, but got string

As an aside, weird things were happening in TB1 earlier too. There's this arch I had built (similar to the arches in Honey or in the Honey Map Jam) made up of 5 brushes and which I am using a few times in the map -- yet today when I copied and pasted it in place to drag elsewhere (Ctrl+C; Ctrl+Shift+V), the brushes in the copy of the arch were all slightly (like ~ one grid unit) bigger than the original. It was a very subtle change that I did not notice at first; I only noticed it when I could not line the arch up correctly once I had dragged it somewhere else in the map.

It was after fiddling with the arches to get them back to their original shape that TB1 refused to save my map correctly, after which neither TB1 nor TB2 seem able to open it.

I know you're no longer working on TB1 for Linux, but I thought this information might be relevant.

(By the way: as far as I can tell, all my brushes were on grid, but TB1 seemed to shift things off grid when I copied and pasted. I could be wrong, but that's they way things looked to me.) 
Just tried to copy and paste the same arch (from an earlier save of the map) in TB2, and even weirder things happened: although I had selected all 5 brushes, only 3 were copied and the programme warped all of the brushes in bizarre ways -- some were slightly shorter and some slightly longer, including the ones that were not copied (as in, the originals are now different). 
It sounds like line 14013 of your map got corrupted somehow. Try going to that line in a text editor. With any luck, you can just delete that one corrupted brush - the brush is the sequence of lines surrounded in curly braces: { } - and it will fix the problem. It would be interesting to see what was on line 14013 that was causing the problem.

TB 1.1.4 released this January fixed a bunch of "vertex drift" bugs, including one affecting copy/paste. Since you'll be building from source, these fixes are in the "master" branch. I'd suggest the least error-prone thing to do is just make another git checkout for TB1.x, e.g. to checkout into a directory called tb1, do:
git clone tb1 
Thanks For The Response, Ericw! 
Do you mean that I should open a terminal in the directory where I have TB1 installed and type git clone tb1?

This was on line 14013:

( 16,46453094482421875 -71,0805511474609375 -7,2267894744873046875 ) ( 16,46453094482421875 -94,0805511474609375 203,7732086181640625 ) ( 657,46453857421875 106,9194488525390625 -327,226776123046875 ) city2_6 21 -17 150 1 -1

I deleted the brush in a text editor as you advised, but still have the exact same problem -- I get the exact same error message in TB2... 
I Don't Know Anything, But 
I am guessing those long decimals are not healthy. Just looked in a text editor at a saved map file from before I played around with TB today, and none of my brushes ever looked like that... 
I went back to the presumably corrupted file and there were several similar brushes with long decimals. I am guessing this means brushes that are off grid? That is bizarre, because I never drew my brushes off grid, and my old saved .map files only contain integers.

Anyway, I tried finding all the wonky brushes in the text editor and deleting them, but still no luck... 
regarding tb1, I meant to run that command in your home directory, or wherever you prefer to keep source code, to get a fresh copy of the latest TB1 source. Then you can follow the instructions in Linux/Build.txt to build it.

line 14013: ah, that looks like a classic bug. Was that file last saved with TB1? I guess your OS is set to a locale that uses comma as the decimal separator, and TB1 was incorrectly using that in its .map output. All of those commas should be periods. It should be safe to just find and replace all commas with periods using the text editor. 
For TB1, the long decimal coordinates are normal if "Force integer plane points" is unchecked in map properties. 
Thanks For The Follow-up, Ericw 
Yes, it was saved in TB1. Thanks, I'll do a find&replace of the commas and then proceed with "Force integer plane points" checked from here onwards.

I still find it weird that TB (both TB1 and TB2) would just randomly shift my brushes around and reshape them. Surely that is a bug, right?

Anyway, thanks again for your help. I'll report back, but need to sleep in the mean time... :) 
C&p Comment From My Tb Video On Yt 
1. Try to place entity; clicks it, Unhandled Exception. (Also another unhandled exception when trying to scroll menu)
2. On trying to use Vertex Tool, another group of 15+ Unhandled Exception errors
4. Upon trying to add texture wad, freezes and doesn't respond at all, forcing me to Task Manager and End Process

Removed stupid insults and general idiotness from the quote :P

This is TB 1 ofc but I've never had any of these unhandled exception errors. 
Re: Ericw, Building TB 1.1.4 
Sorry, I'm a little confused...

So there are these presumably outdated instructions on building TB1 I've followed them before, and that leaves me with TB1.2.0, build 460.

Then there are the instructions SleepwalkR posted above for installing TB2, which worked (after I stopped being an idiot and followed the instructions more closely), but they're completely different from the instructions for TB1.2.0 on Andy's Blog.

Now in the build.txt for TB1.1.4, it seems there is a different process again, and I'm not sure I understand exactly... The instructions in this build.txt end with

3. Code::Blocks
- Get the latest version of the Code::Blocks IDE using the package manager.
- Create a global variable named "WXWIN" in Code::Blocks.
- Click Menu > Settings > Global Variables...
- Click on the second "New" button (in the "Current Variable" row).
- Enter "WXWIN" (without quotes) as the name for the new variable.
- In the "Builtin fields" column, click the ".." button next to the first text field (labeled "base").
- In the Open file dialog, select the directory where you extracted the wxWidgets sources.
- Optional: Go to Settings -> Compiler and Debugger... search for the Other settings tab: Set the number of processes for parallel builds to the number you'd like to use.

Is that it? Isn't there something else I need to do? Do I switch to the guide on Andy's Blog at this stage? Or will that give me TB1.2.0 again, or break something?

Sorry if these are stupid questions. 
No Worries 
I guess the TB1.x Linux/Build.txt is missing the step where you actually build it. The instructions on that blog under "Build the TrenchBroom project in Code::Blocks" should work fine. I glanced over the blog instructions and it looks like they should still work. Back in January I tested the Linux/Build.txt instructions from scratch and they work, though they may gloss over some details.

1.1.4 was the version number of the release, the code in master has version 1.2.0, I think, but the code is the same so you can ignore the version number difference. The important thing is to just have the master branch up to date by doing a fresh repository clone. 
I have fixed two bugs now: You can set the game path and it will be saved, and the same goes for other preferences, too. 
Texture Lock 
doesn't appear to be working for me in the latest build of TB 2...

Also, how do I change the pivot to rotate brushes? Like in the pics I've seen of other mappers? 
Texture lock is currently broken in standard Quake maps.

You can change the pivot by dragging the center of the rotate handle. There's a little white ball that you can grab. 
How To Make A New Brush In Blank Map? 
Any clue how to do this? Since it needs a brush to start with right in TB2? 
Hit B 
Then drag in the 2D view. 
Re: 1671, 1672 
Thank you so much for the responses, ericw and SleepwalkR. Sorry for being slow to reply, but I was out of town for a couple of days.

I have fixed two bugs now: You can set the game path and it will be saved, and the same goes for other preferences, too.
Fantastic; thank you very much. Will update my TB2 install soon.

the code in master has version 1.2.0, I think, but the code is the same so you can ignore the version number difference. The important thing is to just have the master branch up to date by doing a fresh repository clone.
Err, I am embarrassed to say I understood little to nothing of this. I am afraid the limits of my current knowledge are very quickly reached... 
Hit B Then Drag In The 2D View. 
And then nothing

Does Nothing. Its a white background and then I drag white lines? I cant tell what I am doing. :( 
Even Change Background To Grey... 
So this is me opening TB2 latest build. I then make sure to have the background mid grey. And then I press B to go into brush mode and because the map is empty you cant draw brushes. I think this tool needs to also just work in the void near the camera z-height in-case you do start with a blank map or don't want to always have a bsp block to draw on. 
Ericw, Re 1671 Again 
Thanks for your help, but I'm still confused re: versions 1.1.4 and 1.2.0. Unless I'm misunderstanding something (which is likely!) your instructions are exactly the same as those on Andy's blog, so the version of TB1 have should already be the latest version ... or not?

I don't understand how I can update it further. Andy's blog says
Note that if you installed the TrenchBroom source via Git, you can update to the latest version by opening a terminal in the folder you cloned TrenchBroom and running:
git pull origin
This will pull in all the changes up to the current version, and whilst it means you will have absolutely the most bleeding edge code

When I do that, I just get the message
Already up-to-date.

Does that mean I have 1.1.4, despite what the programme itself tells me? 
By The Way 
Tried working with "Force integer plane points" checked, but TB1 still warps my brushes when I copy and paste them. 
sorry for the confusing explanation.
If you build TB1 from the "master" branch in git (which is what you get if you do a "git clone", without further switching branches with "git checkout"), the number displayed in the about box will always be 1.2.0, so you can't use that to tell which version (1.1.3, 1.1.4) you have.

If "git pull origin" prints "Already up-to-date." you should have the latest code.

Tried working with "Force integer plane points" checked, but TB1 still warps my brushes when I copy and paste them.
This should really not be happening, so I think something went wrong and you're still running an older version.

Did you make sure to rebuild the executable in CodeBlocks?
Note that the last change to TB1 was on Jan 9th. 
start your TB1 build, go the Help > About TrenchBroom and tell us which version you are running. 
Thanks For Your Patient Responses 
Thank you for the further explanation, ericw. It's a tiny bit clearer now, although I still don't entirely get it (I haven't really figured out in my head how git works and what it does. I don't have any programming/coding background, so I'm really just barely treading water here).

SleepwalkR: It says Version 1.2.0 Build 460. I installed it for the first time on this computer just a few days ago (at the beginning of April), so it should be the latest version anyway, right?

As regards TB2 and the most recent bugfixes: I updated TB2 with
git pull
cmake ..
and then
cmake --build .
as per your instructions (if I understood them correctly), but I still cannot change the Quake path which I set incorrectly before. 
I think you can find a hidden file in your home directory: ~/.Trenchbroom

In there you could edit the Quake Path manually as a workaround. 
Thanks, Spirit. I might try that, although perhaps SleepwalkR would prefer that I just report things that do not work as they should (seeing as there is a dearth of Linux beta testers)? Not that I'm necessarily the best person to test something like this.

On the other hand, if the idea is to make TB2 foolproof, then, well, I might be the right person to test it, as I am a fool.

At the moment TB2 is not yet a viable alternative to TB1 for me anyway, as both the clip and vertex tools crash the programme for me (at least in TB1 it's just the vertex tool). But with the current warping brush weirdness, I'm not getting very far with TB1 either. :( 
Another TB2 Issue 
I might have mentioned this before, but just in case I have not: when copying a selection of brushes together, the programme only copies some of the brushes.

Steps to reproduce:
1) Select three to five brushes using Ctrl+left click
2) Copy using Ctrl+C/Edit > copy
3) Paste using Ctrl+V/Edit > Paste (or Shift+Ctrl+V/Edit > Paste at original position)
4) One or two of the previously selected brushes are not copied & pasted 
actually.... i have been noticing some vertex dancing in TB1 lately. Some complex terrain I built last year with older versions of TB1 are now loading up slightly off in the new version. Not sure when it happened as at the time, I thought it had always been like that and I just forgot (since it was a year ago) but it keeps coming back even when I fix it.

I should spend more time on it to try to track down what's going on. 
Damn :( 
I can have a look at that file if you want.
Skacky mentioned the same problem with his jam 5 map.

I haven't been testing it that heavily, but 1.1.4 seems rock solid for me with stuff that used to drift on previous versions (arches, domes, etc.) 
Trax deleting the preference file ~/.TrenchBroom 
Where To DL TrenchBroom 2? 
This might be a dumb question but I see people talking about their experience with TB2 and am unable to find anywhere to download it. Was it only given to some people before it's final release or have I just not looked hard enough? Thanks for any help! 
It's in beta right now. 
Closed Alpha, Rather 
It still has too many bugs and a couple of missing features to be considered beta software. 
Oh, okay that makes sense now. Thanks for the help! 
Develop Branch 
FYI SleepwalkR after the recent fixes on the develop branch I was able to compile and it so far seems to work fine along with Fly mode and the shortcuts under Linux. 
Problem With Adding Ice And Ladders To A Map With Trenchbroom 
Hi, I've recently started to learn to use the map making tool Trenchbroom to create some quake 2 jumpmode maps. I don't seem to be able to find a way to add ladders and ice to a map. Does anyone have any idea how I could do it or if not who might know? 
Ladders And Ice 
You have to change the properties of the surface of the texture. You can find them under the face viewer (for changing textures) there should be a box called "surface", click the "..." button and edit it, it's either that or the content ... button. 
Ladders And Ice 
I can't see "surface" or "..." where you're suggesting they should be. Here's the print screen of what I can see. Am I missing something there or looking in the wrong place?

(thanks for the response) 
That's TrenchBroom 1 
It doesn't support Quake 2, so there is no way to edit surface and content flags. 
I Suspect 
that you're using a modified version of trenchbroom 1 to make quake 2 maps. My advice would be to ask at Q2 Cafe as that is where that version of TB originated - 
Ladders And Ice 
Yea, I am using the modified version of trenchbroom 1 to make quake 2 maps. I'll try that site, thank you. 
Is TB2 In Closed Beta? 
Closed? I Guess In A Way... 
I'm not sure I would call it closed or Beta as SleepwalkR himself above described it more of an Alpha. Some things are missing yet, there are bugs, and it can crash from time to time, but anyone who knows how to compile source code can compile TrenchBroom 2 from its sources available on the TrenchBroom github. There is the NewArchitecture branch which is slightly older code and the develop branch which is more current code of TB2. On Linux I'm using a build of both branches and the only time either crash occasionally for me is usually when I'm cutting brushes or manipulating vertex. As new code gets introduced and fixes implemented things can break, but all and all TB2 is a pretty good experience for me so far in its use with Quake mapping.

If you're not familiar with compiling projects from source or don't want to deal with issues that will come up from time to time then I'd just wait until there is an official TB2 release. The wait will be worth it. ^_^ 
It would be very useful if you could create bug reports for those crashes or if you could add your observations to the existing bug reports. I haven't been able to reproduce those crashes. 
I have no doubt it will be worth the wait. I've been checking the progress for a while. I don't know how to compile but if there's a pre compiled windows 7 64 bit executable I would be more than willing to help test it. 
I Have Been SleepwalkR 
I've been reporting the issues I come across all along, but the brush cut and vertex manipulation crashes are few and far between on Linux and Windows 7. They seem related to the previously reported issues. I need to "try" to reproduce it more than a few times before I can make a better observation to report on github.

I do have an observation I'm working on related to the recent fix for fly mode in the develop branch. The mouse look behaviour when navigating around the 3D view when "not" in fly mode has changed and not for the better. While not a bug I guess it is still annoying. I got side tracked tonight, but I'll put it up when I can in the next day or so. 
Switched To A Different Computer 
because of reasons. Anyway, am still stuck at the point where I tell TB2 where Quake is on my computer. It now allows me to change the path, but it doesn't seem to remember it. My entities still show up as coloured blocks, and when I open preferences, Hexen is selected and it tells me the game path is not set. When I select Quake and click Ok or Apply or both, it still goes back to Hexen/game path not set.

Also, maybe I've just got... err... stupider, but I cannot seem to import textures. Has this changed and can one now only do it from within "Texture collections" at the bottom righthand side, by clicking the "+"? If so, that is not working for me... 
Ok, I Take Some Of That Back... 
Just reopened TB2, and now when I specify my Quake path, my entities do show up. The "Texture collections" thingy works now, too; no idea why it did not work a few minutes ago when I first fired up the programme...

Clipping finally works, but only sort of. When I want to clip a brush and select to keep both halves (using ctrl+enter until both halves are highlighted), it still deletes one of the two halves.

The vertex tool still crashes the programme, although it now seems to freeze and cause the entire computer to hang before crashing.

The copy+paste bug is still there too. When I want to copy+paste a selection of brushes, all is fine until I hit "paste", at which point TB2 automatically deselects some of the brushes, only pasting some of them.

The copy+paste bug and the clipping tool's weird behaviour are both serious problems to me; everything else I can provisionally work around (though it would be wonderful to have a working vertex tool at some point), but these two problems make it impossible for me to make any mapping progress.

So far I have not encountered the warping brushes issue again.

All of this is on Linux Mint 17 'Qiana', Xfce 32 bit. TrenchBroom 2.0.0 5cfc5aOR (in case all those letters and numbers are important). 
Please Submit These Bugs On Github 
I can't keep track of them here. 
I have just done so.

Hope I have done it correctly... 
The reports look good! 
Brush Outlines 
Is there a setting in TB2 for making brush outlines sharper/more visible? By default, they kind of blend into the grid/textures (even when I select "render flat", they tend to blend into the grid). Makes it hard to see where my brushes are... 
No Option Right Now. 
You can add an issue on github, though. 
Will Do :) 
Thanks for the response. 
Grouping Brushes 
Stupid question, but is this a new feature in TB2? What is it for? It turns out it gives me a workaround for the copy+paste bug, but I am just curious as to what it was actually intended for. 
Editing Multiple Objects As One. 
Incoming Stupid Questions 
in 3, 2, 1 ...

Currently I have TB2 working on my Linux Mint computer, which I installed using SleepwalkR's instructions from earlier in this thread (sorry for the extensive quotation):

You need to compile it yourself. First you need to get the sources using git. Open the terminal and cd into some directory under which you want to have the sources. An example would be the ~/Documents directory. You do not need to create a sub directory for the sources, git will do this for you. Make sure you have git installed:

sudo apt-get install git

Then clone the sources:

git clone

This will create a directory named "TrenchBroom" under your current directory, so if you did cd into ~/Documents, the sources will be in ~/Documents/TrenchBroom. cd into that directory.

Now you have to switch to the branch that contains the actual sources for TB2. You are currently on the master branch, which contains the TB1 sources.

git checkout develop

It should answer with a message such as this:

Branch develop set up to track remote branch develop from origin.
Switched to a new branch 'develop'

To ensure you're on the right branch, issue the "git status" command:

git status

It should answer with a message such as this:

On branch develop
Your branch is up-to-date with 'origin/develop'.
nothing to commit, working directory clean

Now read the build instructions in the Build.txt file and follow them. If you run into any problems, report back.

This is the only version of TB I have on this current setup; I have not installed TB1 on this computer since installing the OS.

Now I would like to install TB1 (so that I can use it for things that do not currently work in TB2), but I am not sure how to go about it. I am scared of e.g. following the instruction on Andy's Blog and replacing things that are currently up-to-date with older things... or something (I cannot really articulate my fears more precisely as I have no real idea how any of this works).

So given that I've done everything SleepwalkR describes in the post quoted above, what should I do to install TB1?

PS: Sorry for the barrage of questions from me in this thread. I do try to figure things out for myself first, but end up just getting more and more confused...

(PS: SleepwalkR, the grouping function is a brilliant addition! Thank you.) 
Compiling TB1 Hurt My Brain... 
The build instructions for TB1 I found on github are very confusing to me compared to how easy it is to compile TB2 from git. I did attempt it months ago, but it gave me no joy. 
Yeah It's Shit. 
Also, TB1 doesn't really work well on Linux 
I'm Glad I'm Not The Only One. 
Can I compile TB1 with cmake, or is it necessary to use Code::Blocks? And do I need to install an older version of wxWidgets than the one I used for TB2? Because those seem to be the two points where the build instructions for TB1 are different from TB2.

(I would really like to have TB1 on this system as well, because there are things I currently simply cannot do with TB2, such as precise clipping to create convex and concave shapes. My plan is to use both versions of the editor in the mean time, until the bugs in TB2 are fixed. Or is there something else that runs on Linux that I can use a complement to TB2 in the mean time?) 
Cycling Through 2d Views In TB2 
SleepwalkR wrote earlier that you can do this with the Tab key, but either I've misunderstood something, or it is not working. When I have two panes open (a 3d pane and a 2d pane), then pressing Tab does not seem to do anything. I was expecting it to change the 2d view from top-down to side view and front view.

Have I misunderstood? 
Is The 2d View Focused? 
I Think That TAB Is Not Supported As A Shortcut Key Under GTK 
Just rebind it something else. 
It's Not Tab, It's Space 
Just looked at keyboard preferences, and it wasn't bound to Tab by default, but to Space. That works fine. Thanks for suggesting rebinding it; that steered me in the right direction. 
Can I compile TB1 with cmake, or is it necessary to use Code::Blocks? And do I need to install an older version of wxWidgets than the one I used for TB2? Because those seem to be the two points where the build instructions for TB1 are different from TB2.

To compile TB1, you do need to use Code::Blocks and to use the older 2.9 version of wxWidgets, afaik.

Note, the TB1 build instructions don't have you install wxWidgets 2.9, it's just downloaded, extracted, and compiled. I would follow all of the steps in an isolated directory like ~/tb1 so you don't mix up the copies of wxWidgets, but other than that it should be safe and not conflict with TB2. 
Thank You Very Much, Ericw 
Those are exactly the things I was wondering about. 
I changed the binding to space for exactly that reason ;-) 
Something Else That Runs On Linux That I Can Use A Complement To TB2 
Hmmm... Not to get to far off the main thread topic, but on Linux I like to use TrenchBroom 2 compiled from the develop branch along with NetRadiant compiled from Xonotic's git.

Also on Linux I'm trying to like Jackhammer, but as great as it seems its TOO Hammer/Worldcraft for me.

From my recent experiences swapping the same basic quake maps between TB2 and NetRadiant I've yet to see any ill effect from editing some part of the map in one and loading it back into the other editor. They seem to compliment each other very well.

@total_newbie as long as you have the dependencies installed(read COMPILING) compiling NR is easy as inputting 3 lines into a terminal.

git clone git:// netradiant
cd netradiant

See if that fills your need until TB2 alone is a bit better for you. I now prefer TB2 over all, but still like to use NR from time to time for making fast rocks or spheres with its brush tools or for working with a q3map. 
Thank You, XaGe! 
Will definitely give that a try soon. I can also see myself eventually switching to TB2 only, but this is the kind of interim solution I'm looking for.

Thank you very much, once again! 
Hey guys, just to let you know: I'm putting TrenchBroom development into hiatus for a couple of month. I have to finish my PhD thesis and TB2 distracts me too much. I'll pick it up again as soon as my thesis is submitted, which should happen in the fall.

I was hoping to release TB2 before this time, but unfortunately I didn't make it. I'll still be around and maybe I'll do a bit of work here and there, but there won't be a release until the fall, I'm afraid. 
Make TB2 your thesis! Problem solved!

We can call you Kristian Duske Doctor of Mapology 
Kristian Duske Doctor Of Mapology 
I second that! lol. At least the TB2 develop branch functions pretty well in its current state. Good luck with the thesis. 
Well, let's just say if I had put half the amount of work into my thesis that I put in TB2, I would have been finished in three years, not five ;-) 
Good Luck With The Thesis, SleepwalkR! 
Good Luck Kristian 
A very understandable decision. One request though, since I don't know anything about compiling. Could you put an installer up for the current version of TB2? That way we can already start playing with it :)

Or maybe someone else can make a Windows installler from the develop branch? 
I'm Reluctant 
If I publish the current state, then I would probably get a lot of issue reports and questions, drawing me back in. I'd rather not. Sorry. 
That absolutely sucks, but I can respect that. Even though you broke my heart :P 
Re: Skies 
I only recently found out about Trenchbroom and had been using qoole for most of my map making (eish misaligned brushes). Very nice to use overall with a few minor things to get used to. Current problem with lots of googling and I've found no answers. Sky brushes are not currently swallowing my rockets but I see this does work on Aerowalk. Is there an entity I need to apply or something? Thanks! 
I think it has to do with the BSP compiler you use ... 
Re: Compiler 
So it seems. Just downloaded something called Txqbsp and that fixed it. ty 
TrenchBroom 1.1.5 
ericw fixed a couple of bugs and made a new release.

- Fix crash during vertex manipulation (ericw)
- Fix vertex drift issue when copy/pasting (ericw)
- Fix for entity key/value corruption when renaming a key (ericw)
- Add checkbox to filter detail brushes (ericw)
- Work around modifier keys getting stuck (ericw)
- Fix for some valid wad files being rejected (ericw)

Download here
Drag And Drop Bug 
Any chance this will get fixed any time soon? kind of annoying to get that error noise every time you drag an entity into the 3d view 
Hm Sorry 
wasn't aware of that one; doesn't happen on my Windows 8 system. Mind posting an issue on github for it, or is there one already? 
I have a windows 8 pc.

Everytime I drag from the entity window it brings up an abort/retry/fail message. I am sure it's a known issue. 
Here -

Says something about a driver issue but it has persisted through every driver update I've had.

Running an intel 4000 graphics chip on windows 8 
Ah ok, wasn't aware of that one, will look in to it sometime. 
I did some more work on getting to the bottom of
a) slightly-off-integer plane coordinates that you often get in TB1 with force integer mode OFF
b) vertex jumping by ~1 unit that sometimes happens with force integer mode ON, especially after vertex editing
I think I finally have a good picture of what was happening, and fixes for it, tech details here. Anyone want to help test? Just email me and I'll send a beta build. 
TrenchBroom 1.1.6 
- Fix crash when dragging entities on some OpenGL drivers (ericw)
- Fix some crashes when loading mdl and def files (ericw)
- Fix for editor view getting out of sync when exiting vertex mode (ericw)
- Improve floating-point precision for map loading, raise threshold for rounding coords (ericw)
- Workaround "force integer plane points" mode sometimes choosing wrong coordinates (ericw)

Download here 
Re: Trenchbroom On Launch 
I am unsure if this is on my PC only but every time I launch Trenchbroom it comes up windowed. Also the Texture lock is also always on at launch. So before I can start any editing I have to maximise and toggle lock off. The lock of course a preference only thing. 
File A Bug Report 
at github. 
Here, To Be Precise: 
Just A Heads Up 
I tested TB1 on Windows 10 and it worked fine. TB2 alphas are a bit buggy. 
Not Using TB2 Alphas Yet 
Since I'm working on vanilla quake anyway. Using ericw's latest build. 
Ok, So I Suck 
because it took me this long to get back to testing TB2 on Linux. I'm sorry! Life, etc.

Anyway, I just tried updating TB2 to the latest build, but I get an error message in the terminal... some stuff about an "undefined reference", and then finally "Error 2".

The trouble seems to start here:

[ 44%] Building CXX object CMakeFiles/TrenchBroom.dir/common/src/View/ToolBoxConnector.cpp.o
Linking CXX executable TrenchBroom
CMakeFiles/TrenchBroom.dir/common/src/IO/DefParser.cpp.o: In function `TrenchBroom::IO::DefParser::parseAttribute(TrenchBroom::IO::ParserStatus&, std::map<std::string, std::tr1::shared_ptr<TrenchBroom::Assets::AttributeDefinition>, std::less<std::string>, std::allocator<std::pair<std::string const, std::tr1::shared_ptr<TrenchBroom::Assets::AttributeDefinition> > > >&, std::vector<std::tr1::shared_ptr<TrenchBroom::Assets::ModelDefinition>, std::allocator<std::tr1::shared_ptr<TrenchBroom::Assets::ModelDefinition> > >&, std::vector<std::string, std::allocator<std::string> >&)':
DefParser.cpp:(.text+0x1872): undefined reference to `TrenchBroom::IO::ParserStatus::error(unsigned int, unsigned int, std::string const&)'

Then there around 50 more similar lines (mentioning "undefined reference", etc.), and then finally it says:

collect2: error: ld returned 1 exit status
make[2]: *** [TrenchBroom] Error 1
make[1]: *** [CMakeFiles/TrenchBroom.dir/all] Error 2
make: *** [all] Error 2

Should I post the full terminal output here? Or perhaps everything where things seem to be going wrong (i.e. after it says it's 44% done)? There is quite a lot of it, and I didn't want to spam the thread with a lot of text... 
Check Out Github Please. 
Any Idea What This Error Means? 
So I was inspired by this thread about city maps for Quake to try out the Kingpin texture set, but when I try to add it to TB2, the programme either just closes, or gives me the following error message and then closes:


If I click on "Details" it reads:

vector::_M_fill_insert 15:36:00
vector::_M_fill_insert 15:36:00
vector::_M_fill_insert 15:36:00

Any idea why this is happening? Is this TB's fault, or is something amiss with the texture wad?

I'm using (or rather, trying to use) kp_full.wad downloaded from Quaddicted, Linux Mint 17 and the latest build of TB2. 
Please Ignore The Post Above 
Sorted via github. Thank you, SleepwalkR! 
Not Sure If I'm Doing It Wrong, But... 
... when you "isolate" a brush in TB2 and then clip it, the resulting clipped brushes become invisible along with the rest of the map. This makes logical sense (seeing as it's no longer the same brush you isolated to begin with), but to me personally it would be more useful if the brush you isolate would stay visible no matter what you do to it. I mean, the reason I isolate brushes is so that I can more easily work on them, and that usually means resizing/reshaping them somehow, which usually involves clipping.

Unless I've completely misunderstood the point of the "isolate" function. Could someone let me know if I'm missing the point? 
Make A Feature Request On Github 
Done :) 
Just wanted to check here first, as I wasn't sure that I understood the "isolate" function correctly. Didn't want ignorantly to request a useless feature. 
Ehmmmm I may have forgotten to report that issue........ ._. 
Texture Editing On Multiple Faces At Once 
Once again just checking here first...

Maybe I was hallucinating, but I seem to recall being able to do this in TB1: that you could select faces of separate brushes and -- provided they were directly adjacent and on the same plane -- edit them together (and thus e.g. easily get a texture identically oriented on all said faces).

Did I just dream this? Or has this functionality been removed from TB2?

Is it a bug I should report or a feature worth requesting? 
Edit Them How? 
Using the "face" editor/browser to the right to change the texture angle, scale and offset, and the texture itself -- the way you can do with a single face (selected via shift+click) or with all faces of a single brush. 
Ctrl+Shift+Click to select more than one face. They don't even need to be adjacent or on the same plane! 
Sheep Is For Sheepish 
Yep, that works exactly as I remember it. Now how did I manage not to do that before?

Thanks, necros!

Sorry, SleepwalkR! 
About Creating Convex Hulls 
Thanks for adding this to TB2, SleepwalkR!

I have a question about using this function (I tried finding some info about it in the official TB1 documentation, but I'm guessing it was added later and thus is not yet documented?):

Is it supposed to generate a new, untextured brush, while leaving the "pieces" it's made from? Because that is what happens when I use it: I select e.g. 8 textured wedges that make up an octagon, and when I do Edit --> Create convex hull, the 8 wedges are still there & unchanged, but I also get a new untextured octagonal brush in the same spot.

I only ask because I had imagined I would effectively be "gluing" the wedges together to create a new brush, so that the end result would be one textured octagon and zero wedges.

(Note: I'm not complaining, as I think it's a brilliant tool either way!) 
Pretty sure that's what it is meant to do, it's consistent with other tools. 
Thanks. :) 
Separate Func_illusionaries Surrounded By Single Box? 
I currently have two func_illusionaries (one is a duplicate of the other) and when I select one of them, TB2 draws a red box around both of them. It looks like a bounding box and it increases in size as I move the two entities apart. It disappears when I turn off "Show entity bounds" under "View" to the right, which suggests to me that it's supposed to be a bounding box.

But why would I need a bounding box for two separate brush entities that I have not grouped together? This would mean that if I finally have func_illusionaries scattered throughout the entire map, I'd then just see a giant bounding box surrounding the entire map when I click on one of them. Is that supposed to be the case?

Or am I missing something here? 
That's A Bug 
I can reproduce this: the duplicated func_illusionary contains the original and the duplicated brush(es). 
Ah, Thanks For Clarifying. 
Hang On A Few Minutes, I Think I Can Fix It Quickly. 
Fixed Now. 
I get an error when I try to rebuild. Am doing git pull, cmake .. and cmake --build . 
What Error? 
I See This In The Terminal: 
[ 0%] Built target version
[ 0%] Built target glew
[ 1%] Building CXX object CMakeFiles/TrenchBroom.dir/common/src/Renderer/SpikeGuideRenderer.cpp.o
In file included from /usr/include/c++/4.8/tr1/memory:50:0,
from /home/totalnewbie/TrenchBroom/common/src/SharedPointer.h:28,
from /home/totalnewbie/TrenchBroom/common/src/CollectionUtils.h:31,
from /home/totalnewbie/TrenchBroom/common/src/Polygon.h:23,
from /home/totalnewbie/TrenchBroom/common/src/VecMath.h:39,
from /home/totalnewbie/TrenchBroom/common/src/TrenchBroom.h:23,
from /home/totalnewbie/TrenchBroom/common/src/Renderer/SpikeGuideRenderer.h:24,
from /home/totalnewbie/TrenchBroom/common/src/Renderer/SpikeGuideRenderer.cpp:20:
/usr/include/c++/4.8/tr1/shared_ptr.h: In instantiation of �std::tr1::__shared_ptr<_Tp, _Lp>::__shared_ptr(_Tp1*) [with _Tp1 = TrenchBroom::Model::CompareHits; _Tp = TrenchBroom::Model::CompareHits; __gnu_cxx::_Lock_policy _Lp = (__gnu_cxx::_Lock_policy)2u]�:
/usr/include/c++/4.8/tr1/shared_ptr.h:995:25: required from �std::tr1::shared_ptr<_Tp>::shared_ptr(_Tp1*) [with _Tp1 = TrenchBroom::Model::CompareHits; _Tp = TrenchBroom::Model::CompareHits]�
/home/totalnewbie/TrenchBroom/common/src/Model/PickResult.h:44:30: required from here
/usr/include/c++/4.8/tr1/shared_ptr.h:556:34: error: invalid application of �sizeof� to incomplete type �TrenchBroom::Model::CompareHits�
typedef int _IsComplete[sizeof(_Tp1)];
make[2]: *** [CMakeFiles/TrenchBroom.dir/common/src/Renderer/SpikeGuideRenderer.cpp.o] Error 1
make[1]: *** [CMakeFiles/TrenchBroom.dir/all] Error 2
make: *** [all] Error 2 
Fixed It. 
It was a missing import. Sometimes, these errors only show up on specific platforms, unfortunately. 
Works Now, Thank You! 
Well, I'm glad I can be of some use in finding errors/bugs/other things that may go wrong, and that it's not just me being stupid all of the time (just some of the time).

Thank you again for being so fast in fixing many of these. :) 
Enjoy It While It Lasts 
I'm going back into hiatus tomorrow. Just took a couple of days off my work and felt like doing some coding. I'll be back at it by the end of the year. 
Editing Groups 
Is there a way of editing a group of brushes, short of ungrouping and then regrouping?

Say you've got a group of 50 brushes, where you just want to change one brush. Is the only solution to ungroup, edit that one brush and then select all 50 brushes one by one to create a group again? 
Double click on any of the grouped brushes to open the group. Edit away, then double click on anything else or the void to close the group again. This also works with nested groups. 
Thanks, this is going to be a massive time-saver. :) What are nested groups? Do you mean I can group a group within a group? 
You Can Nest Them As Deep As You Want 
Making A Thinner Brush? 
Having played Quake on and off forever, I'm finally attempting to make my first map. I'm using TrenchBroom which is a very user-friendly tool.

BUT .. I can't figure out how to change the depth of a brush. I want to make a button that slightly sticks out from a wall. However, the standard brush dimensions are quite large so the button sticks out a long way.

I think the depth of the button is 16. Can it be changed? Or is there another technique to make 'slim' brushes? Any advice gratefully received! 
CTRL++ or - to scale the grid. or Ctrl+1 or other numbers to jump between scales.

I would also advise you to give the door some framing with an inset, or you will get nasty z-fighting when the door moves into the wall. 
Excellent Tip 
Thanks for the scaling tip, I had no idea about that.

I'm not sure what you mean by 'framing with an inset' for the door. 
At the moment the door is flush with the wall. I mean making the door a bit thinner than the wall. So if your wall was say 32 units thick, make the door like 16 to have 8 units space on each side. It will look like the door is actually INSIDE the wall. 
Ah ok, got it. I think scaling is going to help a lot as I learn to map. Thanks again. 
No Problem :) 
Changing A Face Size 
trying hold shift when a brush is selected. Then as you move your cursor around you shall find different faces will be highlighted, you should be able to click and push the face in or out. 
Re: Changing A Face Size 
Thanks FifthElephant, that's really useful. 
Xonotic Support? 
Could you add support for Xonotic? They're using NetRadiant for mapping, so there's a good chance Xonotic's engine is Quake-descendant. 
Xonotic uses DarkPlaces, but they might be using q3bsp which DarkPlaces supports. If they're just using the normal Quake map format, it should just be a matter of getting the entities straight. 
At Some Point 
and if they are enough people asking for it, then yes. 
Some of the levels look like they got a lot of curves, so likely Quake3 format. 
I posted this in the Mapping Help thread earlier, but it then got sort of lost among (very interesting) posts about methods for creating rock brushes, clipping, etc. As I wasn't sure if I was posting in the right thread anyway, I'll try again here:

Just created something in TrenchBroom, saved it, and when I tried to open it again, it gave me an error saying

(line 441, column 107)Expected integer or decimal, but got 'nan'

So I opened the file in a text editor and on line 441 one of the coordinates is indeed "nan" -- but in also in a few other places as well. I am guessing "nan" means "not a number" or "not a valid number"; is this correct?

How on earth does this happen, and how can one fix it? Should I replace all instances of "nan" with something else in my text editor, and if so, with what?

(I should perhaps also mention that I have done nothing really intricate in this map; no rotation; everything on grid.)
That's Serious 
First of all, those brushes are lost. You cannot replace nan with anything because the information is lost.

Second of all, does the editor load the map despite those errors? It should just skip these brushes and continue loading. If it doesn't, then that's a bug that I need to fix.

Thirdly, you might be able to go back to an early state of the map where these errors haven't occurred yet by looking at the autosaves. These are in a directory called autosave within the directory where you map file is located.

Finally, it would be super useful if you could somehow replicate this problem. It must be some tool or some transformation, or a combination of them, that leads to this. Maybe if you go back to an earlier state you can remember exactly what you did to these brushes? Please try to nail this down and then give me an example map file with instructions to replicate the problem so that I can fix it. 
No, the editor refuses to load the map. It just gives me the error message quoted above.

What I've managed to do in the mean time, though (before I read your reply), is to replace every instance of "nan" with "0" in a text editor, using find+replace. Afterwards the editor loaded this modified map.

For what it's worth, in every instance where I had "nan" in the map file, it was one of the last three numbers on the line, and the other two were "1" -- i.e., the line ended in
nan 1 1
and I changed it to
0 1 1

I don't seem to have an "autosave" directory -- TB never seems to create one in any of the directories where I keep my map files. This is TrenchBroom 2 on Linux, by the way. 
Ah, I Should Probably Mention 
I kept a copy of the map file with "nan", though. 
Ok, but those brushes should be quite distorted now, if they show up in the editor at all. Can you still try to reproduce this?

I have created bug reports for the map loading issue and for the missing autosaves on Linux. 
unless the nan was created as a number approached 0? 
For what it's worth, in every instance where I had "nan" in the map file, it was one of the last three numbers on the line, and the other two were "1" -- i.e., the line ended in
nan 1 1
and I changed it to
0 1 1

That's just the rotation part of the texture info, correct?

(# # #) (# # #) (# # #) name offset offset rotation scale scale

Seems like changing it to zero should work fine. 
Ah Yes 
Good find, Rick. Total_newbie, please send me that mapfile. Maybe I was on the wrong track. 
Sounds like you may be narrowing it down, but I saw this article the other day on floating point exceptions - throwing an exception when the code does something that generates a NAN. It's VisualStudio specific, I think, but could be useful for debugging. 
Thanks Eric 
I Think It Might Be A Bug In The Texture Lock Code. 
I Tried TB Only Now 
and got amazed. In The Joker's words, it's a wonderful toy.

It still doesn't deal very well with Valve220 maps, right? I opened an old level and the textures were all crazy rotated. Something about Quake format not supporting texture rotation like Valve220?

Not even a request, just a feedback. Congrats and thanks to SleepwarkR for this amazing tool. 
"SleepwalkR" grrrr... sleepy post. 
Is only supported in TrenchBroom 2, currently in development. 
That's me... while playing your maps! 
Here is the bug report for the nan issue in case you find out how to reproduce it: 
Ok, thanks; I'll keep trying to reproduce it and I responded on github. 
New Builds 
I am making new test builds right now. I have done some open heart surgery on TB2 by replacing one of its core data structures with a different one. If all went well, you will only notice that maps load a little bit slower now. Otherwise, the new data structure should behave in the same way as the old one, but the code is much better and hopefully it will have fewer strange bugs once the initial kinks are out.

Regarding the performance of map loading, there's potential for optimization, but as it's still very fast, I'm probably not going to realize that potential as the optimizations would make the code less clear.

My own testing indicates that the new code works fine, but I'm sure you guys will find edge cases that I haven't considered. I'm sure if necros tries the new build, he'll make it crash on first launch. 
It crashes while loading though (included in the mapjam6 zip.) - segfault in Polyhedron::intersectWithPlane. 
Yeah, "cool" 
Thanks ;-) 
Yup, Can Replicate. 
Turned it into a test case and will investigate tomorrow. 
The bug is now fixed and the map loads fine. I'm uploading new builds now.

What do you think about the difference in load time? 
Sweet, Thanks! 
Confirmed that loads. That fixed (from the RRP devkit) as well.

The load times seem fine, loads in about 5 seconds, in 2. 
I don't think it's necessary to optimize that then as loading happens rarely. It's tempting, but the advantage of the current algorithm is that it has a simpler invariant. 
latest build feels better than some of the earlier builds. Mostly because you added the old school brush mode back in. Still feels slightly less productive in terms of work flow though, mostly due to extra button presses than I would need in TB1.
So for example, if I drag out a brush in TB1 it will be selected automatically. which allows me to instantly move or manipulate it if I need to. TB2 if I drag out a brush I have to escape out of the brush tool or select the move button instead, just doesn't flow quite as well. It's perfectly serviceable and better than Jackhammer though. 
Glad To Hear That 
Brush creation is a separate too know, and tools stay active by default. That's why you have to escape out. Not sure how to change that without making other things too awkward.

Any other gripes? 
Not really that much in the way of gripes. I'm not really sure how to create a brush using vertex point creation. I can shift click the vertices but I have no idea how to extend upwards?

Also, I am still very excited to see support for other id-tech games. Heretic 2 is one game I want to create a couple maps for, but I am waiting for proper support. 
So, dumb question ... I start up TB2 now and click and drag in the viewport doesn't do anything. How do you create a brush to get started? 
There's a box button at the top with what appears to be a cannabis leaf. Click that and then it should work. Or you can press the space bar and work in 2d mode 
Ahh OK! Things have changed a little since I was last in here, thanks... 
Where can i get an executable version of tb2? 
You mean in brush mode? You can't edit the vertices once they are set. You basically create a convex hull by setting points or dragging rects on other faces and the realize that form by hitting enter. The ability to drag the vertices might be added later. 
Anynomous Guy 
The beta builds are currently not public. 
Q3A Entities In TrenchBroom 
For some reason cant get this to work.
Also cant find anything on it.
Is this editor compatible with Quake 3 Arena?
Cheers for the great addition to the Quake scene. 
I don't think it's compatible with Q3A yet. 
I Need Help 
TrenchBroom have mission pack monsters? 
You Need A 
.fgd or .def which are the entity definition files - either will work.

Or you can add whatever the entites or monsters are to the file you have (or a copy of it). It pretty easy - copy paste another entry (it's just text inside) and change the name.

Adding the special keys/flags that the entities use 
New Question 
I can download it on Windows 8.1, and with guaranteed execution? 
It works in windows 8.1 if that is what you're asking. I made all my maps in 8.1 
Reply To FifthElephant 
Ok, thanks. 
I can drag MDL models or another Quake files to Trenchbroom? 
not 100% sure what you mean. TB is just for making maps, it will display the models from the game if you point the editor towards your quake directory.

I made a TB tutorial, if you can get past my accent (the type of british accent that is never shown on tv) then it should show you the basics on making your first map - 
if you drag files that TB doesn't recognize, it will freeze. 
Reall�hne? Is that TB1? 
OK,thanks FifthElephant, Now finally I have my own pc, I will try all abailable later... 
About Msgboard 
Can be better if this msgboard have more pages and first the last posts. 
It Does 
But About This Theme :I 
TB1, yes. I thought I had reported that, but when I went to look, there was only this issue: which only involved the icon getting stuck.

I went to recreate it just now in order to make a new issue and I was able to do it twice, but on the third and successive attempts to recreate, I can't...... so yeah... I'lll.... keep messing with it. O_o 
In TB 2 was fixed. :P 
What entity in TB is the elevator? 
Lol I write noob question as a user name 

Thank You! 
Hi guys sorry but I have to ask

How do I compile the map on a mac? I tried everything already, but cant make it work I'm new to the macOS, and new to quake(played for the first time in 2015) and mapping.

I know about TyrUtils, but have no idea on how to use it, tried to find tutorials and documentation about, but found nothing.

Have no idea what to do now so any help on how to compile on a mac is much appreciated.

I'm really enjoying myself with TrenchBroom, but now going crazy with the compile, and being a noob. 
First download the osx build of:
(it's my branch of tyrutils with some updates over the original).

Extract it and copy everything in the "bin" directory (qbsp, vis, light, etc.) to the place where you are keeping your .map files.

Next open a terminal and type:
cd ~/Desktop/mapping
./vis mymap.bsp
./light mymap.bsp

(replacing "~/Desktop/mapping" and "mymap" with your own directory / map name.)

That should give you a mymap.bsp which you can copy to your quake/id1/maps directory.

This turorial might also have some good information: (the main thing you won't have is necros's compiling gui, which is windows-only) 
Ericw I Love You 
it works!!!! I'm so happy right now haha

this is so awesome :)

The Truth Is That English Is Not My Main Language 
So I don't know how to move the elevator to up, just sounds and not moving... 
what I can do? 
Give it a 'height' key and add an integer value - this is how far down it will move. 
I want to trenchbroom 
Best way to learn is by opening up other people's map files. 
5th Elephant 
For learn the Elevator values in TB? I need values, and the trigger don't have transparency and collision in my experience... 
Help For TB (Spanish Is My Main Language) 
I don't know what is a Spawnflag and I don't know how to use properties of a single shape.
I make a teleport and sounds as water, the QDamage doesn't appears, the triggers are solids and move with the triggered shape.
What I can do? 
Spawn flag help -

I guess I could make a simple map file for you, what type of things would you like to know? 
CSG Subtraction 
This was surprisingly hard, and I am still not 100% sure it always works, but: 
interesting, that is a very nice method. no overlapping brushes, no bizarre non-symmetrical cuts... 
Yes, And No More 
splitting up of adjacent faces by QBSP. 
Looks very clean. I have to wonder how it would cope subtracting from more complex shapes. 
It Can Get Messy 
also it crashes a lot right now, but due to bugs in the vertex manipulation code. Those will be fixed soon, and then it should be stable. But in any case, it will not create new vertices at all. All the remaining brushes will use the vertices of the minuend and those of the subtrahend. In many cases, this will work out fine. 
Oops!... +FifthElephant 
I try to make elevators, sequences, doors, and Sequences, I�m making a map like the Q1 E1M1 for a 3 episode proyect, 7 levels aprox by episode and I want to know what is the action(spawnflag?) of the door(e1m1 style door), toggle?, start open?, don't link? Help D: 
Csg Subtract Map Jam 
do it 
Decent Csg Subtract... 
...isn't the brush manipulation function that we need right now, but it's the one that we deserve.

(i've no idea what i'm on about tbh, i'm a little bit drunk) 
All Them Tools.... 
Now I only need external light map importing, and proper smooth shading... and this will be ultimate overkill :D 
I Don't Know How To Set It Up 
I was on YouTube trying to find out how to use the Jackhammer editor when I saw this one, and it looked great and I would have no problems with it because it's meant for only one game.

I downloaded it and extracted it from the folder and made a short cut of the .exe for my desktop and I got the Darkplaces engine and the Shareware version of Quake that I had to get for id1 pak files and I can run the game right but I don't know how to get the Quake map maker working in the program at the bottom there's a box that box has stuff its trying find and below all the stuff it can't find one after the other. and I can't find any of the textures and all the entities are boxes.

And when I go to map properties I can't find the files I think it needs from the Quake files like the fdg. 
I Just Want To See My My Name Changes Color 

go on preferences and "choose" your "quake path" (its Quake main folder) that will fix the

here explain it better (its the second step)

as for the textures you need go to
edit>Map Properties
and click on the "+" button to get your .wad file
you can download a .wad here

I recommend watching this video ;) 
I GOT IT TO WORK THAnk You Brutecold! 
File Help 
So I�m looking the entity definitions and I looked a Centurion, hammer, and more, but, I don't have those files. Where I can get .mdl models? 
That Sounds Like 
One of the expansion packs.
Dissolution of eternity, or Scourge of Armagon.

Or maybe the Quoth mod, I think it has both those included as well. 
Scourge doesn't have a Centurion, but it does have a Centroid... (and a hammer) 
Some More CSG Subtract 
before and after

The algorithm is now done. It can't find a beautiful solution in all cases, but most things that mappers would regularly use subtraction for should be fine. 
Is this in the latest build?

Also, I am having trouble setting up mod directories. In TB1 you can select which mod directory and it will show the models and stuff but I can't find the option in TB2. 
this just means someone is going to subtract a sphere from a cube. 
of course I am, why else would I need a subtract tool? ;) 
What would be handy would be if it automatically created a group from the resulting brushes. 
Isn't that in the entity inspector at the bottom? Or the map inspector? 
It's This 
Ok, I've figured it out... using TB2 is like trying to find something in your room after your mum has cleaned it. 
Yeah, but I'm going to take some of the UI changes back before the final release. But this particular setting stays where it is ;-) 
Your Mom hasn't cleaned my room in ages. It's a mess in here. 
Does TB2 have it's own bug list? I can't remember and can't find a link if it does... 
So Sleepwalkr 
When are you going to convert Trenchbroom to UE4?? 
Oh, nice! 
URL Pls 
I lost link of "general discution about quake", in threads i am lost searching it... 
Poor Phrasing In The Docs 
There is a part in the intro docs that is phrased poorly. I suggest a more technically accurate phrasing below.


it says

"Planes are represented with 3 co-linear points (in other words, all 3 of those points are on the plane)."

I am used to the spelling collinear myself, but some dictionaries list the single-l form too. It's probably not important which one you use, as long as you are consistent.

I believe what you meant to say here is the opposite of what it literally says. As I'm sure you know, the 3 points must not be collinear for a map compiler to accept them. I don't remember off hand if they all just crash if you give them a hand-edited file with bad points, all on the same line, or if some compilers print an error message, but that's not important here.

I would recommend the following phrasing for the surrounding context, including actually not using the term collinear at all, because it's not important from the users' point of view. The editor takes care of the points not being collinear after all.

- - -

Each plane is represented by choosing three [unique] points from it that do not lie on the same line. These points don't have to coincide with the vertices of the brush that the planes define. Therefore, it is possible for the editor to find a representation for the plane using only integer points, even if the resulting brush has non-integer vertices.

- - -

The word unique is not necessary there, but if you feel it makes the idea clearer you can include it.

If any other improvements or suggestions for the docs come up as I read them, I can send them via Github from now on. I assume that's the way you'd prefer. I'm going to be reading the docs carefully, since I'll be trying to use a Trenchbroom for a bit of modest mapping soon and need a bit of a refresher :) 
It's co-planar, isn't it? 
It doesn't make much sense to say "three coplanar points," because all sets of three points in Euclidean space are always coplanar for at least one plane. So, I assume it was collinearity that SleepwalkR was thinking about when writing that sentence. 
Just hurry up and make a decision. I've been gagging to use this editor and the non-precise wording of that sentence has been blocking me for ages. 
What Are Planes And What Does This Setting Really Do? 
While Trenchbroom and all other editors represent brushes as 3D meshes with polygons and vertices, brushes are actually defined as a set of faces created from intersected planes. Each intersection of at least three planes generates a vertex in 3D space, and since each brush must be convex, each face will have at least three vertices, and the lines between each pair of vertices will never be colinear with the lines between any other pair in the same face. Thanks to this, the orientation of those planes can be safely calculated from the position of three of its vertices in 3D space, and their edges are resolved by getting the intersections of those planes during compile time. ID chose to use this method because it reduces the filesize, is faster to render in software, and is safer against T-junctions. 
"is faster to render in software"

How does the MAP representation improve software rendering speed? 
I Didn't Meant To Start This... 
Plane Definitions 
ID chose to use this method because it reduces the filesize

Fun fact: In DoomEdit (The Doom 3 editor), id chose to reduce the filesize even further by defining a plane with just one vector and one scalar, representing a normal and a distance from the origin. This meant that every single brush face that was not aligned with an orthogonal axis was represented using imprecise float coordinates.

Further to this, opening and saving a .map file would cumulatively introduce float imprecision into these brush planes, including ones the designer had not even fucking touched in that session, meaning over time, the map they had been working on started to develop microscopic cracks in areas that were long since considered finished. A Doom 3 map literally decays over time as you work on it, along with the designer's sanity. 
Why on earth would they care about MAP filesize on Doom 3? Geez... Old habits I guess. 
Because it follows some essential principles used by the software renderer: convex brushes, convex polygons, and implicit texture mapping (which plane normals are used for).

The MDL format, on the other hand, uses things like direct texture mapping (each vertex is directly assigned to a texel's coordinates).

I said the method is faster to render, not the format. 
The renderer is reading the BSP so ... it's a glob of triangles, same as the models are. That's all I'm saying. The source format for the MAP file has nothing to do with anything renderer related. 
The software renderer didn't see the world as triangles originally, did it? wpoly and epoly were totally separate paths. 
Yeah I Thought 
the software renderer traversed the bsp tree and rasterised the convex faces, which were not necessarily triangles. 
True, and the epoly had that optimization we talked about before where it would only render the vertices if a model got too far away.

However, that doesn't change the fact that the source file format has nothing to do with how the software renderer works. QBSP shreds the brushes into a tree ... after that the source format is irrelevant. 
In fact in the actual bsp file the plane struct is a normal vector and distance (and a type field), so the three point version of a plane disappears completely after qbsp. 
What Mankrip Says 
Of course, you are right. What I wrote is nonsense. I will rephrase this in the TB2 docs. Thank you for pointing it out! 
Looking Forward To 2.0 
Keep it up, looking forward to having HL1 support out of the box in TB 2.0, this has some serious potential to ignite the HL1 modding community back up again like it's 1999 ;) 
Tb Current Dev Branch Fail 
Haven't compiled the tb develop branch in a while and its failing with thousands of the same wx-3.0 Wdeprecated-declaration warnings where previously there where none. 
Those are just warnings, the error is missing pandoc.

make[3]: pandoc: Command not found 
Thank You Spirit. 
Appreciate that. I was up very late when I attempted to compile and wasn't thinking clearly. 
Ugh Why Did You Do This, Doom 3 
Re #1907 by Kin on 2015/11/12 17:08:10:
I've read this post today and just fired up the Doom 3 Editor and looked at a freshly saved map file.
And oh my, this is real. They are really using the numerically unstable way of saving brush plane information using just a normal vector and a distance value.
Why on earth would ANYONE do that? Move the whole level geometry forward and back a bit a few times, and you're _guaranteed_ to have everything that's not perfectly straight entirely screwed up! That's lunatic!
Yeah Shit Is Fucked Up 
I think Sikkpin or someone modded the editor to use the quake-style plane format and the problem of course just went away - you could try to dig up some info about that. 
I lost a couple of maps to that feature before I realized that you're really meant to so complex get with models. 
What Does SW Think Of This? 
Would this be something that could be supported in the future by TB? 
Could Be 
but I have no interest in developing plugins for Unreal. If anyone wants to do it, I'll support it, but I won't do it myself. 
TB2 FGD Loading 
I am having trouble loading FGDs for Hipnotic and Rogue into TB2. Has anyone else tried these in this build? Maybe I am doing something wonky. Trying the FGD versions from Quaddicted archives. wanted to ask before submitting to Github.

Error and then crash:

Unknown entity definition class @Main (line 8, column 1)

Looks Like It's The FGD 
Cannot load this in TB1 either same error although it doesn't crash. 
Submit An Issue Report And Attach The File Please 
Compare It With A 
Working fgd in a text editor 
TB 2.0 Official Release? 
Looking at recent changes and the 2.0 issue list it seems like an official 2.0 release is close? Would be awesome! Is Q3 (Warsow, Xonotic etc.) editing in by now?

Thanks for creating this cool tool! 
Public Beta Is "close" 
I just need to write the docs.

Sorry, no Q3 support, but that's the first feature I'm going to work on for 2.1. 
We Need Something Like This... 
so I can make pipes super easily - 
Fun fact ... I wrote that tool. :P 
you know what you need to do then, make it for quake! ;) 
Warren, Why Did You Change Your Nick? 
And maybe you can explain to me what's happening in that video, I didn't understand it. 
I Really Wonder 
if we could just use this tool? You can export the brush to a text file which appears to give all the co-ordinates.

So I made a bendy pipe, see screenshot -

And here's what the text file looks like.

Do you think this could be converted to the .map format somehow? If so that would be a neat tool for folks to use, granted you'd be dependant on Unreal Editor 2 for some very specific purpose but it's ridiculously quick. 
Lunaran suggested it. I like it.

As for the video, basically you're drawing a 2D shape and then revolving it around a pivot point.

It would be way more complicated for Quake as it would have to generate convex brushes. Unreal was easy since all it requires is convex faces - brush can be any shape you want. 
Respectin' The Capital Z 
Wait... That's Warren? OK then. Changing names more than caitlyn jenner changes gender ;) 
No, That Was Willem 
My idea for a similar tool was to move a plane along a path and create brushes from that. The number of brushes depends on some precision factor given by the user. The path is defined either by a series of transformations or by a curve. It' a generalization of your tool.

But it's just a very rough sketch right now. 
Polygon, Not Plane 
Sleep - Yeah, that would work for Quake. The limitation there is obviously that the polygon needs to be convex. A more powerful option would allow for multiple polygons to be extruded along said path - To create, say, a pipe with an indent in it or whatever... 
You could draw the shape with the new brush drawing tool and have it rotate around the world origin (or a point of your choosing). The 2d Shape Editor thing allows you to extrude out or create bevel objects too but I guess that's not needed as much for TB since it's already much better then UED 2 for editing vertices etc. 
I think having more than one polygon would be the way to go. Turning a concave polygon into convex ones is not too hard, but doing it in a way that appears "good" to a level designer is a challenge. The CSG subtraction in TB2 attempts to do this, and it works well, but the algorithm is kind of a nightmare. 
Make Rounded Things Round 
The custom Quake 1 engines that levels are built nowadays should acquire bezier patch mesh support. I think it has some shortcomings in Quake 3 that are addressable, e.g. by setting fixed counts of rows and columns instead of letting the engine connect and LOD as it sees fit. 
I guess it would require wide-spread engine support. I don't think it's really needed. Hell if everyone starts adding features then fine, but right now it's not urgent. 
The Beauty Of Quake Is In Its Simplicity 
This applies to the visuals, too. 
You Guys Are No Fun :( 
I'm all for innovation, but what's fun about bezier patches?

I mean that in the most direct way - what would they bring to the game that it's missing right now?

For a feature request to gain traction it's got to be something that many people, especially the creator (doing it for free) needs to think would be a benefit.

This doesn't sound like an improvement. Like bump mapping on a mesh of 30 polys. 
everyone has one desired feature they'd flip for. just one.

everyone's is different.

the results of everyone's pet feature all being piled into one engine at the same time are ... not pleasant to look at. 
Two Words 
Dick Brush

Make it happen, TB2. 
Bezier Patches 
Will make it in one day as he plans to support making quake 3 maps 
"I'm all for innovation, but what's fun about bezier patches? "


As much as I love tech, I never had any love for the curved surfaces in Quake 3. 
It's rather telling that even after all these years, no-one (at least on this board) has tried using Quake 3 bsp + Darkplaces for a Q1SP. 
That wouldn't look noticeably worse if it was simply a 24-sided circle. 
Didn't Speedy? 
Spirit - Sphincters, tongues and flesh tubes. 
Maybe not as an engine modification, but as a mapping tool to make arches or to just link one point to another with a "curved" surface. 
Pyro what devilry is this? :)

I assume he's applied this technique... 
Ah I was hoping for a nice curve tool for BSP brushes :) Oh well. 
I could see THAT being useful for Quake tho ... something where you can control the curvature of a wall by manipulating a spline. When you export to MAP, it converts each segment of the wall into a real brush via extrusion or something.

Oh yes ... 
Pretty Sure QuArK Has That. 
Damn Sure QuArK Has That. 
No More Mention Of Quark In This Thread Plz 
Right, but I want this feature in an editor that I'll use. 
Quark is the Jimmy Saville of Quake editors; it has ostensibly violated every map it has come into contact with, it is quite clearly dead as a dodo at this point, yet people ceaselessly use it to draw comparisons with other things at every opportunity. 
It was my first, so I have a soft spot for it. <3 
I Would Enjoy And Benefit From The Feature Described Above 
I would also enjoy above described feature! 
Yeah I Get It ;-) 
Any volunteers? 
I'm pretty dense so I've never even been able to do a box map with Quark but with TB2 I've been able to do this:

In one session.

Quark's UI has always been a bit like an old steamship to me instead of TB which is a jet ski.

or something. 
woops this (and it was 2 sessions actually) 
Yeah Trenchbroom is brilliant! I have been having fun in it too. I feel mapping for Quake really hits the right spot for me. Its full 3d which is more fun then doom but still brush based so you don't have to spend hours creating high resolution assets for it. Combined with the fluidity of the Trenchbroom editor it rocks.

I am still learning but its amazing how quickly you can slot stuff together. Hopefully in the not too distant feature we can show our maps to eachother! 
Nice To Hear 
In a not too distant future maybe you both take part on a map jam here, showing your maps to all of us. 
I'm Looking For A Designer 
to make some icons for TrenchBroom. If you are interested, let me know. 
Got a list of needed icons anywhere? I can check the latest build. When do you need this by? 
What do you need? 
Thanks Guys 
Someone has already volunteered and I don't want to turn this into a contest. Let's see how his icons turn out first. 
This talk of icon design any indication we might see a public release of TB version 2 soon? 
Still working on my first real SP map. Not much completed lately but hoping to complete it in February. It's not really an epic so far but I am enjoying TB2. 
Parse Error 
Trying to use gtkradiant's .def files with TB and getting

"Parse error at line 457, column 53: Expected token type newline but got question mark"

This line is
/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) START_OFF ??? ??? ??? ??? ??? ??? ??? ??? ??? ???

afaik ??? marks skipped flags so it wouldn't be wise to simply remove it.
How should I go around it?

If I select predefined quake.fgd, func group is missing completely and trigger group only has counter and relay in it. That is what I noticed first, probably other missing entities in other groups. 
Please Report On Github. 
Should I create separate issues or one for both problems? 
Going by that line, yes, you can remove them. Or replace with single ? 
Replacing each ??? with ? didn't work. If you meant replacing everything after START_OFF with a single ? sign, then I'm kinda scared to do that.
It might fix this specific line, but I would still have something like

/*QUAKED monster_enforcer (1 0 0) (-16 -16 -24) (16 16 40) AMBUSH ??? ??? ??? ??? ??? ??? ??? NOT_EASY NOT_NORM NOT_HARD NOT_DM

pretty sure that would screw up flags. 
Two Separate Issues Please ;-) 
Back From The Dead 
Crawling my way back to mapping after a hiatus of ... four or five months, I think. Real life, etc.

I seem to be very good at forgetting what I've learnt. Right now trying to update my TB2 build to the latest version, but I've managed to screw something up, I think.

I went to my ~/TB2/TrenchBroom/build directory and typed
git pull
cmake ..
cmake --build .
which is as far as I can tell what I've always done, as per instructions SleepwalkR gave me (like two million years ago). But apparently I've done something stupid, because I get this error message:
[ 0%] Built target GenerateVersion
[ 0%] Built target glew
[ 0%] Generating gen-help/index.html
make[2]: pandoc: Command not found
make[2]: *** [gen-help/index.html] Error 127
make[1]: *** [CMakeFiles/GenerateHelp.dir/all] Error 2
make: *** [all] Error 2

This is all on Linux, by the way.

Help! Please?

PS: I wish the forum had a zombie icon. That mask-thingie will have to do for now. 
pandoc: Command not found
means that the compilation process unsuccessfully tried to find the command (program) pandoc/b>. You need to install whatever package provides the pandoc tool. It is probably just called "pandoc". ;) 
That Worked, Thanks! 
Thank you, Spirit!

Now let's see how long it takes me to break something else... 
Staying Up To Date With The Latest Builds? 
Sorry if I've overlooked something obvious, but is there a way of knowing when TB2 has been updated, e.g. subscribing via github and getting e-mail notifications or something? I have an account on github (made just so I can report TB2 issues), but I'm not too clued up about exactly how github works.

The thing is, a few times now I've reported an issue without realising that the build I had was not the latest, and I don't want to keep doing that & wasting SleepwalkR's time... 
Where is TB2? 
AFAIK, Github doesn't have email notifications for commits. I think the best approach is just to do a git pull and build before every time your run TB2. 
Yes, I cannot see a way to get notified upon pushes to a specific branch. I agree with ericw. Maybe don't pull every time, but do it regularly. 
There are somewhat private alpha builds. I'll start releasing public betas "soon" though. 
Thanks ericw and SleepwalkR. I'll do that then. 
I Wish I Had 
a beer keg that would behave like the milestone 2.0.0 issue list. 
You're Always Welcome 
to help drink it! 
Well, I Have Perpetually Shifting Interests 
but I'm already 3 merges in so I'd like to think I have kind of "pulled my weight" ;)

I do want to contibute more at some later point (or if there's problems with the linux packages). 
Oh That's You! 
Didn't make the connection there. You're excused ;-) 
Re: Issue #1235 
SleepwalkR, I'm not sure if you see comments on closed issues on github, so I'll just post this here. Sorry if this is not the right place.

I'm still having problems with aligning textures on different brushes at once. As of a46b9f2, I can now separately fix each brush's texture, but I still cannot select multiple brushes and edit their angles/offsets/scales jointly. Pretty sure this used to be possible in an earlier build. 
Just Reopen The Issue And Add A Reproducible Test Case 
It Works Fine For Me Though 
I don't know how to reopen an issue once it's been closed ... or do you mean open a new issue? 
It's Reopened Now 
But either way you can still comment and I will see it. 
Thanks, SleepwalkR 
Using Different TB2 Builds At Once? 
Probably a stupid question, but is it possible to have two or more different builds on one machine at the same time? So if something is broken in the latest build, you can keep using the latest-but-one build and then update the other one when an even newer build gets released.

Err, I am explaining this really badly, but maybe you know what I mean?

(I strongly suspect that's one of the reasons people use github, but I really struggle to understand how git/github actually works. The online documentation seems to assume a fair amount of prior coding knowledge, and I just get lost when I try to decipher it). 
Checkout Previous Commit, Rebuild. 
You could just backup the binaries. Most of the changes happen in the executable so if you got that from before and run that it should work.

Also you are right since git is a decentralizid versioning system you have all of the version history on your computer too.

In the command line type

$ git log

and you can see the recent commits. Each commit has a sha1 hash identifier. (cryptic string)

� git checkout 43f2298 (first few chars of that string)

Will set you directory to how it was at that time. Then just rebuild.


$ git checkout develop

to go back to the most recent version 
Thanks, Flp 
That helps a lot, although there are a few things I still don't quite get. Need to read through this a few times though before I ask more stupid questions. 
Cycling Through 2d Views In TB2 
How does that work again? Has it changed over the last few builds? I can't figure it out... 
Space Bar 
Thanks! :) 
TB2: Number Of Brushes In Map? 
Where do I see how many brushes I have in my map? (I feel like I used to know this, but now I can't figure it out). 
Nowhere ;-) 
Ah, Ok :/ 
Will it be possible in a later build?

And another question: is it possible to merge groups, brushes and entities into pre-existing groups (without creating nested groups in the process)? If not, would it be worth requesting this functionality on github? 
... or for that matter, removing brushes and entities from groups (not deleting them, just ungrouping them while retaining the rest of the group) would also be amazingly useful.

But maybe all of that is already possible? 
Yes And No 
moving stuff in and out of groups is possible, but currently broken. I'll add a bug report for this. 
Ok, Thanks For The Info. 
Already Made The Changes 
They're in the repository. 
Meaning I just need to update to the latest build?

Wow, you're fast. :) Thank you! 
That's fantastic; just what I needed. :) Thanks again! 
Everything Is Set. 
TrenchBroom 2.0.0 Beta 93e34bf will be released tomorrow! 
Super exciting! Congratulations SleepwalkR! 
you've put some crazy amount of work into this, grats are well deserved! 
TrenchBroom 2.0.0 Beta 93e34bf Is Out 

- Full support for editing in 3D and in up to three 2D views
- High performance renderer with support for huge maps
- Unlimited Undo and Redo
- Macro-like command repetition
- Issue browser with automatic quick fixes
- Point file support
- Automatic backups
- Free and cross platform

Brush Editing
- Robust vertex editing with edge and face splitting and manipulating multiple vertices together
- Clipping tool with two and three points
- CSG operations: merge, subtract, intersect
- UV view for easy texture manipulations
- Precise texture lock for all brush editing operations
- Multiple texture collections

Entity Editing
- Entity browser with drag and drop support
- Support for FGD and DEF files for entity definitions
- Mod support
- Entity link visualization
- Displays 3D models in the editor
- Smart entity property editors

Downloads at as usual.

Thanks to everyone who contributed to this release. It was very long and tedious work to get to this point, and I appreciate all the help I have gotten.

I plan to do only bugfix releases for a while and to release a stable build on June 22nd, Quake's 20th birthday. I don't expect the beta to be very crashy because many people have already been using it.

TrenchBroom 2.1.0 will bring Quake 3 support and a better brush creation tool. Development on that will begin only after 2.0.0 is out.

Have fun and go map! 
Congratulation, SleepwalkR! 
Thanks For Your Hard Work! 
Your dedication and perseverance with this project is admirable. 
I Still Have Same Problem (as In TB1) With Definition Files 
my def files shows no func_ and only _relay in trigger group.
Builtin FGD also shows trigger_counter, but no func_ also.

Can't find console to check if there is any parse errors. 
Did You Ever Report That Problem On Github? 
Dedication And Perseverance 
Thanks - I feel more like these guys, though: 
I Did, Though Now I'm Pretty Sure It Is Intended Behavior 
Can clarify - it is true only for Entity Browser pane.
I guess it only shows point entities. 
Yes, That's Correct. 
Create brush entities using the context menu (see documentation). 
Congrats on the release! 
Check out this cute video of the busy bee Sleepy:

Incidentally, it looks like some sort of indie game waiting to be made. So someone go for it! 
Yes, That's Awesome 
Esp. because it really starts at the beginning when I did the mac only version. 
Just downloaded and tried on the map I was working on...and I am just in awe. This is going to simplify the already simple to use tools! The texture alignment, some basic CSG operations, just incredible man! 
Sweet its out in the wild now! Nicely done Sleep! 
That video is awesome. I like how everything explodes in mid 2012.

Yeah I don't know about your don quijote feelings man. TB is one of the reasons that got me interested in quake again. 
Well Done And Thank You, SleepwalkR! 
yeah, the texture alignment is one of those really amazing things you wonder why no one did before. it makes aligning stuff almost trivial. 
Windows 10, Oops 
When I click "Entity" or "Face" tab, TB2 crashes. This happens in Q or Q2 mode with game path set.

Bug submitted on GitHub. 
Congrats On The Beta! 
Am probably going to do a fresh OS (Linux) install soon, and hence will have to install TB2 again. Should (/can) I do the same kind of install-via-github thing I did for the alpha, or just grab the deb package from the TB website?

A hypothetical question: I haven't looked at the beta yet; been having some issues with my primary computer, but if I were to do the git pull etc. thing from within the latest alpha build that I have, would I end up with the same version of TB2 as is in the beta deb package (I can't test this myself at the moment unfortunately)? 
Naming A Map In TrenchBroom 
Apologies if I'm missing something obvious but ... how do you name a map in TrenchBroom?

When I create a map then play and save it, the saved game has no name. 
It depends on what you want. If you are fine with using only the betas and not using the alphas that may or may not be released in between, then you can just install the packages from the website.

Otherwise, you can do the same thing as before. However, fixes that are implemented during the beta process will live in the release/v2.0.0 branch and may only occasionally get merged into the develop branch. The merging happens at the latest when the 2.0.0 stable version is released, though.

Sorry to tell you that in the future, we will be using the git flow branching model which makes things more complicated for you. 
Thanks For The Response, SleepwalkR 
That does look intimidating. But by "in the future" you mean "not yet", right? As in, for now I can continue exactly as before?

I'd really like to try and keep up with the intermediate bugfixes, and I'll try to understand the git flow stuff.

Thank you for releasing the Linux deb and rpm packages, though. It's really good to have that to fall back on, and I really appreciate it when developers don't expect Linux users to be tech experts. 
You need to add a value to the "message" key of your worldspawn brushes. The "message" will be the name of the level displayed in-game when you hit tab, and in the saved game menu. 
Oops, Refresh Fail 
Set It For Any Worldspawn Brush 
Double Thanks 
Thanks DeeDoubleU and total_newbie, much appreciated :) 
That does look intimidating. But by "in the future" you mean "not yet", right? As in, for now I can continue exactly as before?

No, this is as of now. I can also give you access to dropbox if you want to try the intermittent alpha builds. You'll need a dropbox account and you'll need to give me the associated email address. 
Is There Something I Am Missing Here? 
I can't select objects in 2d view or move them around using the mouse (I can only move objects with the arrow keys).

Anyone else having this problem? 
Works For Me (on Mac At Least) 
Maybe You Are In Some Tool Mode? 
Try top left button "disable current tool". 
Nope, changing tool mode doesnt do anything for me. I think I pressed tab to get a little hand icon and then after that it stopped working? 
Info Panel Not Displaying 
I can't get the info panel to display in TB2 with any maps. Using the Toggle Info Panel menu item has no affect. Wonder if it's a Windows 10 issue? Incidentally, TB is an astonishing piece of software. 
Sputnik, You Are Not Alone 
Win7 x64 same issue here.
I thought I was just blind or doing something wrong. 
You are right. Though for me it is not related to TAB, but to cycling views with SPACE.
It is all good until I change the view. After that strange things happen.
Some brushes don't react at all, some could be selected only in one of the side views... is it possible to add x/y/z letters to existing color-coded arrows, btw?

Another thing I noticed - some brushes are not displayed. 
Seems to be a windows only issue. Inspector panel works tho. 
Please Submit Big Reports On Github 
It's easier for me to track them that way. 
Info Panel Bug Logged 
I've now logged it on GitHub. Thanks. 
Brushes disappearing in orthographic views is part of same issue or it needs separate entry? 
That's okay, thanks for the video.

I wonder why all these bugs show up just now. We have had all those alpha builds and it seems like noone has really tested them. Maybe I should stop doing alpha builds. 
I've Modeled Something!

Overall, TB is quite impressive. :)

Before that, I've wildly copied and pasted brushes until it crashed. Then I tried the same in Microbrush until it crashed. TB reached 64k brushes before crashing when cloning them, Mb reached 512k brushes before the crashing clone. We're probably both hitting 32bit memory address bounds or something like that. As I associate more data with my brushes for texturing, my total count before a crash will probably decrease, too. 
They're Friends. 
I suppose you're on Windows? Memory consumption is a weak point of TB, I have beens squandering memory to be honest. It is something I'd like to improve in the future. On the other hand, "64k ought to be enough for anybody", ask Bill Gates! 
Yeah, And Pondering Adding Another 16k Ram To My 32k Ram 
It would be nice if the compile tools and engines adopted handling such large numbers of brushes normally... think of all the possibilities for detail modeling, not necessarily larger maps... mmh. 
the quake bsp / visportal system really does not scale well as maps become more and more detailed.

There is a reason games abandoned this model 15 years ago 
Alpha Builds 
I haven't been using the alphas very often which is why you rarely get bug reports from me.
I would bug test more but I don't want to risk losing work at the moment 
One could harness the ease and expressiveness of brush-based modeling in conjunction with other ways of doing the vis work, too. I recall many approaches to these issues from lectures I've attended. BSP and vis portals are just two flavors.
In the Quake domain, there might be some room for extending the concept of detail brushes a bit, so that the compiler and engine identify complex parts that could be made into models that go through a different rendering pipeline, etc.
What I meant was a bit of daydreaming that some underlying fundamentals are changed with a lot of effort. :P 
Yes, if you mean like how the Quake 3 and Doom 3 engines have much more efficient ways of dealing with detailed brushery than Quake 1 then I agree.

Darkplaces has q3bsp support for quake 1. That's probably as good as we're gonna get. 
SleepwalkR, Re: #2059 
Thank you, I'll get back to you re dropbox. First priority is to get my primary machine up and running again. 
oops, i never use the info panel... when it went away, i just figured you made it remember i had set it off when i quit. :S 
Hey Debs, Nice! 
Would you be interested in some packaging pedantry? (I can totally understand if not). Can't find the debian directory anywhere... 
Just create an issue on github. I haven't done the CMake config for the Linux packages, but I can notify flp, the person who has done it. 
Settings Not Getting Saved Between Sessions 
I don't know if they supposed to in this version though. 
What Settings 
Those that interest me the most is definition file and texture lock state. 
The Definition File 
Should be stored in the map file, so you shouldn't have to reset it when you open a map.

Texture lock state could be a preference. 
Working Pretty Well On Linux Thusfar 
As I'm a a TB newb I have a quick question, does TB not have a compile / launch option? 
Unfortunately Not 
But this is very high on my todo list as it's a very commonly requested feature. 
What happened to the Docs? I get a 404 when trying to access it even though it still pops up in Google search. 
Am I able to scale a brush up in any way? 
I Have Taken The Docs Offline 
But they are included in the app under the Help menu. 
WAD3 Support 
Is it possible to add WAD3 support? It would be great to use TB for GoldSrc based games :D 
Yes, It's Possible 
And it's already been requested, but it's not very high priority for me. 
TrenchBroom 2.0.0 Beta 0f4b6d2 
Awesome Man! 
Great to see an official release of all hard work you are doing!

Thanks for doing what you do! 
Not Found 
can't DL latest beta

The requested URL / was not found on this server. 
Well Done!!! Thanks For The Latest Build With .obj 
Just tried the latest build with the .obj exporter, had to look twice in the commits to realize that its really there :D

It works so far flawless, am using the latest Blender and the imported .obj is perfectly clean, no artifacts and no issues so far.
The only thing is that there is no .mtl file but thats k as the uvmaps are intact and one just needs to add a material to the mesh in blender.
All i can say is, thank you for your hard work man. 
Sorry For The Idiot Mistake With The Download Links 
Yeah, materials are not supported and it's doubtful they will ever be. It's just out of the scope of a level editor to convert textures etc. to Wavefront material files. If you know a simpler way, let me know. Otherwise, it'll remain unsupported unless a lot of people moan about it. 
TrenchBroom 2.0.0 Beta E439e68 
Fixes only one bug where keyboard shortcuts would no longer work after cycling a map view.


I might be pushing it...but is there any chance this awesome tool might be extended to ql...? (Radiant is bugged on my pc) 
Sinclair QL? 
Pretty Sure It's Quake Live 
Quake 3 Support Is Planned 
No idea how different Quake Live is. I'd have to investigate. 
QL supports ladders and a few more items to place, also bot roams don't work any longer, there's a few new lines you can write in the Worldspawn too, mostly (if not all) meta info like author. 
Doesn't Seem Like Anything That Requires 
Special support, only an FGD file? 
If anyone wants more solid and up to date info, then "sponge" at #quakelive is your guy. Pretty much the only guy who worked on QL for last few months/years(?)

Be warned! He is always extra grumpy and hates all players (as suspected by many).

There is also "SyncError", but he is rarely around these days. 
I could never drop GTKr for something else to Q3/QL, but I know a community that would love this editor

The Daikatana one =)

With the entire development of DK1.3 and all the hard work they have done, there's no real editor except for the shitty old QEr 
Is based on quake 2 isn't it? I'm guessing support wouldn't be much harder to implement? 
I'll Look Into It 
Extending the user base by supporting more games is high on my priority list. 
SyncError Is Active On Twitter. 
Yea Daikatana is Q2, so just _basic_ support to get it up and running should be fine if there's support for Q2.

I guess... 
Oh Wow, And I Thought There Were 8 Months Left Till Christmas 
Middle Mouse Button Behaviour Changed? 
I've been out of the loop for a few weeks due to hardware trouble; only got to use the beta now. On my setup at least (Linux Mint 17.3), the mousewheel/middle button seems to have inverted left-to-right (and vice versa) movement, compared to the last alpha build I used (from shortly before the first beta release). Is this intentional? 
Not Intentional 
But aren't there preferences to chsnge this? 
Geometry Merge 
Would there be any way of merging geometry together? I'm not talking about grouping, just a way of turning multiple brushes into a single brush? 
Ctrl+ In TB2 
That performs a CSG merge in TrenchBroom 2. 
How is it coming along with support for Half-Life/CS?
Quake is always fun playing around with, but my favorite engine has always been goldsrc. Trenchbroom is so much easier and faster than the regular editors, so i just want to say thanks for trenchbroom and for the future updates. 
No Progress 
I'm working on other things. 
How Do I Load Custom Textures? 
I want to utilize Trenchbroom as a level editor for my game in Unity. I can do it through OBJ export in TB2. However, I don't know how to load custom textures into it. Any help?

Due to my needs, format doesn't really matter, but I'm using Quake, map format Valve.

I'm using TB 2.0.0 beta, build e439e68, which is at the time newest beta build. 
Did You Read The Docs? 
Nothing in the docs about how to load a png or jpg. 
use an app called texmex 
You Have To Provide Textures In The Format That The Game Expects 
For Quake, that's mip textures packaged in was files. 
WAD Files 
Nice editor very easy to use for a newbie like me! 
Bug Report 
Description: Every time I launch Trenchbroom, my wife needs me to help with something.

Repro Rate: It's happened twice.

Expected Results: Time to stand still when I launch.

At least I got TB2 extracted and launched though... And one time it sat open for a few hours with e1m4 loaded while I took care of other things, so, it was like my computer was mapping! 
My IDE has that same bug! 
This is maybe the best shitpost I have ever seen. 
Sorry for the month+ pause in responding; life interfered. The preferences settings don't seem to help. Opening github issue... 
OK that was pretty funny! 
Going Back To An Earlier Version Of TB2? 
I have the TB2 Beta installed on my system (Linux), but it's not working so well for me and I'm keen to get back to a map I was working on. The last few alpha builds were more usable for me, so I was wondering if it's possible to use one of those while waiting for the newer stable beta version...?

(I've installed both Netradiant and Jackhammer in the mean time, but they're both very different from TB and I can't see myself getting much done with either of them in the near future. This is not meant as a judgement on the value of those editors; I'm sure they're both great, but I just can't seem to get a grip on either. It's probably a testament to TB's ease of use, though!)

I've just tried to install one of the TB2 alphas by doing the same thing I did before the Beta came out, i.e. the process described here: (I suspected that was not the correct thing to do, but I thought I'd try it before asking for help here.)

It worked, sort of. I ended up with "Version 2.0.0 Interim" instead of one of the alpha builds. I can launch the programme, but when I try to open any map projects it crashes.

If I understand the automatically generated crash report correctly, it's trying to access a ".TrenchBroom" directory in my home directory, but ~/.TrenchBroom doesn't exist:

Reason: Exception: Cannot open directory: '/home/total_newbie/.TrenchBroom'

I then tried following the advice in post #2013 above, i.e. I ran

git log

, which listed what I understood to be the last four versions of TB2. So I picked the first one and ran

git checkout f673031f5024e4fe23ff1e24dc86e0de22985c01

That still left me with a 2.0.0 Interim version that crashes for seemingly the exact same reason.

I'm sure this was all really stupid, but is there a way of doing what I was trying to do, i.e. install one of the last alpha builds of TB2 to use while waiting for the new beta? 
What Are The Problems With The Latest Beta? 
You might also check whether there is a file in your home directory called .TrenchBroom - I have changed the storage location for preferences and it's possible that the file being there prevents TB2 from creating the .TrenchBroom directory. 
The main issue was with the inverted mousewheel, which really threw me off -- but I figured out today how to change it back to how it should be, as I commented on github (this was after my having tried to reinstall an alpha build and posting here). I still feel really stupid for having missed that earlier.

The other problems might very well exist between keyboard and chair, which is why I haven't reported them as issues (yet).

One is that I can't get entities to display properly, despite having specified my game path correctly (I think) -- entities still display as coloured cubes.

Another is that some of my brushwork seems to have drifted from where it's supposed to be -- but again, I need to make sure that it wasn't something I did wrong (and I thought that if I could e.g. test the same map in one of the latest alphas and in the beta, I would be able to tell quite quickly if the beta was behaving badly or if I was just being stupid).

As for the missing .TrenchBroom directory, the first thing I did was to check if it existed, and it doesn't. Would it help to create one manually? I assumed that if the programme didn't create it automatically, then my creating it manually wouldn't solve anything... 
you can try to create it manually. But either way, please submit a bug report. As for the other problems, please also submit bug reports. Maybe we can figure it out together. 
Ok, will do. Thank you. I was afraid of wasting your time with unnecessary/inaccurate bug reports. 
Just Figured Out The Entity Display Thing 
and it was just stupidity on my part. I hadn't noticed that although the game path pointed to my Quake installation, the game was specified as Hexen 2 Basically I forgot to specify the game as "Quake" (it's a map file I had been working on before, so I guess I assumed TB2 would recognise it as a Quake map file, and didn't even think that I needed to specify it again).

I'll have another look at the drifting brushwork problem too and if I can't figure out what went wrong I'll submit a bug report. 
Compile Quake 2 Map On Mac? 
Greetings! I have a simple map I built for Quake 2 in the Trenchroom v2 beta, but before I get much further I'd like to see it in-game. How does one compile a BSP from a .map file on OS X? Thanks! 
TrenchBroom* :D 
You Can Use These Tools 
Specifically qbsp. Then you can use light to add lighting (qbsp on its own will give you a fullbright bsp). 
Oops, Didn't Notice The "2" 
Don't know if this applies to Q2 
In any case you need a separate compiling programme (similar to qbsp); TB doesn't compile maps. Because I feel stupid for giving the wrong answer to your question, I've tried to find what people currently use to compile Q2 maps, and I've found this: (via Seems to be Windows only, but maybe it'll run in Wine on OSX?

Or someone else will give the correct answer and I'll look and feel like even more of an idiot... 
Wine Seems Unhappy 
I appreciate the help in any case! I had not tried using Wine, but I'm not having much luck with it. If there are any tools which work natively on OS X, that would be awesome, but of course I'd be happy to get these tools working through Wine as well. What follows is the command I used and the output of qbsp3.exe:

gddqbsp3_109 okaybenji$ wine qbsp3 -gamedir /Applications/Games/Quake\ 2
----------- qbsp3 -----------
original code by id Software
Modified by Geoffrey DeWan
Revision 1.09
gamedir set to /Applications/Games/Quake 2\
entering Z:\Applications\Games\Trenchbroom\Maps\Quake 2\Tools\gddqbsp3_109\
0...2...5...7... (0)
0...2...5...7... (0)
writing Z:\Applications\Games\Trenchbroom\Maps\Quake 2\Tools\gddqbsp3_109\test.prt
Writing Z:\Applications\Games\Trenchbroom\Maps\Quake 2\Tools\gddqbsp3_109\test.bsp
0 seconds elapsed
Benjis-MBP:gddqbsp3_109 okaybenji$ wine.bin(89554,0x407c9000) malloc: *** error for object 0xf883bbc0: pointer being freed was not allocated
*** set a breakpoint in malloc_error_break to debug 
Did It Write A Bsp? 
I normally get warnings with wine.. although not malloc errors. It looks like it succeeded though.

Every q1/q2/q3 compile tool I've tried has worked in wine, fwiw. 
Hmm, It Did, But... 
Yes, it created a BSP, but every time I try to load that BSP in Quake 2 I get the error: "Couldn't find spawn point"

My map is just a small, closed box with info_player_start and a railgun inside of it. For good measure I've tried throwing in an info_player_deathmatch as well. *shrug* 
The Sun 
I successfully compiled the included and loaded it in the game, so the compiler is working! Just need to learn how to make Quake 2 maps I guess, haha.

I have managed to build and play a map for Quake 1. Loving TrenchBroom! 
Ahh, I got it working! Was just doing something stupid. Thanks for the help, total_newbie and ericw. And thanks for the great app, SleepwalkR! 
Splitting TB Into Two Windows? 
Is it possible to split one instance of TB into two windows, so that when you have more than one monitor, you can e.g. move the 3d view onto one monitor and have the map/entity/face browser on the other monitor?

If not, is it worth a feature request on github, or is it the kind of thing that's not likely to be implemented? 
No, Not Yet 
There already is a request for this on github somewhere, but it's not very high on my priority list right now. 
Fair enough. Thank you for responding. 
+4096 Limits/ Clear World Coordinates 
The +-4096 limits are not displayed anywhere in TB (yet), are they?

I just opened a map I'd been working on under TB in Netradiant, and saw how it displays clear boundaries at the +-4096 points (and at multiples of 512 when you zoom in closer) -- generally the coordinates on the grid make it clear where everything is in the world.

This would be tremendously useful in TB. I was a little shocked to see how close some of my brushes were to the limit (the map is a little lopsided rather than huge) and I wish I could see this in TB without needing a second editor.

Or does TB already show it somehow? 
I created a map that shows the boundaries in Trenchbroom. I basically map inside a giant hollow brush... once I am ready to seal the map I delete the hollow brush and get to work. 
Thanks for the tip. You mean six large flat brushes that enclose the map in a cube, all 4096 x 4096 x [some small number], and positioned along the +-4096 edges of the world? That's not a bad idea as a workaround, but could you even create that cube in TrenchBroom? It would seem that you'd need a different editor that shows you where the +-4096 edges are so that you could line up the cube correctly (I mean, even if it's doable within TB, it sounds like it would be rather finicky).

In any case, while that's probably a good workaround, it really shouldn't be necessary to need a workaround -- and potentially a second editor to implement it.

But thank you again for the tip! 
I made my hollow cube entirely in trenchbroom actually. Didn't take me long either. 
"" is the TB2 beta? 
I forget down for look more :P 
how do for playing file .map? 
What A Shambles 
Is there another 3D editor available for quake?

Due to how incredibly buggy TrenchBroom is I spend more time trying to work around the bugs (hello non-integer's) and unexpected behaviours than I do actually mapping. There's also the worry that my maps might not open the next time I try to work on them.

It's quite frightening how old Quake is (happy 20th btw <3) and yet afaik there's still no modern, stable editor. I realise this may come across as whining however I can't help but wonder how active this community would be if Quake's tools and resources we're even remotely up-to-date. 
Is there another 3D editor available for quake?

No. Before 2013 we all used notepad.exe

Can't you just use notepad like the pros? 
...and I realise I may be responding to a low-effort troll post, in which case jokes on me I guess 
It Can Be Frustrating, BUT... 
Contributing your bug reports and explaining your issues to the project instead of wasting time and effort on whining would eventually help make it more stable and bug free. 
Trenchbroom is bae <3 
>Is there another 3D editor available for quake?
Thank you.

I was inspired to return to Quake mapping a few times but regressing to 2D editing is very off-putting and I haven't got the patience/time to wrestle with buggy software.

Sure, unfortunately most of my bugs are already open on the issue tracker (and some are years old). The rest are enhancements and usablity fixes but it's not worthwhile suggesting features currently.

Just discovered NetRadiant, gonna try it out in the meantime. Thanks 
Which Version Are You Using? 
And where are these issue reports? Please paste some links and I'll see what I can do about them. 
Non-integer plane coords can be fixed easily in TB2. Have a look at the issue browser. 
@Sham, I Like NetRadiant As Well. 
I have it installed, but use it little now a days. I've been lucky enough to have small issues with TB2 and anything I did have issue with was fixed before too long after I reported and documented the issue the best I could. 
So, About Those Bug Reports... 
TrenchBroom 2.0.0 Beta A6d2341 Released 
- In-editor compilation support.
- Support for launching game engines.
- Add issue generator for long entity properties.
- Add issue generator for empty groups.
- Improve texture loading in Quake 2.
- Don't allow drawing brushes outside of world bounds.
- Reset the rotation handle position and keep a list of previously used positions.
- Store texture lock state in the preferences and default to on.
- Allow Shift+Drag to snap vertices to the grid.
- Fix crash when closing the editor while the clip tool is active.
- Fix skew bugs in UV editor.
- Fix duplicated objects not being added to the current layer or group.
- Fix rendering problems when duplicating entities within groups.
- Fix handling of brush entities when grouping.
- Fix initial point placement in the complex brush tool.
- Fix crash when undoing CSG operations.
- Fix crash when undoing brush resizing.
- Fix usage indicators in entity and texture browsers.
- Fix layout problem in game path preferences.
- Fix ESC key behavior in preference and About dialog.
- Fix window position and size restoration problems.
- Fix ESC key behavior when in clip mode.
- Fix case sensitivity problems in open file dialog on Linux.
- Fix layout of view dropdown window on Linux.
- Fix texture lock for faces having +Y as their normal.
- Show correct window icons.
- Better support for dark UI themes.
- Performance improvements.
- Cosmetic changes.

TrenchBroom 2.0.0 Beta 31439f2 Released 
- Fix rendering views flashing on Windows (#1389).
- Don't crash when Quake 2 game path is not set or cannot be found (#1388).

God Dammit. 
For the continued support of TrenchBroom.

It only keeps getting better and better! 
Thank you sir. 
Problem With The Issue Browser In Latest Beta? 
Just tried the new beta in Windows 10. Selecting an issue, right-clicking and choosing a fix no longer fixes the issue. This was working fine in the previous beta.

Thanks for your continued development of TB. It's a fantastic tool. 
Could You Please Submit The Issue On Github 
Also please give more information, e.g. What issue you were trying to fix etc. 
Issue Submitted 
I've submitted it on Github with extra info. Thanks. 
Great, I'll Look Into It Now. 
Newbie: How To Setup A Game Environment 
Hello there! First please let me say thank you for this great editor. I was instantly able to create a cool 3d level, and it works on Linux, love it!

So now I have my level geometry (.map) and would like to try it in a game engine, add textures and entities to it, etc. As far as I have understood I need a compiler and a game engine so I can use it. How do I set this up in TrenchBroom? How can I add Textures and Models (entities)? Is there a way to use data (textures, model) from the apparently abandoned transfusion-environment (

Thanks again for any hints,
Transfusion SDK 
If you look at the Transfusion SDk available here for download it's geared toward using Radiant based editors and the Quake 3 map format and assets.

Currently TrenchBroom 2 supports Hexen II, Quake and Quake 2, not Quake 3.

Although Transfusion being based on the darkplaces engine will allow you to use the Q1 map format for TF it's probably not the best place to start if your fairly new to Quake mapping. 
Also Read The TB2 Documentation. 
Download the latest TB2 from it's website. Install it and actually read through the extensive documentation that comes with it located under the Help menu--> TrenchBroom Help or shortcut [Ctrl]+[H]. 
Might Worth Looking At This Also... 
Some basic map info on the Quakewiki you might want to look at here:

You can get some very nice Q1 map compile tools from here: 
We Really Need More Tutorials. 
Trenchbroom 2 Beta is super unstable for me, I would love to send crash report, but it crashes too :P

What I'm doing is snapping vertices on a 1 unit grid... 
Vertex Snapping Will Improve In Next Beta 
Are Those Improvements Available In Repo? 
No, Still Being Worked On. 
Rock Primitive 
Feature request! :) Rock primitive like J.A.C.K. Pick your number of faces, randomly generate valid brush. 
Such Requests Go On Github Please ;-) 
I just want to say, thank you for convex merge. <3 
Be sure to play with CSG subtract, too. It's pretty smart. 
Fun Times

This happened to me a while ago now but I never filed a report as the video was all I had. I was somehow able to select a group while it was hidden and this mess of lines happened.

Should I make a bug report anyway? Doesn't seem like much help, i can't recreate it or anything. 
Thanks Pritchard 
really want to eat strawberry laces now 
Yes Please Do 
But I have seen this before. Did you send me an email? 
Yeah, I did. I wasn't sure if you got that! I'll file an issue, but all I can include is the video... I don't even have that version of the map any more. 
That's Ok 
"Due to how incredibly buggy TrenchBroom is I spend more time trying to work around the bugs (hello non-integer's)"

Ruh-roh. Is there actually an real issue with non-integer coordinates? I have these all over the place due to clipping tool (ab)use, but they never prevented me from compiling and playing the map I'm working on. Haven't run vis, though. 
Be More Precise 
Non-integer vertices are not so problematic per se. Non-integer plane points can be, but if you're using the clipping tool more than the vertex tool you might not have too many of those. Also depends on which brushes are affected and how. 
I used to be very sloppy with my brushwork and had a lot of non-integer points/planes, and that never caused an issue with map compile. What really caused issues was vis, which would fail and would generate path files that went straight through solid brushes.

Not every "malformed" brush will cause this, but it's something that you need to be wary of, and test for as often as possible. You can then either fix the brush in question, or create another, simpler brush to cover the gap and help vis succeed. 
Best keep the brushes simple and clean. 
Thanks, that answered my question. 
In a perfect world, math would be much different so there would be only one set of parameters for a numerically stable representation of a brush plane, and not an infinite amount that makes it hard to pick. This is what I really envy from mesh-based modeling. :P 
Vis Leak Through Olid Brush Face 
Mesh-based modelling still suffers from non-planar quads, yet quads are recommended since because edge loops.

I've found that having large brush entities (even func_detail's) that extend into the void can cause the weird vis bug where a leak goes straight through a solid face. I found that enclosing the end point of the pointfile tracer with a solid world brush eliminated the leak. Enclose the end point that is in the void (blue end in JACK I believe). 
TrenchBroom 2.0.0 Beta 2f3c498 
- Improved vertex manipulation with more degrees of freedom.
- Improved vertex snapping.
- Fixed crash when applying quick fixes.
- Added #1408: Show warning for blank entity keys and values
- Fixed #1423: TrenchBroom 2 not working in Windows XP
- Fixed #1418: Angle values -1 and -2 not displayed for brush entities
- Fixed #1402: Up and down arrow keys sometimes move objects along Z axis
- Fixed #1401: Undo crash after rotation on Y axis
- Fixed #1397: Crash when loading a map that was saved under a different name
- Fixed #1395: Issues manager no longer fixing issues
- Fixed #1394: CSG redo crash
- Fixed #1393: Crash when when pressing keyboard shortcut to snap vertices
- Fixed #1392: Bad performance when undoing / redoing

Awesome stuff, thank you! 
Awesome Stuff 
"Fixed #1423: TrenchBroom 2 Not Working In Windows XP" 
Woohoo! This is awesome! Thank you! 
I'm very happy to hear about those fixes, thank you very much! 
You're Welcome 
New build is forthcoming with more fixes and one new feature: deleting vertices, edges and faces in vertex mode. Gearing up for 2.0.0 final now! 
Do I remember correctly, but I remember seeing early videos of a new features coming up. One of the features was that you can draw freely shape in a brush's face and then draw same shape to another brush's face, and somehow those connected and created brush that has those two faces and connects facing vertices and creates solid brush.. it is really hard to explain.. but is that feature removed or something? 
Sounds Like The Brush Too To Me. 
It's still a feature of TB2. Press [B] to activate and start clicking like you described. 
Basic, Short Video..

Once done shaping your brush, press the [Enter] key to make it solid. 
It's also explained in the manual. 
Thanks, that will save a lot of time when making structures. Starts to wonder.. is there even more hidden features in manual (starts reading). 
OK, It Works But... 
Help says that there should be a color chooser popping up under the entity properties list when I put a color property on said entity, a light for instance. So I place my light, click on "add new property", name it "color", but when I click on that property to set its value, no color chooser shows up, forcing me to "drive blind" by putting numbers by hand. What am I doing wrong?

Also, about said help: Every time it tells me to press a certain key, all I see is a blank space instead. I'm guessing it uses symbols that are not found on my computer. Anywhere I can download a full text version? 
"color" Vs "_color" 
Try using _color. I'm pretty sure that's the key name you need to use for TrenchBroom, i'm not sure if compilers understand color without the underscore either. 
Would it be possible to have a hotkey for "Show Edges" as well as toggling the grid visibility? Hiding both is very helpful when making sure textures line up properly, and it's slow to use the menu vs. a keypress.

The other suggestion I have would probably be consolidating the View menus... they both do mostly different things, but it's a bit weird having two different menus named the same thing... 
Thank you Pritchard, that's progress. I didn't know about that underscore thing but I had no problem compiling without it so far. Now the color range selector, where I could theoretically choose between float and byte, shows up. New problem is I can't select either, no matter how hard I click - and the color chooser itself still doesn't show its mug, but I guess it's normal since I can't choose a range. 
Try click-dragging that area of the window to expand it vertically. The radio buttons only work after you've already got values (they just swap the format)

Picture 1
Picture 2

For me, if I click on that black box, it opens a color picker menu where I can select my values. Previously selected values show up in the little palette on the right. 
Thanks again. It works. I tried dragging the line below it but it only reduced the size of the entity browser. I had to drag the line above up for the chooser to show. 
Those Lines... 
Yeah, it's a pain. Trenchbroom tries to remember where you dragged those elements, but for me at least it forgets from time to time and I'm stuck with a view that's far too small to work in comfortably or really do anything. Another minor gripe I wish would be fixed but can't be bothered writing a pedantic ticket for... 
Minor Indeed 
There are more important things to implement/improve first. And it could be much worse, the elements of the interface could just be unresizable...

Now how about that full text help file? It isn't much of a help when I can't see which key to press for any action. 
Color Picker, Select Used Colors? 
It is nice to see actually talking about this color picker button.. I only wondered..

If I pick color using that color picker window popup.. it lists new colors to that list. This is just a small suggestion, but would it be possible to select yet highlight selected color from that list, also show that color in color picker button (or maybe create another button for that) and when clicking it, it would open that same color picker popup window and that selected color's values are written on those text boxes.

Sometimes you want to work with same colors and only tweaking values just a bit (like lum/saturation), but don't want to set same values you have already used multiple times almost blindly. This would speed up colored lighting works a lot I believe. 
Also Another Useful Feature. 
Also giving a color specific recognizable name would speed up picking right colors for different light entities. Name could be easily just simple string data, that will be shown when hovering color on that list of colors, doesn't sound too much work? 
You can submit your feature requests via the [issue tracker] link in the original post above. 
Maybe I'm blind, but weren't your posts as well part of feature/bug fixing requests (though not that straightforward like mine)? Now it is sent via the issue tracker too. 
Not really, no. I wasn't requesting new features, I was asking about stuff that should have worked. 
Do you still have problems? Pritchard : you can use number key 0 to toggle grid on and off, if that was what you were looking for? 
Well, the color issue is sorted out thanks to Pritchard. It leaves the help issue (see post #2223). 
Please Submit Bugs And Feature Requests On Github 
I can't keep track of them otherwise 
That's why I told NewHouse to do so. I'll file a bug report for this help issue, I just wanted to know beforehand if there was a full text version available so as not to pester you with such a n00b request and detract you from more important work. 
I think it's a browser issue. Which one are you viewing the manual with? 
The one bundled with XP, i.e. IE (ayeee ayeee, that's funny!). Not by choice though: my main computer isn't connected to the internet so I can't install Firefox. 
Then You're Out Of Luck 
I'm not going to start supporting a web browser from 15 years ago. Sorry. 
Trenchbroom tries to remember where you dragged those elements, but for me at least it forgets from time to time and I'm stuck with a view that's far too small to work in comfortably or really do anything.

This is now fixed:

Please submit these problems on github. I can't fix what I don't know about. 
Yeah, I figured as much, hence my question about a full text file. Oh well, I guess I can still figure out the keys with help from the keyboard shortcut chart, but it won't be nearly as handy as a simple help file. 
Not Connected To The Internet? 
If you could install TB on that computer, you can install FF on that computer too... 
Good Point 
I don't need a connection to install TB. I download my stuff elsewhere. The only connection I currently have is through my phone (yeah I know, I sound a bit like a caveman - with a phone). TBH I haven't checked about FF but usually, modern programs that use internet also need a connection to install. 
Clip Plane 
There should be a hotkey to cycle between alternate clip planes when making a clip with only 2 control points. For example, if I select 2 points on opposite sides of a vertical cylinder (like a barrel) Trenchbroom will assume I want to slice it horizontally to make 2 stacked barrels. There should be an option slice in vertically (like splitting a log). 
If you are talking about placing clip points in the 3D view, TrenchBroom already allows you to control how the clip plane is extrapolated from two points. It depends on where you place the two points; specifically, it depends on the normals of the faces on which you have placed the points. For example, if you place two clip points on a face whose normal points upwards, then the clip plane with be vertical. If you place the points on a plane whose normal points sideways, the clip plane will be horizontal. This should be enough in most situations.

In 2D views, the clip plane is always "top down", that is, the normal of the clip plane points sideways. There's no way around that. 
Offline Firefox Installers Have Existed For A Long Time.

Offline installers for firefox. Download and transfer to you PC with your phone as you did with TrenchBroom. 
..or Someone Else's Computer And A Usb Thumb Drive. 
Thanks xaGe. I wasn't aware of offline installers for FF. Also, it seemed pointless to me to install a web browser on an offline computer, so I never checked. 
TrenchBroom lit a massive fire under my ass to take mapping seriously. Ive dabbled with BSP mapping for years...probably close to 10 but never took it seriously enough to care about releasing a full map. For the most part I just used it as a "sktechpad" of sorts. When I tried out TrenchBroom it answered a lot of prayers I had while working with Hammer and QuARK.

Thanks a million Sleepwalkr.

Lately Ive learned a lot about the creative process and how to manage progression of my creativity. Hoping to get a Q1SP done in the next few...months. 
Great To Hear! 
Texture Offset Is Not Same In Game As It Is In Editor View. 
I'm feeling stupid, because I can't figure out how to fix this :

I have removed, remade, working on values (trying positive, no floating "float" values etc.). I haven't have this kind of problem ever before, even when working degrees that are more precise than 26.5. Normally something like this I was able to fix, just removing it and remaking it from scratch.. but not in this case. 
What Qbsp Are You Using? 
with tyrutils 0.15 you could get issues like that if you didn't use the -oldaxis flag. 
Version 0.15.5 
I was using tyrutils 0.15.5 it seems..
There seems to be new version available. 
Which Map Format? 
220 or standard? 
I'm Using Standard Map Format. 
Clipping Tool 
SleepwalkR - I was using the latest stable release without the 2D views. I get what you're saying about the pre-selected clip plane orientation with 2 points. I'm just saying it would be nice to have a hotkey to cycle between alternate (horizontal/vertical) planes. Also if you select 2 clip points on different faces as in my barrel example, the default orientation isn't always logical.

I suppose an even nicer feature would be to have a rotation control around the clipping axis so that you can do the clip at any angle. This would be a lot quicker and more convenient in many cases than placing a 3rd point, I imagine. I havn't seen this feature in any other editor so it would be quite innovative. 
Re: Numeric Instability (#1921) 
I've just looked into the issue again and realized that it might not be so bad as I originally thought.

Yes, the way the D3 editor represents brushes in a map file is inherently numerically unstable, because if for instance you translate a sloped surface represented like that, the little error adds up.

I've saved a map with a slope and cut off a few digits of its normal vector in a text editor. Resaved the map, the numbers after the decimal points changed a bit, as was to be expected because there is the binary representation in memory vs. the textual decimal representation.

Now... I've moved the brush slightly, and back into position, and poof, the numbers were exactly again as if I had just cut this slope freshly. I suspect the editor renormalizes all brushes that are manipulated in any way (an untouched brush wasn't changed like that). It's possible that internally, at runtime, they are represented as vertex meshes or with spanning vectors for the planes, and when saving, it's trimmed down to that simple but unstable plane equation representation.

Without looking into the code, I guess when loading, the editor derives a more stable representation by looking at the computed corner vertices, and calculates spanning vectors aligned to a really fine grid from vertices it picks as it best sees fit, to work with while it's running.

This math is more precise and less error-prone the closer the architecture is to the world origin. It's an interesting approach... and it solves a bit of the uncertainty when spanning vectors get too extreme, and being faced with the problem of checking for that and calculating better vectors. 
Are you using arbitrary face alignment.* You might want to try world instead of arvitrary or face alignment.

*Please note that I don't know Trenchbroom handles arbitrary alignment feature of ALT+RightClick that other editors have so talking out of experience with other editors here. 
SleepwalkR & Ericw 
(I sent email) I went through my map file, and tried to put replace integer values in some cases where some numbers really wanted to be "close to" integer value 0.5.. values like 0.499999999 = 0.5 etc. I have no idea about those values, are those really suppose to be not like set in editor or does it have to do something with coding language and how Math works in the end.

Though that didn't fixed my issue, hopefully this will be solved some way (even idiotic way).. maybe I need to create new map, and start copying same brushes from this map or something. 
I have no idea what you mean by that (have no experience), but in TB I select brush's faces and just rotate them.. so is that called 'arbitrary face alignment'?. 
Thx, sometimes I wish I could have born in USA or Britain, so I couldn't need to use dictionary all the time. But that article seems like, it has some important information. 
Did you look into whether or not you supply the -oldaxis argument to qbsp? 
Error unkown option 'oldaxis', I tried to put it on Qbsp : Txqbsp.exe -> command line arguments -> -oldaxis

Am I doing something wrong in here? 
Nevermind.. wrong place.. I have to look into it, I try to compile it now. 
Nothing seems to be changed after adding -oldaxis, texture is still off. 
I didn't get the email, mind sending it again?

Also you mentioned tyruttils 0.15.5 which is my compiler pack (tyrutils-ericw), but you also mentioned txqbsp which is a different compiler. Are you sure you tried my qbsp too? 
Thank you, it fixed it* I have to continue mapping to see, did it actually fix all of the texture related problems I had.. this Txqbsp.exe, was it recommended in some website because I ended up using it? Ealier qbsps gave me errors or something like that.. but now it went flawlessly, you been doing a lot of updates recently I assume*

Thank you again. 
I couldn't reproduce the problem in either tyrutils-ericw or txqbsp-xt; maybe you had an old txqbsp.exe 
It must be the case* 
Quaddicted recommends Txqbsp here, which I think is a large part of why people are using that older compiler. It's the reason I was still using it when I sent you that email a ~month ago ericw (I was too lazy to change my .bat files to use the 0.15.5 qbsp before then...). Someone should really ask Spirit to update the page, I suppose. 
I must be equally as lazy not yet lazier, oh well - there is many updates to keep eye on. Some cases updates has been many so easy and automatic that we don't actually need to even thing about it. 
has been made* too easy and automatic.. 
First of all, thanks for the recent updates, SleepwalkR!

Secondly, sorry for having been absent and not having contributed bug reports for ages. Real life issues keep getting in the way of mapping/testing.

Thirdly, I'm having trouble installing the latest Beta on Linux -- can anyone help? I've downloaded the .deb package and GDebi opens it, but then gives me the following error message:

Error: Dependency is not satisfiable: libstdc++6 (>=5.2)

Not sure what this means, and couldn't find answers on the web that I could understand. I thought maybe it meant that I don't have the right version of libstdc++ installed, but according to Synaptic I do have libstdc++6 installed ... 
Sorry, I Have No Idea. 
What OS is that? 
Linux Mint 17.3, 64 bit 
I've dug around a bit more. I guess I used "libstdc++6" incorrectly above; I assumed "libstdc++" was the name and "6" the version number, but it looks like the library itself is called "libstdc++6" (I knew there was a good chance I was writing gibberish, as I don't know much about this stuff), and as far as I can tell, I have version 4.8 installed -- and if I'm interpreting that error message correctly, I need 5.2 or higher ... right?

This, however, suggests that I can't upgrade only libstdc++6; I would have to upgrade/reinstall my entire OS to a higher version ... and this strikes me as a little odd, since Mint 17.x is the latest-but-one version of Mint, the very latest (18) having been out for only two months. What if the next version of the OS has a version of the library that's still too low?

Or have I misunderstood everything, and there's actually a far simpler solution? 
I think you're right, you need mint 18 for libstdc++6 5.x.

There's an ubuntu package search website that will show you what versions of a package are available in which ubuntu version:

You just need to check which ubuntu version a version of linux mint is based on, convert the number like "ubuntu 14.04" to those annoying names ubuntu uses like "trusty".

Alternative: building from source may be less hassle than doing an OS upgrade? 
Ubuntu has long term support builds, like I am using at the moment.

I'm using version 16.04 LTS. If you want long term stability I suggest using a build like this. 
Thanks For The Response, Ericw 
and thanks for the package search link/info.

Do you mean build TB2 from source, as opposed to using the deb package? Would that bypass the libstdc++6 issue? It'd be great if that would mean not having to do a fresh OS install.

However, I'm not entirely sure how to go about it. I see that clicking on "source" on the TB home page directs you to the TB github page. Does this mean I'd need to use github to build from source?

I used to install/update TB2 via github when it was still in alpha, but around the time of the first beta release SleepwalkR wrote about having switched to git flow, and I don't really what that is or how one uses it (I barely understood how to use github before the switch). Or is git flow just something used for the intermediary builds? 
Is it possible to do one of the following in Trenchbroom?

(1) move the camera to a location specified by xyz coordinates.

(2) select the entity/brush closest to some specified xyz coordinates.


Compile tools and the quake engine often spit out errors in the form or ABC went wrong at coordinates xyz, but I struggle to find xyz in the editor to locate the problematic brush/entity. 
In TB 2 
Menu > View > Camera > Move Camera to ...

You can't select an object closest to a location however. I'm not sure how accurate that would be, anyway. If it's not unambiguous, it would be misleading. 
Move camera to ... is perfect, thanks! I can do the selecting myself. 
Problems With TB 
actually I cant open trenchbroom for basic_string error:

exists a solution? 
What OS And Version Etc. 
Os X El Capitan 
And What Version Of TB. 
The Last Version Before TB2 Beta 
That''s No Longer Supported 
Sorry. Use the betas. They are more stable than the older versions. 
Sorry for not responding earlier..

Do you mean build TB2 from source, as opposed to using the deb package? Would that bypass the libstdc++6 issue? It'd be great if that would mean not having to do a fresh OS install.

Yes, I meant building from source as opposed to the deb package. I *think* it would bypass the libstdc++6 issue. However, if you did upgrade Linux mint, isn't there an "upgrade" feature in the OS that would avoid having to do a fresh install? Ubuntu has that.

Building TB from source on Linux is a bit involved because you need to patch and compile wxWidgets yourself. TB's instructions are good though.

Re: git flow, the current branch is "release/v2.0.0". So if you are building from source, you would do a fresh git clone, then "git checkout release/v2.0.0", then follow the build instrutions in Build.txt

If you're not really comfortable with building from source, upgrading the OS is probably the way to go, but I'm not sure what to suggest really. 
Sorry for not responding earlier..
No worries; thanks for responding -- I really appreciate it!

This clears up a lot. I have built TB2 from source before, back before the release of the first beta, and I seem to recall having to compile wxWidgets back then too. As long as I have good and clear instructions I should manage ... I think. I'll probably screw a few things up along the way and I might ask a few more stupid questions here as a result, but should get it in the end.

Speaking of stupid questions, I have a couple already:

TB's instructions are good though.

Are these the instructions you mean?

do a fresh git clone
Errr, how do I do that again? This is the part where you basically download all the files you then later use to build the programme, right? I remember having done it, but I can't remember how one does it, and Build.txt doesn't seem to say. 
Are these the instructions you mean?
No, those are the ones from the "master" branch which is outdated. here is the current build.txt.

Errr, how do I do that again? This is the part where you basically download all the files you then later use to build the programme, right?

Run these commands in a terminal: (this assumes you don't currently have a TrenchBroom subdirectory in the current directory)
git clone
cd TrenchBroom
git checkout release/v2.0.0

The "git clone" is more than just downloading the source code, it downloads every branch and change made to the TB source code. It initially gives you the "master" branch in the TrenchBroom directory, which is outdated code, which is why the "git checkout" command is needed to switch to the latest code (release/v2.0.0). 
Thank You! 
That's very clear.

I'm afraid I'm about to post a response to your offer for help in the Mapping Help thread that might make you lose your faith in humanity... 
OK, so I've finally installed Firefox on my computer and the help file now displays properly. It mentions a [CMD] key that I believe is found on Macs. The Windows equivalent is [CTRL], correct?
SleepwalkR, is it feasible to make it so that the help file automatically displays the right key depending on the user's OS 
That's A Bug 
Please file it on github. 
Selecting And Editing All Brushes Within A Group? 
When I double click on a group of brushes, I am able to select and edit the individual brushes within that group (e.g. by holding shift and extruding contiguous selected faces).

If I double click on a group and press Ctrl+A then it selects all of the brushes in the group, which is the behaviour I would expect. But then I don't seem to be able to edit the brushes in the same was if I had selected them manually. Is this intended behaviour? 
Sounds like a bug. 
Clipping Again 
When placing clip points in 3D view, could you add an option to trace/glue the points onto the selected brushes only (i.e. the ones about to be clipped). Currently, if there are any obstructing, non-selected brushes the clip points will instead glue to their surfaces, which is usually not desirable. 
Im working on reproducing some vert manipulation errors and I'll add it to Pritchards issue report.

Basically, theres times I move verts with arrow keys and the verts deselect. I then have to select them again and can continue moving in my intended direction.

Additonally, "snap to integer" appear broken. Any attempt to "snap to integer" crashes.

This is all on 2f3c498. 
A Follow-up... the conversation on the "best editor" thread:

SleepwalkR said: "You can select the axis yourself, it's the one you have moved the farthest distance on. Why is that difficult to handle? I'm asking out of genuine interest - maybe I can improve it?"

Maybe a better way would be to select either x or y axis beforehand with a simple toggle key like [ALT] does with the z axis? 
All My Axes Live In Texas 
iirc you can hold shift to lock the axis you're moving the brush. 
That was mentioned in the best editor thread. That only applies once you've already begun moving the vert. 
That's What I Meant 
Maybe instead of holding [SHIFT] AFTER you've started dragging a vertex, it would be best to have two different keys to select the axis BEFOREHAND, like for example [SHIFT] for the x axis and the >/< key next to it for the y axis. Or maybe even simplier and more intuitively, [X] and [Y] keys. The latter would imply using the [Z] key for z axis lock, freeing [ALT] for other context-sensitive manipulations. Sleep, does that sound good to you? 
How about having a separate right-click functionality. You can keep free movement of vertices/edges on the left-click, but have right-click draw some axis arrows on the vert so you can click and drag on the axis you want to use. 
Maybe a better way would be to select either x or y axis beforehand with a simple toggle key like [ALT] does with the z axis?

The problem is that it's very hard to select the correct axis that way. Either you make it relative to the camera, i.e., left/right and forward/backward, but then it becomes guesswork if the camera angle is close to a multiple of 45 degrees. Or you make it so that the keys are hard wired to a specific axis, (i.e., X locks to X axis always), but then you still have to take a moment and think about which axis you wanted to lock to. We already had that system in an earlier revision, and it did not work very well.

The current system allows you to select the lock axis by moving the mouse into the direction in which you want to go anyway. It's simply the best option IMO and I don't see why it shouldn't work.

You can keep free movement of vertices/edges on the left-click, but have right-click draw some axis arrows on the vert so you can click and drag on the axis you want to use.

Right click is already used for other purposes. What you're suggesting boils down to using a handle like many professional modeling tools do:

We have toyed with this idea a couple of years ago, and it has its merits. But in the end I decided against it because it requires you to click into precise areas to select the axis of movement.

The system we have now is essentially liftet from SketchUp, and I think it is far superior to all of the above ideas. So far you guys have made suggestions how axis lock could be done, but you haven't mentioned any particular scenarios where the current system doesn't work, or I have missed it. What is the problem, apart from that you may be used to doing things differently from other programs? 
But in the end I decided against it because it requires you to click into precise areas to select the axis of movement and I wanted the user to be able to just click and drag on objects to move them. That was the main reason for the current system, and it's a big part of why TB is regarded as intuitive by many users. 
Word Of Support 
Having basically only used TB and TB2 for my Quake editing needs, I can say I find the navigation, commands, and everything else work great! I actually only use the 3D view! (So far) 
I mentioned my problems in the other thread and I think you responded to it. When I try shaping brushes to match the curvature of, say, an arch texture, I have a lot of troubling getting an edge to slide along only the x-axis. In the current system, to reliably move an edge/vertex in the direction you want you must position the camera above the vertex so your viewing angle is large. But if you do that, then you usually can't see the texture you're trying to match in the first place. If I want to see the texture, I have to make the camera coplanar with the x-axis, which makes dragging something on the x-axis almost impossible. That's why we need lock functions. I think a bind to enable handles on a vertex/edge would be very useful. 
Providing constructive feedback is one of the definitions of supportive lol 
and I appreciate your feedback. My main objective is to make TB as easy to use as possible.

Can you post a screenshot of the situation you were describing in post 2315? I think I understand it, but I'm not sure. 
[QUOTE]Or you make it so that the keys are hard wired to a specific axis, (i.e., X locks to X axis always), but then you still have to take a moment and think about which axis you wanted to lock to.[/QUOTE]
I don't see much difference between taking a moment to check the axis and taking a (possibly longer) moment to position the camera. The advantage of my solution is that holding [X], [Y] or [Z] seems more intuitive than the current system (which is already very good, as Bloughsburgh said) and it would solve Sevin's problem. I don't see how it wouldn't work very well.

On a side note, MWHEEL click+drag to position the view currently stops the camera panning when the cursor hits the screen borders. Would it be possible to make it continue infinitely? 
I'm not at home right now, but I will when I get back. If this clarifies any more, I'm just working with a vertical brush that I want to chop around a door texture. The situation I'm describing is when I'm trying to create the actual arch brushes. I'll make a video when I get home for you. 
Off-topic (sorry): How do you guys make your quotations white like that? I thought the [QUOTE] tag would do the trick but apparently not. 
Probably just using HTML color codes for it, not actually quotes. 
Like This: 
<q >But without the spaces.</q > 
<q >But without the spaces.</q >

Thanks #2322 
(whoever you are) 
The advantage of my solution is that holding [X], [Y] or [Z] seems more intuitive than the current system (which is already very good, as Bloughsburgh said) and it would solve Sevin's problem. I don't see how it wouldn't work very well.

Well, maybe you don't see it, but it was tried and discarded for the very reason that it doesn't work. The argument that it may prevent you from having to reposition the camera does not hold for me because 1) expecting to not have to move the camera in a 3D view is unrealistic IMO and 2) you can use orbit mode to very quickly reposition the camera.

It looks like we'll have to agree to disagree. Or you can try if one of the older betas still contains the old axis locking (the first 2.0 beta might) and see for yourself why it doesn't work better than what we have now. Or maybe it works better for you, but I'm afraid that I'm not inclined to change it again.

On a side note, MWHEEL click+drag to position the view currently stops the camera panning when the cursor hits the screen borders. Would it be possible to make it continue infinitely?

That's a limitiation with wxWidgets on Windows and unfortunately there's nothing I can do about it. 
Or maybe it works better for you, but I'm afraid that I'm not inclined to change it again.
That's OK, I'm used to it by now. I was speaking from the perspective of the total n00b who tackles TB for the first time (which I was just a few weeks ago).

unfortunately there's nothing I can do about it.Damn. Oh well, fly mode can serve as a workaround, but it would've been nice to be able to do that. 
Sat down to record and I can't open the map I was working on. I tried other maps from AD and the base maps and they all through the same error:

"Cannot load compilation configuration 'Quake\CompilationProfiles.cfg': Unexpected character: $ [line 7, column 22]"

I'm guessing this was caused when I tried setting up a compile process, but I can't launch any maps because of it and I can't find the file. 
Why Cant We Edit Posts 
Please create a report on github and attach the file located at


Where USERNAME is your, well, user name. 
I don't know of any alternative libraries apart from Qt, but how bound to WxWidgets is TB anyway? It kind of feels like it's limiting the application in a few ways these days, like with that dragging issue I opened on Github and the inability to lock the cursor to the window.

I can't imagine UI development is much fun, so I don't blame you for not wanting to move away from what you already have, but it is getting a bit painful to see such annoyances. 
QT Would Probably Have Been 
the better choice, but it's too late now. 
Anyone Had This? 
blank origin key followed by entirely blank key

It's pretty annoying; brushes seem to develop this seemingly at random without even being interacted with half of the time, and will either begin to appear slightly displaced in a compiled map or will completely dissappear and instead show up at the bottom of the level in-game.

I'd open an issue on github, but I wanted to check here first since there are a few factors to consider, and like a similar blank property issue I haven't been able to reproduce it on demand.
The main issue is that I'm developing for AD, and so my thinking is that this could somehow be an issue with the .fgd i'm using, which is the one included with the mod. Has anyone else had this happen in other editors? Or had it happen in TB, but with different mods?
Getting this part figured out would be great, I'd feel a lot more confident opening a github issue if I knew it was a TB problem and not an AD problem. 
For Me 
I use TB, and I have never seen this happen.

I am also creating a map using AD so it could be the .fgd you are using? (I am using the one that comes with the official download, just modified to my needs) 
I'm using the AD .fgd that I have from my download as well, and I haven't modified it at all. (I actually looked inside to see if there was some clear issue with it, but then I realised I have no idea how .fgd files work so I gave up) 
You seem to be the only one with this issue. Are you using another editor together with TB? Or it might be that you are using the entity property grid in an unexpected way, maybe you are trying to use keyboard shortcuts there, or you are using keyboard shortcuts with the intention of doing something in the 3D view, but the focus is on the entity property grid? 
To Be Honest 
I have same kind of issues. Items aren't in same place after compiling, than what they were in TB's editor view. In fact If I open my map in older version of TB versions 1. something, it clearly shows that in fact those are in different place than what it was in TB2.. that is why I place items in TB1 only. 
I mean.. the one in TB1 screenshot represent real actual position where it actually lands in game. Would it be possible that there is something wrong in AD.fgd?... but to be honest, this same happened during base jam. So either both has something wrong in fgds or something is different in TB2 than what was in TB1 when it comes to item placing. (x,y,z position). 
I've seen that issue as well, all the items in my AD map have to be off center by about 16 units or so. It's like the center is actually one of the corners in TB, it's pretty easy to compensate for once you realize.

For some reason, I thought there was already an issue for this, but I can't find it... I might take some screenshots when I get home and create one. 
Can you create an issue with a minimal example? Does it affect all entities of a certain type, or only specific ones? 
I'm not sure it's an issue with TB right now, rather the .fgd provided by AD. It's pretty easy to see on my end if you simply switch your entity definition; you can actually see the entities moving in the map as you do so.


In the compiled level, the entity appears in the place where it was at the start of the video, rather than the one shown when using the ad .fgd

Also, TB freezes really hard when you switch to an entity file and don't have the appropriate mod directory selected, when it starts working again the console is spammed with missing model errors. Not a big deal, except when you're switching a bunch as I was just doing...

I tested with a few types of entity, and at least for this fgd it only seems to appear with health and ammo entities: image

If you like, I can open an issue on github with this evidence attached. Not sure how much of this is TB's problem, though... Building special cases to handle problems in 3rd-party files is a dangerous path to tread. 
One thing to note from the AD readme:

Mappers : The editor .def and .fgd files supplied with this MOD require
: the worldspawn entity to have "no_item_offset" set to 1

float no_item_offset; // All ammo/heal items use central point rotation

My understanding is, the AD fgd/def are designed with the origin for health boxes to be in the center of the model, and you're supposed to set "no_item_offset" "1" in the worldspawn of custom maps.

The idea is AD can also run vanilla id1 maps which use the origin of health pack entities as the corner of the model. 
This Is Why 
I dislike creating github issues for things until I'm more certain. I've been consulting the AD readme a fair bit lately as I toil, but I didn't find that part in the places I looked! I set the key, and now... all my items are in the wrong place. Well, they're where the editor says they are, but that's wrong in the map since I'd been compensating for my idiocy this entire time. Time to unset it and remember for next time... 
I think that explains NewHouse's issue as well 
my worldspawn's no_item_offset was set to -1... that must be the reason in here? 
Whenever I move a selection that contains a func_detail, the detail doesnt follow properly. it progressively gets more off grid as the further I move it.

Is it a problem on my end or trenchbroom? do other users experience this? Its a pretty glaring problem that seemingly hasnt been reported, or otherwise im missing it on github.

This happens in the most 2 recent betas, Ive yet to build from source as its something I've never done. Ill tackle the intimidation factor soon enough, I'm sure. 
Yeah - I had that as well. If it's the same thing you're experiencing, it should only happen when you use the "select touching" command:

It was fixed a few days after the latest beta came out (spet 6), so you'll have to avoid using "Select touching" until the next beta is released. 
Exactly whats happening. 
Is there any way to "deselect" the current texture, so that TB will create untextured brushes again, like it does before you select your first texture? I've been putting up with it for months because it's really just a pet peeve, but I prefer to build the foundation of my map without texturing and then texture and add detail later. Having to either deal with crappy, distracting textures/colours (I know you can disable texture rendering, but the textures still show up when you actually load the map) or restarting the application when I want to work on a new area is kinda lame.

One advantage of using the default texture to me is that it helps to spot untextured spots; they show up very well since in QS at least they're always fullbright, so it can help me find areas i've missed. 
Currently no.

Ive been meaning to suggest it along with some other texture based ideas/issues.

currently, you can select a face with shift+LMB and then apply that texture to another face with alt+LMB (you can also apply it to a whole brush by alt+double LMB). Id like to be able to "paint" by dragging the brush similar to how youre able to ctrl+LMB and select multiple brushes.

also, while a texture is selected itd be nice to either paint or apply that texture with its current coordinates or default. 
also, while a texture is selected itd be nice to either paint or apply that texture with its current coordinates or default.

Try holding ctrl+alt, it should not copy the attributes in that case. 
currently, you can select a face with shift+LMB and then apply that texture to another face with alt+LMB (you can also apply it to a whole brush by alt+double LMB). Id like to be able to "paint" by dragging the brush similar to how youre able to ctrl+LMB and select multiple brushes.

That's a good idea. Submit a feature request please. 
Also submit a feature request for deselecting the default texture. 
Nevermind, I've already changed it. Deselect everything, then click on the selected texture in the browser and it will deselect. Will be in the next beta. 
Wow, That Was Quick! 
I've just noticed something: when I load the Arcane Dimensions .fgd into TB, the console lists a bunch of unknown entity definition header attributes. I should indicate that before loading the .fgd I enabled the AD mod in the Map tab. Is this normal? 
Better To Avoid The Fgd 
And use the def file instead. The fgd is designed for jackhammer 
I had no idea there was a .def file for AD, nor that it was better for TB than the .fgd, which is the default selection in the file browser when picking an entity definition file.

Now I have INFORMATION in the editor itself! 
I have to know these things being on the ad team ;) 
For TB2 I had more success with the Fgd, it provides all of the keys and values I am expecting for AD. Furthermore I tweaked it to show models depending on what spawnflags are present (dangle, megahealth, etc)

I do recall TB having much better luck with .def but something to keep in mind if you using TB2. 
I Havent Used TB2 For A While 
so I can't comment too much on that version. Everytime I dip into it there's something different or new it feels.
I haven't been able to justify making the leap into it fulltime yet as I feel my workflow is better in TB1. 
I Am Using TB2 Now, 
since Sleep implemented support for WinXP.

Better To Avoid The Fgd
I've read somewhere that .fgds are more "complete" than .defs...
OK then, I'll use the .def instead.

Everytime I dip into it there's something different or new it feels.
Pretty much like any other program under active development... 
I'm a creature of habit. Been making all my maps in tb1 since the first day 
Wow :o i couldn't stand TB1, camera movement etc. was really laggy on my system. TB2 is buttery smooth by comparison. That alone was enough to make me take the leap. 
Never really suffered with TB1. Infact a lot of my maps were made on TB1 when my main PC was a Surface Pro 1. So I made a lot of maps on a tiny 11" screen. Plus the power of a Surface Pro isn't amazing by any stretch of the imagination.

I'm on a pretty decent machine these days and it runs just as good as before 
Only thing i miss from TB1 is the neat search bar. Saw on github sleep is reworking it for the full release of TB2, though.

I figure the more I use the beta the more help i can be to get the final product done sooner, well minus the fact i have no coding skill.

Most of my brushwork has been done in Hammer so Trenchbroom is a breath of fresh air in a lot of ways. 
a lot of my maps were made on TB1 when my main PC was a Surface Pro 1.
Wow... I'm impressed! 
Just setup compile settings, and I was wondering what the "export map" step does. I assume it must do something other than just copying the file. Is this some kind of pre-processing step before sending the map to qbsp? 
No, It Just Saves The Map File 
No, It Just Saves The Map File 
The DOTmap File 
J.A.C.K or Worldcraft or Hammer exports it from rmf,vmf,jmf etc. into a .map file format before sending it to qbsp.exe

Trenchbroom works with .map directly so doesn't need an actual export.

Rmf - Rich map format used by Worldcraft and older Hammer versions.
Vmf - Valve map format used by newer Hammer versions (Source engine)
Jmf - Used by J.A.C.K and its predecessor Jackhammer (same thing, was recently renamed)

There are alternate x versions: rmx, vmx, jmx that are used for autosaves if you have it turned on. 
W LoadWadFile : Couldn't Load Gfx.wad 

I'm using build "2f3c498 RelWithDebInfo" on Windows and I'm trying to get Trenchbroom to launch Quakespasm, but alas, I get the error message "W LoadWadFile : couldn't load gfx.wad".

I set Quakespasm's game path in Trenchbroom to
and did the following engine configuration:

Why does Quakespasm refuse to work, even if Trenchbroom finds all the entities from the id1 pak files just fine while I'm editing the map with the above mentioned settings? Am I doing something wrong?

Mind you, Quakespasm does work, when I launch it outside the editor. Of course, I could test my map this way, but I want to be able to use all the features of Trenchbroom. Has anybody had similar experiences? 

its an issue with the betas.

If youre comfortable with building from source, the issue has been fixed but hasnt been released yet. 
That might be a bug in TB. The "couldn't load gfx.wad" error means that the engine couldn't locate the id1 directory in the current working directory.

As a workaround, try adding "-basedir C:/Users/Esrael/Desktop/Games/Quakespasm" to the "Parameters" text field in TB's Launch Engine window. 
Thanks Guys! 
Wow, thanks for the fast response guys! =)

The workaround seems to be working like a charm, so in the mean time, while I'm waiting for the release with the bug fixed, I'll just use that. 
Thanks Ericw! First time I've seen that mentioned! 
anyone willing to walk me through building TB from source?

Ive never built from source or anything in this order.

Downloaded Visual Studio and everything, but I think I dont have the proper versions.

Got to this point and had to give up.

CMakeError.log just goes on and on like this:

"Compiling the C compiler identification source file "CMakeCCompilerId.c" failed.
Compiler: cl
Build flags:
Id flags:

The output was:
The system cannot find the file specified"

command prompt is telling me about vcvarsall.bat, which has to do with visual studio?

:cries in corner: 
New Beta? 
Is there any chance of seeing a new beta release any time soon? It's been a while since the last one, and although I imagine the goal might be to hit full release with the next update, there have been a lot of changes since the last one. For some of those, it's fixing bugs that I myself created and would rather like to enjoy the fruits of having the fixes.

I know I could compile it myself, but as I understand it the process is quite complicated due to the need to compile several different things seperately and so on. I'm not really that level of user unfortunately, so yeah... It won't kill me if I have to wait until full release for TB2, but a new beta would be nice. 
Agreed on the build being complicated. Tried to tackle it and had to give up.

Fortunately, Ericw came to the rescue with a recent build.

now, GO MAP. or...yknow. hangout. up to you. 
I'm Very Busy Atm 
Still working on TB, but at a very slow pace. I'm swamped with RL things. 
Real Life > Quake Life 
It's totally understandable that you're busy SleepwalkR, and it's even easier for me to be cool with that thanks to the ericw and the link mukor posted :D 
Is it okay to submit bugs that are from that interim build that was just posted? I found this but I'm not sure if it's okay to create an issue for a 3rd party build of the program. 
I'd say submit the bug, I'll take the blame if it's an invalid bug for some reason ;)

(That build I made is the current latest code from release/v2.0.0 and it's built by TrenchBroom's CI system, so there shouldn't be anything weird about it.)

FWIW I think I hit that bug of things going off grid as well, haven't had a chance to investigate it though.. 
MacOS Version 
Does anyone use TB on macOS 10.8 or below; would you care if TB required 10.9+? 
Continued From General Abuse #28461-28475 
Personally, I try to avoid using 3-point clip whenever I can. I find it not very intuitive and often end up clipping out the part that I wanted to keep. It's quite common for me to have to do multiple tries to find the correct camera angle that will make the clip tool perform like I intended. In many cases it's faster to just do it in vertex mode. 
Hopefully this will help de-mystify what the third point is for, at least to the point where you understand it as well as I do (I'm moderately sure this is all it can do).

Here's a standard, 2-point clip:

Then... Bam! 3rd point:

Try it yourself. Drag the 3rd point around and watch as the angle of the clip changes. Obviously this is a very basic example, but the general idea of it is that you can change the angle of your cut with this method.

I find it most useful for when TB doesn't "get" what you're trying to do because the 1st and 2nd points are too vague, since you can easily direct exactly how you want your cut to work using it.

Another cool trick is placing all your points on a flat plane, like so:
The third point tells TB that you actually want a horizontal cut, so you can easily perform that style of cut.

Here are some more fun cuts:

Hopefully that helps people figure out what the 3rd point is for. 
I Give You 3 Points 
Thanks Pritchard, that does help clear things up! 
Pritchard Gets It 
Bonus points for knowing the shortcut if you wish to use an existing face as a clipping plane! It'a in the manual ;-) 
Double Click The Face? 
A good tip is...unless you need another brush to snap a clipping point to, isolate the brush to be clipped.

If you try to place a clipping point at the edge of a brush where it meets another brush, sometimes itll get placed on the other brush.

I switched my "Hide" "Isolate" and "Unhide" to H I and U for this and other reasons. 
Double Post But While Im Thinking Of It: 
Thank you, Sleep, for implementing issue 1465 "Always show edges of selected brush" and 1460 "inspector keys open inspector window when closed"

Didnt even consider theyd be in the build eric provided so they were a very pleasant surprise to run into.

"Oh hey thats me!" 
I made some good progress on 1499 recently and things are looking better. Hopefully I'all be able to provide new official builds soon. 
Always Show Edges Of Selected Brush 
Is going to be magnificent. 
Try loading Shamblernaut's RJ5 map in the latest TB2 beta! 
If you have found a bug, then create an issue report plz. 
N00b Questions 
i'm learning the very basics of brush work
it's possible to move clipping points with arrow keys, like moving vertex points in the vertex edit mode?

or i just have to drag the orange dots?

can i snap the clipping points to edges and vertices of other objects? or the only snapping is to the grid?

i'm better off in general using CGS substracting if i want to avoid brushes with intersections?

another very basic question:

when you are resizing a face with non-parallel convexing lines (i don't know how to say it) like this:

in one point the lines intersect. is there a way to resize until the two vertices intersect in a point (like a cone) or a line (like a wedge)?

btw i get the 3-point clipping. you need three linearly independent points to define a plane, and the editor makes a "guess" when using 2-point clipping to define a plane. it's like slicing a brush with a cutter 
don't blame tb2 for my shitty maps =P 
Be sure to check out the help file in About > Help for the basics on a lot of your questions.

If you still have issues post back! 
i quote from the help

"Note that you cannot change the number of faces of a brush by with the resize tool."

i missed that enterely. i think it might be useful. perhaps it's unnecesary, i don't know.
also, it's 'converging lines', that's what i meant.


"Alternatively, you can add two clip points at once by dragging with the left mouse."


"In the 3D viewport, you can only place clip points on already existing brushes, whereas in the 2D viewports, you can place them anywhere."

now i don't need to move clip points with the arrows.


CGS substracting is a question of the type of "is good practice or not?"


it seems that i can't snap directly to objects, so it's better to snap brushes to the grid and zoom if they are separated by 1 unit.
and using clipping, CGS and vertex. 
Glad to see the Help file ...helped!

As far as subtracting goes, I think it has come a long way...TB2 handles it fairly well. One thing I do is if I have an odd shape I plan to subtract, I will cut the brush into as small of a square as I can around the subtracting brush. That way there isn't so many crazy things going on after the operation!

For things like basic shaped hallways and such it it probably best to just create the brushes to form said opening. 
Arches? What's Your Method? 
I can never seem to do arches with any consistency. It's not that the end result is bad but I just seem to do mine by trial and error. How do other mappers approach creating an arched doorway? I am using TB2 and would love to how others approach this. 
Ive had the outline for an arch tutorial in my head for a few weeks. Lemme whip something up for ya. I think itll make quick sense of the black magic of arches. 
That would be greatly appreciated. And it seems like we have some new blood on Func who would benefit from this too. 
At first i tried this:
angles: 0�,30�,60�

but i didn't like that the arch is narrow in the top

so i made a 30� brush, duplicate, flip horizontally, and rotate with alt+up 
You've got the right idea and it's good to see you trying it on your own before asking for help!

TLDR: Triangles! 
*the angles are:
90� (vertical) ; 60� ; 30�

the brush is 30�/60� 
Another Arch 
and the textures are aligned! i had to rotate 180� the textures of the two top brushes, but other than that...

i tried cliping in two ways, and in both the textures are aligned too. nice.

pd: yeah, absolutely no lights yet 
Mukor And Topher 
Thanks guys - this is really great and the key for me was slicing the inside corner (step 4). What I have been doing is clipping large sections of square shapes and "lifting" the vertices into position.

Clipping is so powerful when you see it done "correctly." Thanks again. 
Why is this here and not in the Mapping Help thread? It's not Trenchbroom-specific. 
My bad for starting it here, I honestly thought I had posted originally in Mapping Help but saw the replies here. Going senile. 
Mugwump: Refer to post #2408 in this thread. I gave an arch tutorial that specifically mentions "for TrenchBroom 2". He is 100% in the right to post a response here...cause...well thats where the discussion originated. The tutorial mentions keyboard shortcuts specific to TrenchBroom.

topher: im glad i could be of some help. curved shapes troubled me for quite some time. 
Honestly, I don't mind and it's not that big of a deal in the first place, but a) the question could have garnered more editor-independent answers than Mukor's TB-specific reply and b) I know people here can be a little sensitive over this kind of things. 
Thanks for sharing your technique Muk!

Would have been great to have had this when I was banging my head on how to create them last year! 
maybe we went a little offtopic

on topic
"face convex merging"
is this a feature? i didn't see it in the help

this software is very intuitive and full of shortcuts to save time

in a few days and aprox 6 hours of fiddling and some reading i'm getting confortable with shaping this simple brushes 
Convex merge is a fantastic feature and it looks like you already got the hang of it! To be honest, I don't know if I realized face selection would work with merging but I assume it is intended.

Keep going topher! 
Is the lag when clipping a large amount of brushes at once a known issue?

I ask because although I've been living with it for a while (like many tb2 bugs - I'm really bad at reporting in a timely manner...), the more I trisoup for this map, the more of my time it takes up. It'd be nice to at least have a "won't fix" response, but I'm skeptical of submitting an issue because it may simply be something that comes with the territory of the operation... 
I have encountered this before, sometimes it can happen with just a large brush that I am cutting in half. A bit random at times but infrequent enough that I never regarded it as an issue.

Doesn't hurt to submit an issue regardless. 
Yes, Submit Everything 
Seriously. I'm providing this app for free. The only price you have to pay is reporting the issues you find. Let me decide whether or not they are relevant. Don't sit on issues out of doubt whether they are issues or not. 
Windows Build From Today 
Much Appreciated 
Thank you! :D 
I have this irrational fear of annoying people by filling up their issue tracker... If I were running the project, I'd be obsessed with getting the open tickets down to 0 at all times...

I need to stop projecting. 
Noticing some... aliasing? is that the right word?

Noticing it on the version you just linked Eric.

JUUUUST opened it up so thats all I have for now. Ill be getting intimate with TB over the next few hours and Ill report back here or go straight to github with anything else. 
Yeah Same Here 
on macOS.

Is the "previous build" the one I linked to in November, 3cb0140 ? 
Filed An Issue For That: 
Yeah, my bad, i couldve been clearer on "previous build". But yep, the last version you linked me was without the aliasing issue present in the current build. 
Well thanks for letting me flex my computer know how!

i figured out I can set up AA for specific programs through my video settings! 
Unfortunately, we'll never get it down to 0 anyway. Don't worry about it. The issue tracker is more like a todo list. 
Yep, lack of AA on the latest linked build.

However, I did try to reproduce the crash on map switch that I reported and I could not get it to crash! 
Beta 2 On Mac 10.6.8 
my mac is running osx 10.6.8 with opengl2.1 and glsl1.2 - when i run trenchbroom 2.0 out of my applications folder it gives me an error saying not compatible with this version mac. any suggestions? i am looking forward to using trenchbroom to work on quake 2 maps in particular. thank you for making this software - really appreciate the time and care you are putting in. 
Yeah, It's Not 
I think you need 10.9bor later. 
Are the appveyor builds supposed to be usable? Or do I still need to rely on the guru/wizards of this thread for new builds of TB? I tried downloading the "Latest Build" from there, but it seems to be gutted and non-functional - no art (logo, icons), supported games list is empty, etc. 
The recent build is without a build number. I dont think that specific build is to be usable at the moment.

A new build with the fixed context menus would be cool, though. AA can wait as one can set it through their video settings. Im interested in using and 
Pritchard, they should be usable, however, the "Latest build" button in Appveyor is not reliable at the moment, because it includes test builds for feature branches. It looks like a change earlier today may have caused the "gutted and non-functional" breakage.. I will check it out.

@mukor, the f7fe54e build I posted yesterday should have those two features for the key/value editor :)

There have been a lot of fixes today so I hope to post an updated build tomorrow. 
Stupid Question 
I used to get the latest builds of 2.x off sleepwalker's Dropbox. Where can I get the latest builds for PC? I'm a bit lost on github and cannot compile the code.

Right now I am using the build from the website (2f3c498?) 
Dec 24 Windows Build 

The pauses Pritchard reported when clipping, the entities in the right click menu, and antialiasing are fixed, plus some other fixes in the issue tracker. 
I can't extract the 7z archive at all and WinRAR won't tell me why. 
I tested it with 7-zip 
7-zip is giving me weird trouble too: 
Is TB Running? 
No problems extracting here. Maybe retry the download? Perhaps something was corrupted.

Clipping things feels so much nicer now! Getting rid of slowdowns and hangs goes a long way to improving the feel of the application. I'll be sure to report anything else I run into. 
"Can not delete output file" - sounds like there is an existing install, try extracting into a fresh directory, or maybe re-download. 
Thanks For The Xmas Present, Eric 
And thanks Sleep for keeping on improving it. Will DL and install later this evening. 
RGB Textures 
Does Trenchbroom in it's current state support any way of applying RGB textures in say, a Quake 1 level? If not, will it ever have Quake 3 BSP support? 
What Are RGB Textures? 
As for the second question, TB does not support any BSP format. It reads and writes map files. Assuming you meant to ask, "Will it ever have Quake 3 support?", then the answer is yes:

But I can't say when. I'd like to do it for 2.1 though. 
Im talking about full color textures that aren't limited to Quake's 8 bit color pallete or whatever limitation Quake 2 has. 
According to a post by MadGypsy in this thread:, Quake 3 doesn't support paletted .wad files and works directly with .tga images, so yeah, when Sleep will implement Q3 support in TB, you should be able to use 24-bit textures. 
The site has included the comma into the link, so you need to delete it to access the page. 
Looks Good! 
Just installed Trenchboom to see if it would work. And indeed, it shows up well. Made the setup in my Quake directory and choosed the preference file.

In the texture editor I have a view for the monsters and items.
My texture files are all blanked out, so I use the glass near the Groups and Used to look for my wad file.

It won't show up.
Is there a way to make them so, like a path to my wad file? 
Click on "show" at the bottom of your texture browser, then click "+" to search for your wad(s). 
I can open a map but my txtbrowser is blanked out. 
Is this under WindowsXP again? 
First of all, Windows XP is no longer officially supported. Second of all, you should be using TB 2. Third of all, you can read the manual (Help menu) to find out how to load textures. 
RGB Textures 
there was a contribution that added support for loading textures from loose files. I think it supported jpg and tga or something like that. It will not be included in TB 2.0 however. 
Windows XP is no longer officially supported.
But you did fix this issue some time ago. My TB2 works fine in XP (build 2f3c498). Are you saying that the more recent builds won't work again? 
read it as it may work, but if not it is only fixable with an OS change.

OS=Operating System! 
Location Outdated? 
TrenchBroom_Win32_1.1.6_381 is the link for download,
I can't find a TB2. 
OS & OS2 
TrenchBroom-Win32-2.0.0-Interim-f7fe54e-RelWithDebInfo and TrenchBroom-Win32-2.0.0-Interim-0e1a90a-RelWithDebInfo.7z
both give a "MSVCP140.dll" was not found. works fine on Wi nXp, both S2 S3 Servicepacks and Visualbasic2010.
Strange my items and monsters do appear while textures won't. 
Try the build I mentioned in post #2460, it works fine on my XP SP3. Go to the link provided in the first post, click Download, then Windows, and scroll down the page to find it: oddly, the page displays the 1.16 builds first. As for the missing dll, I bet it's because you need to install the Microsoft Visual C++ 2010 redistributable package (it's a requirement mentioned on the download page). 
Rogue One 
Welp. That was definitely a thing. I found the goody characters rather boring and undeveloped and impossible to give a shit about. Rather charmless. New baddy Krennic chap was good though. However I liked the film overall - a lot actually - because once it gets going, the action is balls-to-the-wall amazeballs and super-ultra-Star-Warsy. I guess that makes me part of the problem. :/


A certain key human character from the OT is resurrected via's pretty awesome that the character is there and has a surprisingly amount of screentime, but the fact that the CG is definitely not perfect just makes it really weird. 
That was obviously meant for the film thread. I have had a few pints... 
Thx Kinn 
the warning and stuff, idk... Im spoiled hard right now.. 
TB2 switched visual studio versions recently so you need to install Visual C++ Redistributable for Visual Studio 2015

@Madfox, once you install that, build 0e1a90a (the one I linked a few days ago) should work on XP. 
Good To Know, Thanks Eric. 
That did the trick.

Hey thanks for this editor, Sleepwlkr & ericw!
And all that helped of course.
I was just accostumed to Radiant, but it has that dark view. 
Windows XP 
will work, but I will not go to great lengths to keep it that way. 
Fair Enough 
I still need to upgrade to 7 anyway, it's only a matter of time. 
Funny these comments have been happening recently. I came here to say that Trenchbroom 2 does not work correctly on my Windows XP laptop. It doesn't render textures. 
Have you installed the Visual C++ requirement as stated above? 
That can have many reasons. First off, are you sure that it actually finds the textures? You can check out the console to find out if TB has problems locating the textures. 
Visual C++ 2015 
For some reason, download from the Microsoft page linked by Eric in post #2468 fails on my computer. If others encounter this issue, I found a working link here: 
Doin' It Wrong 
Can you spot what's wrong in this picture?
(Hint: my compiled map and .lit aren't being copied)

Is this a bug, or is there something wrong with my "Copy Files" actions? I can't tell. 
Isn't it MODS and not MOD? But either way, there should be an error message. Please submit an issue. 
TrenchBroom 2.0.0 Release Candidate 1 
Just in time for your weekend mappery:

Big thanks to all involved, particularly ericw. 
It is MODS and not MOD, and after I typed that in it worked.

The documentation for TB seems a little spotty - I simply copy-pasted the lines from here into the editor to get the results I did. Notice the correct "MODS" in the table above, though.

If someone (perhaps me) were to go through the docs and try and proof read them, would that be appreciated? I might give it a shot. 
That Would Be Greatly Appreciated 
In fact, that would make me very happy! You can create issues on github for errata in the manual btw. Please create one for this, too. 
How was the documentation originally written? I'm guessing it wasn't just written in HTML. 
No, It's Markdown 
With pandoc enhancements. If you wish to edit the docs and submit pull requests, we should chat so that we can set up the toolchain. 
Alright, shoot me an email or hit me up on IRC. I've been meaning to learn how to get around Github better so it'd be nice to get the chance to educate myself. 
Thanks SleepwalkR! 
i'm having a huge problem with Trenchbroom (2.0.0 RC1)
my compilating and launching profiling aren't being saved, i can set them, and use them, but if i close the program, and open it again, they are gone.

also, i'm having one more related issue, there is this old compiling profile that i wan't to delete, but i can't, it crashes trenchbroom instantly. 
sadly its a known issue:

I THIIIIINK you could get them to save by opening a previous version of Trenchbroom, creating them in there and then they SHOULD transfer to the new version as well.

same for deleting the unneeded one. 
okay thanks 
also, i'm having one more related issue, there is this old compiling profile that i wan't to delete, but i can't, it crashes trenchbroom instantly.

This is not a known issue. Can you please submit a crash report on github that includes the file which contain your compilation profiles for Quake? The file is named "CompilationProfiles.cfg" and where exactly you can find it depends on the platform. 
I figured the two issues to be related to one another? Settings not saving or deleting? 
TrenchBroom 2.0.0 Release Candidate 2 
Download here: TrenchBroom 2.0.0 Release Candidate 2 is out:

- #1655: Ensure that worldspawn colors are treated correctly in smart entity color editor.
- #1655: Show color editor for any entity property matching `*_color`, `*_colour`, or `*_color2`.
- #1655: Properly set selected colors in smart color editor. Switch smart editors in idle event as opposed to in reaction to row selections.
- #1659: Ensure that points on the boundary are not added to a polygon. (#1662)
- #1661: Make sure to reset fly keys when 3D view loses focus. (#1663)
- #1653: Create a log file and add it to crash report. (#1657)
- #1656: Don't start a face drag in brush tool if there is no face under the mouse. (#1658)
- #1649: Fix bounding boxes of item_artifact_* in Quake.fgd
- #1646: Set selected texture when the user clicks on a texture in the texture browser. (#1647)
- #1648: Remove unused image from Linux build.
- #1640: Fix a bug that prevented game engine profiles from being persisted properly. (#1643)
- #1641: Print an error message when an error occurs while interpolating EL expression in compilation window. (#1644)
- #1638: Show message dialog when an exception occurs while launching a game engine (#1642)
- #1624: Change website to redirect to github for downloading releases. 
Thank You Sir! 

i will continue to report new crashes

RC1 is crashing a lot less than the previous builds 
It's fantastic to see how much progress has been made, thanks SleepwalkR and everyone else involved.

Could you also provide SHA256's alongside the releases? pretty please 
I'm Sure That's Possible 
TrenchBroom 2.0.0 Release Candidate 3

Getting fewer bug reports lately... either it's getting stable, or fewer people use TB. 
its defintely getting more stable and i cant wait for you to start hammering out those 2.1 features ;) 
Getting More Stable 
Glad to hear it. 
I dipped into tb2 a bit more recently. Will probably consider changing to it full time on my main machine. The ui stuff is a bit cramped on my surface though 
We Need Md5 Hashes Of The Md5 Hashes 
Thanks, unfortunately MD5 has been unsafe for quite a long time now.

I apologize for not contributing but I'm away from my desktop and there's no release for my current os. (I've never had much luck compiling) 
MD5 Is All Cmake Supports ATM 
So that's all I can do. Anyway, I think these checksums can only ever be used to verify the integrity of the downloaded file. They cannot be used to check whether the file was tampered with on the server. If someone was able to do that, they would also be able to change the checksum files. 
Still a bit of a Github Noob, even after all this time spent submitting TB issues (over 30 now I think!), so I'm not sure if contributing a comment to a closed issue will be seen... 
Yep, I get notifications on Github and emails for comments on closed issues, should be the same for SleepwalkR 
Adding Textures 
could some one explain to me how to add textures to trenchbroom (q2)? I have a a .png of Duke Nukem 3D textures, and i would like to add those to my map

Wally will let you convert/export that .png to the Quake2 .wal format.

Just open it up in Wally, and File>Export to .wal.

Wally will also be what youll want to use to edit and make your own textures and texture packs, etc. Its a really good, stable tool. 
Trench Broom Supported ! 
thanks, but how to add the textures to trenchbroom so it will appear there? 
Quoting The Help, Try This 
If you want to provide your own custom textures, you need to put them in a subdirectory where TrenchBroom can find them. For Quake 2, this means that you need to create a subdirectory called textures in the directory of the mod you're mapping for, or in the baseq2 directory. Then you need to create another subdirectory with a name of your choice. Then you copy your texture files into that directory. TrenchBroom will then find that directory (possibly after restarting the editor) and allow you to load the textures from there. 
Quoting The Help, Try This 
If you want to provide your own custom textures, you need to put them in a subdirectory where TrenchBroom can find them. For Quake 2, this means that you need to create a subdirectory called textures in the directory of the mod you're mapping for, or in the baseq2 directory. Then you need to create another subdirectory with a name of your choice. Then you copy your texture files into that directory. TrenchBroom will then find that directory (possibly after restarting the editor) and allow you to load the textures from there. 
the textures are in baseq2 in a folder called 'textures', but any of then appear in trenchbroom.

I thought that textures had to be stored in a certain file to be added in. don't they? 
My TB2 installation is not up to date, so maybe something has changed in the mean time, but try this:

Open TB2. On the right hand side, where you have "Map", "Entity" and "Face", go to "Face" and then below you'll find "Texture collections". Click on it and then on the "+" to browse your computer's drive to add texture files. Doesn't matter where they are located, as long as you point TB2 to the relevant directory. 
i think that only works for quake 1. atleast it seems so, the "+" can't be clicked at all in quake 2.(only on q1) 
i've managed to add the textures, but they make the brushes invisable/non-existant(?), creating a leak. What do i do to stop that? 
i noticed that the textures get to white when converting them in Wally, is there a way to make them the same color as they are in the .png file? 
Smart Entity Property Editor? 
I started using the latest TB2 release and so far I'm pleased. Though I can't find for the life of me the Smart Property Editor for entities, as I'm trying to make a door entity toggable. 
For func_doors, when you click on the Spawnflags key you should see the ability to check off states like toggle. 
How Do I Make Pointfiles? 
This is probably a stupid question
My map has a leak, i can't find it, the editor can open pointfiles, but i can't find them, so how do i make them, and if they are made automatically, where are they?
Quake 2 btw. 
With quake 1, qbsp will save it in the same directory as your map, along with the .bsp file. So run quake 2's qbsp on your map, check for a .pts file. 
Transparent Brushes 
Hi, I use Jury-Rigged BJP Tools for compiling Q1 maps (now I'm on TB 2.0 RC 3) and the compiler may utilize "hint" and "hintskip" brushes just like in Q2+ engines.

With proper textures in a WAD and seen in the map I tried adding
"name": "HintSkip brushes",
"attribs": [ "transparent" ],
"match": "texture",
"pattern": "hintskip"
to the Quake.cfg in the "Games" directory to make the brush "hintskip" textured brush semi transparent - in vain.

Actually when the brush has only hint texture, it is transparent but when I retexture its 5 sides with hintskip, it isn't any longer. Also it can't be excluded from the View menu.

Can anyone help me with this? 
Please Create An Issue On Github 
And I'll look into it 
Thank You! 
Thanks, SleepwalkR. 
Does ctrl-selecting multiple rows in the entity editor do anything? 
You Can Delete Them At Once I Hope 
Other than that, no. 
Vertex Mode (Edge Mode, Face Mode) 
Hi, unless I'm missing something I don't seem to be able to go into edge mode without going into vertex mode first (press "V")

This means to manipulate edges in the 2D view I have to go into vertex mode, then click on an edge in the 3d view to enter edge mode, and then the edge manipulation works in the 2D view.

Ideally, as well as "V" I think there needs to be two additional shortcuts that go straight into edge mode, and face mode - this would make edge manipulation in 2D more immediate.

Other Bits 
1) would it be possible to set the grid opacity of the 3D view independently of the grid opacity of the 2D view?

2) I can't find a way to change the WASD flymode speed - is there a way?

3) Can grid size please go subinteger, down to 0.125? (So, additional 0.5, 0.25 and 0.125 grid settings a la radiant) For thin trims that need to be a constant thickness as they go round certain curve configurations, the trim sections often have to meet on a subinteger grid. 
And One More For Luck 
I can change the background colour but can't seem to change the grid colour or brush outline colour.

I have a pretty nasty case of palinopsia which means I can't deal very easily with thin light lines on darker backgrounds :{ 
Hi, unless I'm missing something I don't seem to be able to go into edge mode without going into vertex mode first (press "V")

Thats just how edges are presented in TrenchBroom. I dont see how adding some other shortcut for edges would be any different than pressing V and selecting an edge that way.

Maybe a video would better explain your issue?

3) Can grid size please go subinteger, down to 0.125?

something i desire, myself. 
as for your suggestions, take them over to 
Thats just how edges are presented in TrenchBroom. I dont see how adding some other shortcut for edges would be any different than pressing V and selecting an edge that way.

To move an edge in 2D view, I have to go into vertex mode, then in the 3D view carefully pick the edge I want, then go back into the 2D view to move the edge.

Why not cut out the middleman? Shortcut "E" (or whatever) straight into edge mode, start moving it around in 2D. So much quicker. 
as for your suggestions, take them over to

Cheers I will in future. 
I played around with this and:

Doing a drag to create a box and select the edge nodes isnt working properly in 2D view, it seems.

Otherwise, you can select a single edge node (in 2D view), then create a "bounding box"(still in 2D view) and itll select the node below it.

is this what youre referring to? 
Well actually now i feel like a dummy. I was only thinking of one type of edges. I neglected edges the "exist" between vertices.

Yeah, I can +1 different shortcuts for Edge, Vertex, and Face selection in regards to the 2D view. 
yeah I'm just coming from NetRadiant and it's really about streamlining all this stuff for "power users" (god that phrase sounds so smug). I'll be adding a lot of these sorts of requests to the issue tracker :) 
At the moment, I can see two ways to implement this:

Separate shortcuts for Face, Edge, and Vertex selection.

This might be limited with how Sleep likes to utilize ctrl, alt, and shift.

- OR -

Retain the current shortcut to display Face, Edge, and Vertex nodes.

While in this mode, perhaps CTRL, ALT, and SHIFT will display only Face, Edge, or Vertices respectively.

A complication to this is, while in this mode, how would a user select multiple brushes if CTRL is for displaying a certain type of node?

The user would likely have to back out of Vertex mode, select their desired brushes, and go back in Vertex mode.


This is just right off the top of my head for the sake of starting the conversation. Please dont berate me for any undersights :P 
I much prefer the first option. Seems to be simpler and quicker from the user's point of view. It's all about less clicks to get to where you want to be. 
As A Rule Of Thumb 
the question to always ask is: "what's the implementation that uses the least number of clicks / key presses?" 
Very much appreciate the input from you. Most of these things won't make it to 2.0 final, but I'll do them right after. Unfortunately I'm in the middle of moving houses and have almost no time for TB for the time being. 
Nice One 
I really appreciate the support!! 
I was just thinking today that it could be convenient to have TB play the windows "error sound" or something when you try and use a hotkey in the wrong context. I was shift-clicked on a face to edit its texture and tried to isolate it with ctrl-i, and it took me a little moment to remember that you need to have it selected normally for it to work... some better feedback than "nothing happens" would be good.

That, or make such functions work in more contexts... 
I'm Considering A Second Monitor 
And think it would be awesome if tb supported it. 
I have three monitors. Sometimes TB decides that when it starts up it wants to be stretched across all three. You get a really strong fisheye effect with that, kinda neat.

In all seriousness, I'm assuming you're talking about a floating inspector pane, right? I'd love to see that happen too, but I think it's been discussed before and nothing has been done... 
I Think 
I would like the option of orthographic views in one window or a larger texture window 
Y'know what'd be cool? Comment entities. That way I could leave myself little TODOs etc. and not forget about them so much... 
So I downloaded quake.wad, opened 'Face' section and added the wad (via '+' button), but friggin texture browser is still empty! The entity browser is full of stuff by the way.
Help me solve this problem please. 
Another cool thing: clicking on the name of a texture to automatically search it in the texture browser. 
Aaaand... can we get the rest of the texture controls added as hotkeys? I feel like making an issue on github for this one, since it feels more like it's something that's been left out rather than a simple suggestion. Not being able to reset a texture with my keyboard sucks. 
@Vseznamus Just a shot in the dark here, but could it be that you have the " Used " button turned on, and as such are seeing no textures because none have been used yet? This has happened to me on a couple of occasions making me wonder what the heck is going on and just starting a new map or restarting TB as a result. 
Very Stable 
Just throwing it out there I haven't had a single crash with TB2 (latest release). Thank you for all of the efforts in making this as stable as possible! 
That's great to hear! 
@Bloughsburgh - I Wish I Could Say That 
Granted, I'm on an ancient OS (WinXP), but the software keeps crashing on me like every 30 minutes (I created a bug report some time ago). Miraculously, I haven't lost a single edit due to the excellent crash backup solution - I'm so grateful for that!

And truly, it's the best map editor of all I've ever tried. 
that crash should be fixed in the next RC. (also, Muk, that was 90% of the big list of crashes you reported a few months ago.) 
I'll make a new release soon that has the fix. 
Is there or could there be these functions:

Group selection of brushes, making brushes transparent so group selection can select brushes behind brushes, scaling brushes or group of brushes.

also in vertex mode there could be a mode where you see the visible plane only, this would make terrain making easier. 
You can select a group of brushes by making a large brush that covers the brushes you want and hitting "select all touching"

You can select brushes behind other brushes by selecting a brush and using the scrolll wheel.

Scaling of brushes will be introduced at some point, i believe.

Lastly, i also believe occlusion of "hidden" vertex nodes will be implemented as well. 
TrenchBroom 2.0.0 RC 4

Getting there, but still some open bugs that I want to fix. This RC is mainly due to ericw's work who has held the fort while I was moving houses and settling in. 
Thank you SleepwalkR and Ericw! 
How Do I Remove My Maps History? 
As the history of maps you opened on the startscreen isn't the only history I would want to clear...
If it isn't a feature yet then I request it,
If I'm just being dumb again then tell me where to click the UI. 
MRU Keys 
Without checking the configs files for TB, I'd recommend you CCleaner, a cleaning tool that's very good at deleting Most Recently Used file lists. It's also very good for general PC maintenance. 
Wishlist From Screenshots Thread Off Topic 
�Texture projection/carryover as seen on JACK/Hammer:
�Click on the texture name when a face/brush is selected to find it in the viewer
�A better way to wrap textures around complex geometry such as cylinders
�Hide duplicate textures
�Alignment tools 
*alignment Snap To Edge Tools 
Cant you do face and world alignment in JACK/Hammer?

TB needs that.

Throw in texture wrapping with it and TB will be catching up to Texture toolsets of other editors. 
2nded For Face Alignment 
Can't Run QS

Does anyone know how to get QS to run through the TB compiler? I tried using -game ad instead of +game ad but it just gave me an error about having the shareware version of the game (?!).

MarkV runs fine through this :( 
Your working directory needs to be where the engine is.

If Mark V starts with a working directory and can't find Quake there, it will check and see if Quake lives in the folder where the .exe is .. and use that as working directory instead. 
Baker that is a nice feature, it sounds like something QS should steal. 
Also, "couldn't load gfx.wad" has never been a helpful error message, that could be rewritten to suggest the most likely fixes. 
I have tried to get other engines to steal that for years. Tends to get dismissed out of hand as a non-problem. If Mark V actually does get the gfx.wad it very clearly says what is wrong, and then pops a message saying "Opening folder c:\path_to_engine ..." and opens the folder.

/Brief gentle tangent, .. hopefully not much disruptive to the TB thread 
I am officially taking Baker's side on this one, it's a serious pain having to use the game dir as your working directory... Especially because the compile tool doesn't have a working way to get the map's directory...

I think I can use fully qualified names to avoid this, but it makes the parameters of my tools into even more of a mess than before...

Could someone tell me if i'm using ${MAP_DIR_PATH} wrong or something? I think this should probably have a github issue if it's genuinely broken. 
engine -basedir ${GAME_DIR_PATH} -window +map foo
or something.
(or +set fs_basedir foo for q2/q3)

some engines ignore -basedir. those engines are annoying.
an explicit path should always take precedence over a fallback/guess.

That said, default compile rules for TB would be really nice... it would save quite a bit of frustraction... at least until someone uses a path with spaces in it, anyway. 

(I didn't have Spike in mind. He even has a different objection than I've seen before )

/@Spike - Mark V honors basedir and can handle paths with spaces in them like -basedir "Path to Quake". 
RC4 Stable Om Win 10 Laptop 
I've been pushing TB2 pretty hard this week especially using undo many more times than I would ordinarily do while mapping (a dozen or more steps back) and have had zero issues. Am I dreaming or did some of the default keyboard shortcut change or go away though? I think the only weird thing I've noticed was the transparency bug noted elsewhere on this thread and on Github. Amazing work guys. 
I never knew about this functionality in Hammer! 
I was able to make that work with QS, but only by using a fully-qualified path rather than the ${GAME_DIR_PATH} one you suggested. Did your suggestion work for you? Maybe there's something wrong with how my environment is set up. 
I remember someone setting up their preferred engine in one of the "Tool" slots in the compiler. Bit more intuitive, imo. 
That's what I've done. It's nice because it only takes one click to start the process and when it's done you're instantly in-game with your map.

It's less nice because of all the issues I've had trying to make it work with something that isn't MarkV. 
Pretty much the only reason I use JACK more. That and primitives.

All on Sleepwalkr's list I'd imagine. 
If you read this, please contact me. It's about your TofuQake (hehe). 
Tried to load the .map from The Hell That's Coming in TB2 today but it returned this error message and crashed:
Expected integer or decimal, but got '[' (raw data: '[') (line 15, column 96]

Is this worthy of a bug report or is it perhaps already reported? Note that I was still using RC1 in WinXP, will have to check in RC4 to see if it still happens. 
Not A Bug, Just An Unhelpful Error Message 
In the Open window select Map Format "Valve". 
...but it's a Quake level! And it doesn't happen with any other Quake map I've tried to load. Why is this happening? 
Because that map you are trying to load uses "Valve" texture mode. Most other dont/didnt until recently. 
OK, Thanks. 
Feature Suggestion: Relative Light Adjustments 
I posted this on Github but thought I'd share for discussion.

I'm an video editor and in my editing software I can raise audio levels relative to each other. So if one track is -5dB and another is 5 I can raise them both simultaneously by 2 dB to make them -3 and 7. A real time saver when mixing audio. This gave me an idea for TB. It would be great to be able to select multiple lights and raise their values relatively as opposed to just absolute values. I'm not sure if this would apply to any other key/values. Nothing else comes to mind. It would be wonderful to tweak lighting in large areas in one operation. Just an idea! 
Door Angles 
Is there an easier way to set door angles then entering numbers? Just looking for some TB tutorials. 
Door Angles 
Is there an easier way to set door angles then entering numbers? Just looking for some TB tutorials. 
Door Angles 
Is there an easier way to set door angles then entering numbers? Just looking for some TB tutorials. 
Door Angles 
Is there an easier way to set door angles then entering numbers? Just looking for some TB tutorials. 
Door Angles 
Is there an easier way to set door angles then entering numbers? Just looking for some TB tutorials. 
Not really. But entering numbers is pretty simple once you get used to it. If you are looking to easily figure out the correct angle just add a monster near your door and turn him facing the direction you want to door to move, note his angle and use this value. I am horrible with this stuff so I had to come up with little tricks like this.

See example here

Also up is -1 and down is -2 in the angle key/value. 
I Plan On Doing Some Video Tutorials BTW 
Won't happen until after MapJam 9999 but if you need help post here. I am on here multiple times a day. 
Video Tuts 
Good initiative! 
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