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The TrenchBroom Level Editor
Today I am releasing TrenchBroom 1.0 for Windows and Mac OS X. TrenchBroom is a modern cross-platform level editor for Quake.

Features
- True 3D editing, no 2D views required
- High performance renderer with support for huge maps
- Vertex editing with edge and face splitting
- Manipulation of multiple vertices at once (great for trisoup editing)
- Smart clip tool
- Move, rotate and flip brushes and entities
- Precise texture lock for all operations
- Smart entity property editors
- Graphical entity browser with drag and drop support
- Comprehensive texture application and manipulation tools
- Search and filter functions
- Unlimited undo and redo
- Point file support
- Automatic backup
- Support for .def and .fdg files, mods and multiple wad files
- Free (as in beer) and open source (GPLv3)
- Cross platform (Windows, Mac OS X and Linux supported)

Check out a video of TrenchBroom in action here.

You can download the editor here.

If you would like to give feedback, please do that in this thread. If you find a bug or have a feature suggestion, please submit them at the issue tracker.

If you are wondering where the Linux binaries are then sorry, but currently there are none. The Linux version has a few problems which I could not fix before this release. I will get working on those right away so that the Linux version should be available in a couple of weeks, too.

Finally, I would like to thank necros for all his work over the past year. Without his tireless efforts, TrenchBroom would simply not exist. Or it would suck.

Alright, enough of this. Have fun with the editor!

Update: 2.1 here:
https://github.com/kduske/TrenchBroom/releases/tag/v2.1.0-RC1
Features "cool shit".
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TrenchBroom 1.1.1 
Changes
- More natural snapping when resizing brushes
- Remove limit on maximum mip texture dimensions
- Don't fall back to software renderer on OS X

Download: http://kristianduske.com/trenchbroom/downloads.php 
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 9.17.10.2867 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 -

http://imgur.com/ovOWV01 
Yeah 
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)
Add
Remove
Path
Save
Delete

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 ;-) 
Edit 
For the "various" icons, I also need an "Edit" icon. 
Flat And Reduced 
You mean something among these lines?

http://mashable.com/2010/06/17/minimalist-icon-sets/ 
Ideas 
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 iconfinder.com 
 
Some from that link above.
I love drawing these things, but then again, why reinvent the wheel every time?

http://somerandomdude.com/work/open-iconic/
http://www.gentleface.com/free_icon_set.html
http://www.brightmix.com/blog/more-icons-in-the-brightmix-icon-set-free-for-all/

They should all have compatible licenses afaik. 
Etaryt 
 
 
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 
@spiney 
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: http://i.imgur.com/m1EbAhU.jpg
But I get this: http://i.imgur.com/hagirQu.jpg
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. 
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