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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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For $260? Yeah, it BETTER be built like a tank. 
Well 
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. 
Haha 
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. 
WASD 
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 
 
Everquest 
uses Voxelfarm
http://voxelfarm.com

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.

Cheers 
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. 
Ok 
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. 
Good 
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. 
Yes 
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. 
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