News | Forum | People | FAQ | Links | Search | Register | Log in
The TrenchBroom Level Editor
Today I am releasing TrenchBroom 1.0 for Windows and Mac OS X. TrenchBroom is a modern cross-platform level editor for Quake.

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

Check out a video of TrenchBroom in action here.

You can download the editor here.

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

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

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

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

Update: 2.1 here:
https://github.com/kduske/TrenchBroom/releases/tag/v2.1.0-RC1
Features "cool shit".
First | Previous | Next | Last
 
Another nice feature would be something like in UEd where you can select adjacent walls.

http://wiki.beyondunreal.com/Legacy:Selecting_Surfaces 
Texturing 
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). 
Primitives 
maybe at some point, yeah. Or, in a more generalized fashion, procedural brush generators. 
So 
Valve 220 is just something you toggle on/off in TB2?

That's awesome. 
Ijed 
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. 
Yes 
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? 
#1275 
"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: http://t.co/QCJToJLhkS 
Nice 
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 
Also 
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 
RoQ 
Read the MM thread again carefully. 
FifthElephant 
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? 
 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.