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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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Bah 
should have mentioned to not deceive anyone, this is with the beta of TB2. 
Necros 
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? 
Necros 
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. 
Yup 
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\test3.map
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? 
Well 
What's at line 6 in the map file? 
Yeah 
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? 
 
1.wad

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? 
Hmm 
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... 
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