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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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SleepwalkR 
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. 
Keys? 
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. 
Hipshot 
Look at the docs and the main menu. You'll find all shortcuts there. Also check out the keyboard preferences. 
Necros 
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... 
Skip 
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. 
#1434 
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. 
Lol 
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 (http://i.imgur.com/LOFODUj.jpg) 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"? 
 
Reblinds 
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. 
Reblinds 
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. 
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