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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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Ah 
I didn't do anything special; there were only 10 or so from wxWidgets as the application started, but none after that. I was using wx 2.9.5 and followed your instructions in Linux/Build.txt. 
Interesting 
Maybe it's worse on wxWidgets-Cocoa. 
TrenchBroom 1.1.2 Is Out 
Changes
- Enable texture names starting with '{' (ericw)
- Fix hang when adding multiple updating entity targets (ericw, necros)
- Simplify build instructions (ericw)
- Fix vertex drift on map load (ericw)
- Fix crash with colors in byte format (ericw)
- Add option to invert zoom direction when using Alt+MMB (kduske)

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

Thanks to ericw for the fixes! 
Awesome! 
 
Nice! 
 
Nice Nice! 
Danget Trenchbroom 1 needs the vertex snap to grid option from 2 :)

Right now I bounce between the 2 for map diagnostic bug hunting. So easy to find brushes that have verts not snapped to the grid.

But this is a nice fix! 
Issue With Latest 1.1.2_374 
it seems when i try to copy paste somewhat complex geometry mostly arches by ctrl+c then ctrl+v the vertex points go off grid with a result like this http://i.imgur.com/jnIWPlv.png when it should look like this http://i.imgur.com/uYS3vGX.png

this issue happens on both my computers win 8.1 x64-bit and win 7 x64-bit

it doesnt happen when ctrl+d cloning

the issue is made worse if i turn the grid off

the issue doesnt happen in the previous version of trenchbroom being 1.1.1_368 
Crap 
I can reproduce that, will look into it. Seems that copy/paste rounds to integer plane points. 
What Mod Is That? 
Thewaz154... what mod is that? I see a bunch of additional corpse deco meshes :)

Which makes me ask the question... where are the wall corpses as place able objects for quake1? 
 
@thewaz154, thanks for the report, I think I fixed the copy/paste bug. I need to check with SleepwalkR but there will be an updated build at some point.

@Skiffy, The corpses in id1 are monster_zombie with 'spawnflags' '1'. In TB you can just enable the "Crucified" checkbox to set the spawnflag.

For a wider variety, check out Quoth. in TB1, go to Edit -> Map Properties, then select the Quoth2.fgd in the first popup and the 'quoth' directory in the second (you'll need quoth installed.) Then you should see all the corpses in the TB entity palette. 
Another Bug 
re-creation

#1. load trenchbroom and open a map with a decent amount of stuff in it and dont do anything yet

#2. go to face texture browser, pick a texture, and then create a brush

#3. re-size, clone, or copypaste that brush

#4. watch as trenchbroom crashes :c

this issue can be bypassed by moving, re-sizing, or cloning and already existing world brush and it wont happen for the rest of the session but its a bit annoying to have to do that every time i open my map up again

moving, cloning, or editing non brush entities doesnt bypass this 
TrenchBroom 1.1.3 
Changes
- Fix vertex precision problems when copy/pasting brushes (ericw)

Download: http://kristianduske.com/trenchbroom/downloads.php 
SWEET. 
Ah awesome. Yea was having some trouble with this lately 
Ummm Virus Scanner Now Hates TB??? 
Ok that is weird. Now for some reason my Virus protection software thinks TB is an evil thing and kills it after a second or so. 
Which Scanner Is That? 
I built it on my Windows 7 virtual machine - maybe it's infected? What does your scanner say is specifically wrong with it? 
Cant Check Right Now 
It just removes it outright without telling me at the moment. The current scanner I have expired. So it scans and does all the usual but I cant check the logs... 
Bitdefender 
Sorry scanner is bitdefender 
If It Just Removes The File 
without telling you anything about it, how do you know it's your virus scanner? 
Hmm 
trendmicro HouseCall and windows defender don't find any viruses for me. maybe you can whitelist it with your scanner? 
 
virustotal's static check was clean as well. Maybe the title is triggering some children protection mode? ;) 
Its The Scanner 
It also made it so that I could not extract the file from the zip into any folder anymore either. It just hates the file.... But I removed the virus scanner software and installed another one and now it works fine... also works fine at work. I dont know but my home PC virus protection freaked out and deleted the EXE and did not allow me to put it back. Was very strange. 
-1 And -2 Dont Work For Func Secret Doors? 
It just goes sideways and never up or down... but this works for func doors normally... I don't get it. But it has the flag to move down first and then in a direction which I don't want. Needs to shift back then up or down... confusing 
Angle Key... -1 And -2 For Up Or Down Direction 
 
Secret Doors Fucking Suck 
The Way _color Works By Default 
is poor IMO

It should be done with a scale of 0-255 for each colour choice. That way when lighting is compiled you get smooth blends between colours. 
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