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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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Which Compilers? 
afaik, all light utilities will deal with 0-255 or 0-1 colour values automatically. 
I'm Using Tyrlight 
and I get some weirdness unless colours are 0-255. Colours don't blend properly with 0-1 values and sometimes the colour will be too diluted. 
Float / Int Toggle In Tb1 
Float or RGB Int in TB1 please! It would be most appreciated. 
 
well... don't know what to say. your compiler is bugging out somehow. I have always used 0-1 for my colour values and have never had any troubles. 
 
maybe it would be better if you could provide examples of colours not 'blending properly'; eg: screenshot comparisons. 
 
There is a bug in tyrlight it seems.

If you do not have a delay key set, using a _color on a light of 0-1 will not be scaled to 0-255, and end up appearing white.

Excuse this dark screenshot despite the brightness cranked, but here's an example. The upper two lights are "_color" "1 0 0" "light" "100" and the bottom are "_color" "255 0 0" "light" "100" :
http://scampie.net/etc/light_test1.jpg

If there is a delay key, it will work fine. These are the same lights as above, except with "delay" "2":
http://scampie.net/etc/light_test2.jpg 
One More 
very odd. same set up as before, except ONLY the upper right light has "delay" "2" (this is a light with "_color" "1 0 0")

http://scampie.net/etc/light_test3.jpg

It's like only the most intense areas of a 0-1 color light will get correct coloring without any delay settings. 
(using TyrUtils V0.13 Btw) 
I believe that is latest, I originally saw this in ericw's dirtmap version as well though. 
 
Actually, fuck those previous screenshots, blending of multiple lights was playing tricks.

delay doesn't seem to be the culprit, it just doesn't scale 0-1 _color lights right.

http://scampie.net/etc/color_tyrlightno.jpg
http://scampie.net/etc/color_tyrlight1.jpg
http://scampie.net/etc/color_tyrlight2.jpg
http://scampie.net/etc/color_tyrlight3.jpg
http://scampie.net/etc/color_tyrlight5.jpg

The values with bright red in the middle and then quickly falling off to white suggests that maybe it does scale 0-1 up to 0-255, but then the falloff isn't being scaled up to the correct color values? 
Ok 
checking the tyrutils code, I don't see any special support for 0-1, so that explains why it never worked. It should be easy to add.

But I can't seem to reproduce this weird result you got here, with the inner red spot and white on the outside. http://scampie.net/etc/color_tyrlight2.jpg

This is my light:
{
"spawnflags" "0"
"classname" "light"
"origin" "816 288 -872"
"_color" "1 0 0"
"light" "300"
"angle" "-0"
"delay" "2"
}

I get a very small, dark red spot. (with r_lightmap 1)
https://www.dropbox.com/s/2brna493qbqns6g/spasm0001.png?dl=0
https://www.dropbox.com/s/u64j92r372esz4y/spasm0000.png?dl=0 (lit up with a rocket)
This is also with the dirtmap version, but 0.13 looks the same. 
 
{
"classname" "light"
"origin" "240 128 128"
"light" "300"
"_color" "1 0 0"
"delay" "2"
}


is mine... so the same.

http://scampie.net/files/colortest.zip

Is my .map, the compiled .bsp and .lit, as well as the tyrlight I used if that helps.

Could it possibly be a strange Mac vs Windows thing? I am on Windows 
Thanks 
I put your colortest.bsp/lit in my id1/maps folder, loaded it in fitz085 and quakespasm, and it looks normal (small red light on the left, large red light on the right) - no white halo on the left side. Maybe something weird with your quake setup? 
 
very weird.

It appears to be a difference between Fitz MarkV, which I was using to test, and QuakeSpasm.

Here's shots with r_lightmap 1

MarkV

QuakeSpasm 
 
many engines match rgb lighting intensities to the luminance values from the bsp as a cheat-prevention mechanism.
so intensity comes from the bsp, colouration comes from the lit.
it also helps for certain dodgy lit files, where a different tool+algorithm was used to generate lits from the one used to originally light the map without editing the bsp itself.

Its a shame that brightness, radius, and colour are not separate settings. I guess it depends upon the light tool used. 
Ahh 
I see.. so here is scampie's .bsp+.lit in QS 0.90:
http://i.imgur.com/7HUpmYj.jpg
If you crank the brightness there is a small red light on the left. Given that tyrlight doesn't yet have special support for 0-1 colors, this is the correct rendering ("1 0 0" meaning a very very dark red).

With the lit file deleted, I get this:
http://i.imgur.com/La0kH8r.jpg
So the lightmap that tyrutils is saving to the .bsp is wrong - it should probably be a greyscale version of the .lit - and this is confusing MarkV. 
1 0 0 
IS black! So the light is black... 
 
no clue what the data looks like when it's read into the engine. the only thing that is actually important here is that no matter what value is used, 0-255 or 0-1, it should work exactly the same. eg: '255 0 128' is '1.0 0.0 0.5' 
 
Yeah, it looks like the issues are two pronged.

1) Tyrlight does not recognize 0.0 - 1.0 values of _color correctly. Should just be an easy case of checking all 3 values are between 0 and 1 and if so, multiplying them by 255 to be the format Tyrlight expects?

2) Tyrlight does not account for the brightness of colored lighting when creating the .bsp's lightmap, which can be problematic for some engines. That sounds slightly more tricky to fix, and often not an issue if the above is fixed? 
Cool 
Thanks for helping isolate those, Scampie.
I sent a patch for 1) to Tyrann. I'll post an updated test build with the -dirt flag plus 0-1 color support.

2) is probably not that hard to fix, but I'm inclined not to mess with it unless it comes up in a realistic situation. 
Rain / Snow Particles 
is it possible to have snow / rain particles in your map with brush entities / entities that i assume require the equivalent of smartedit attributes in hammer? 
You Need 
A mod to do that. There have been a few that add such features but in general they all bring along a load of crap that you don't need, or the effect is poorly done.

The extras/r4 mod added a lot of handy features and wasn't bloated with assets, maybe you could check that out.

It'll be somewhere in here: http://www.gamers.org/pub/idgames2/

That's basically a collection of all the old mods going back since the early days. 
 
If you don't care about anything else, rip out the gorgeous snow from dpmod and force your players to use Darkplaces. 
 
b-but how would I make the snow look like quake? 
Poop On It 
 
Mapping Contest 
Hello Quakers!

Q2Cafe is proud to announce the 10th Mapping Contest that will be hosted at http://leray.proboards.com. This is the big 10 so we're planning something memorable. There's no pressure to construct superb works of art, unless of course you want to, and we're also pretty flexible with the dates to accommodate new mappers and beginners alike. We're also looking for people to help rate and judge the maps, so if that's more up your alley we'd love to have you too!

The past events were all smash hits that rewarded the community with awesome new maps, and we don't see that changing this time. We're looking for new talent as well as Pros, either way all sorts of contributions are welcome. Most importantly this contest is about the fun experience and group activity that will enrich and expand our playing field. We would hate for any capable mappers to miss out on this exciting event, which will surely stimulate everyone's imagination for years to come! And just imagine what you can make with an awesome editor like TrenchBroom. All entries are welcome, big or small, they will all help make this Mapping Contest a success. So please stop by Q2 Cafe today, and join the Contest:

http://leray.proboards.com/board/81/10th-mapping-contest
http://www.netdoo.com/wodx/mapping-contest.jpg

Regards,
Null (aka Level Lord)
http://leray.proboards.com 
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