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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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I Have Been SleepwalkR 
I've been reporting the issues I come across all along, but the brush cut and vertex manipulation crashes are few and far between on Linux and Windows 7. They seem related to the previously reported issues. I need to "try" to reproduce it more than a few times before I can make a better observation to report on github.

I do have an observation I'm working on related to the recent fix for fly mode in the develop branch. The mouse look behaviour when navigating around the 3D view when "not" in fly mode has changed and not for the better. While not a bug I guess it is still annoying. I got side tracked tonight, but I'll put it up when I can in the next day or so. 
Switched To A Different Computer 
because of reasons. Anyway, am still stuck at the point where I tell TB2 where Quake is on my computer. It now allows me to change the path, but it doesn't seem to remember it. My entities still show up as coloured blocks, and when I open preferences, Hexen is selected and it tells me the game path is not set. When I select Quake and click Ok or Apply or both, it still goes back to Hexen/game path not set.

Also, maybe I've just got... err... stupider, but I cannot seem to import textures. Has this changed and can one now only do it from within "Texture collections" at the bottom righthand side, by clicking the "+"? If so, that is not working for me... 
Ok, I Take Some Of That Back... 
Just reopened TB2, and now when I specify my Quake path, my entities do show up. The "Texture collections" thingy works now, too; no idea why it did not work a few minutes ago when I first fired up the programme...

Clipping finally works, but only sort of. When I want to clip a brush and select to keep both halves (using ctrl+enter until both halves are highlighted), it still deletes one of the two halves.

The vertex tool still crashes the programme, although it now seems to freeze and cause the entire computer to hang before crashing.

The copy+paste bug is still there too. When I want to copy+paste a selection of brushes, all is fine until I hit "paste", at which point TB2 automatically deselects some of the brushes, only pasting some of them.

The copy+paste bug and the clipping tool's weird behaviour are both serious problems to me; everything else I can provisionally work around (though it would be wonderful to have a working vertex tool at some point), but these two problems make it impossible for me to make any mapping progress.

So far I have not encountered the warping brushes issue again.

All of this is on Linux Mint 17 'Qiana', Xfce 32 bit. TrenchBroom 2.0.0 5cfc5aOR (in case all those letters and numbers are important). 
Please Submit These Bugs On Github 
I can't keep track of them here. 
Sure 
I have just done so.

Hope I have done it correctly... 
Thanks! 
The reports look good! 
Brush Outlines 
Is there a setting in TB2 for making brush outlines sharper/more visible? By default, they kind of blend into the grid/textures (even when I select "render flat", they tend to blend into the grid). Makes it hard to see where my brushes are... 
No Option Right Now. 
You can add an issue on github, though. 
Will Do :) 
Thanks for the response. 
Grouping Brushes 
Stupid question, but is this a new feature in TB2? What is it for? It turns out it gives me a workaround for the copy+paste bug, but I am just curious as to what it was actually intended for. 
Editing Multiple Objects As One. 
 
Incoming Stupid Questions 
in 3, 2, 1 ...

Currently I have TB2 working on my Linux Mint computer, which I installed using SleepwalkR's instructions from earlier in this thread (sorry for the extensive quotation):


You need to compile it yourself. First you need to get the sources using git. Open the terminal and cd into some directory under which you want to have the sources. An example would be the ~/Documents directory. You do not need to create a sub directory for the sources, git will do this for you. Make sure you have git installed:

sudo apt-get install git

Then clone the sources:

git clone https://github.com/kduske/TrenchBroom.git

This will create a directory named "TrenchBroom" under your current directory, so if you did cd into ~/Documents, the sources will be in ~/Documents/TrenchBroom. cd into that directory.

Now you have to switch to the branch that contains the actual sources for TB2. You are currently on the master branch, which contains the TB1 sources.

git checkout develop

It should answer with a message such as this:

Branch develop set up to track remote branch develop from origin.
Switched to a new branch 'develop'

To ensure you're on the right branch, issue the "git status" command:

git status

It should answer with a message such as this:

On branch develop
Your branch is up-to-date with 'origin/develop'.
nothing to commit, working directory clean

Now read the build instructions in the Build.txt file and follow them. If you run into any problems, report back.


This is the only version of TB I have on this current setup; I have not installed TB1 on this computer since installing the OS.

Now I would like to install TB1 (so that I can use it for things that do not currently work in TB2), but I am not sure how to go about it. I am scared of e.g. following the instruction on Andy's Blog and replacing things that are currently up-to-date with older things... or something (I cannot really articulate my fears more precisely as I have no real idea how any of this works).

So given that I've done everything SleepwalkR describes in the post quoted above, what should I do to install TB1?

PS: Sorry for the barrage of questions from me in this thread. I do try to figure things out for myself first, but end up just getting more and more confused...

(PS: SleepwalkR, the grouping function is a brilliant addition! Thank you.) 
Compiling TB1 Hurt My Brain... 
The build instructions for TB1 I found on github are very confusing to me compared to how easy it is to compile TB2 from git. I did attempt it months ago, but it gave me no joy. 
Yeah It's Shit. 
Also, TB1 doesn't really work well on Linux 
I'm Glad I'm Not The Only One. 
Can I compile TB1 with cmake, or is it necessary to use Code::Blocks? And do I need to install an older version of wxWidgets than the one I used for TB2? Because those seem to be the two points where the build instructions for TB1 are different from TB2.

(I would really like to have TB1 on this system as well, because there are things I currently simply cannot do with TB2, such as precise clipping to create convex and concave shapes. My plan is to use both versions of the editor in the mean time, until the bugs in TB2 are fixed. Or is there something else that runs on Linux that I can use a complement to TB2 in the mean time?) 
Cycling Through 2d Views In TB2 
SleepwalkR wrote earlier that you can do this with the Tab key, but either I've misunderstood something, or it is not working. When I have two panes open (a 3d pane and a 2d pane), then pressing Tab does not seem to do anything. I was expecting it to change the 2d view from top-down to side view and front view.

Have I misunderstood? 
Is The 2d View Focused? 
 
Yes 
 
I Think That TAB Is Not Supported As A Shortcut Key Under GTK 
Just rebind it something else. 
It's Not Tab, It's Space 
Just looked at keyboard preferences, and it wasn't bound to Tab by default, but to Space. That works fine. Thanks for suggesting rebinding it; that steered me in the right direction. 
T_n 
Can I compile TB1 with cmake, or is it necessary to use Code::Blocks? And do I need to install an older version of wxWidgets than the one I used for TB2? Because those seem to be the two points where the build instructions for TB1 are different from TB2.

To compile TB1, you do need to use Code::Blocks and to use the older 2.9 version of wxWidgets, afaik.

Note, the TB1 build instructions don't have you install wxWidgets 2.9, it's just downloaded, extracted, and compiled. I would follow all of the steps in an isolated directory like ~/tb1 so you don't mix up the copies of wxWidgets, but other than that it should be safe and not conflict with TB2. 
Thank You Very Much, Ericw 
Those are exactly the things I was wondering about. 
Right 
I changed the binding to space for exactly that reason ;-) 
Something Else That Runs On Linux That I Can Use A Complement To TB2 
Hmmm... Not to get to far off the main thread topic, but on Linux I like to use TrenchBroom 2 compiled from the develop branch along with NetRadiant compiled from Xonotic's git.

Also on Linux I'm trying to like Jackhammer, but as great as it seems its TOO Hammer/Worldcraft for me.

From my recent experiences swapping the same basic quake maps between TB2 and NetRadiant I've yet to see any ill effect from editing some part of the map in one and loading it back into the other editor. They seem to compliment each other very well.

@total_newbie as long as you have the dependencies installed(read COMPILING) compiling NR is easy as inputting 3 lines into a terminal.

git clone git://git.xonotic.org/xonotic/netradiant.git netradiant
cd netradiant
make

See if that fills your need until TB2 alone is a bit better for you. I now prefer TB2 over all, but still like to use NR from time to time for making fast rocks or spheres with its brush tools or for working with a q3map. 
Thank You, XaGe! 
Will definitely give that a try soon. I can also see myself eventually switching to TB2 only, but this is the kind of interim solution I'm looking for.

Thank you very much, once again! 
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