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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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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! 
Hiatus 
Hey guys, just to let you know: I'm putting TrenchBroom development into hiatus for a couple of month. I have to finish my PhD thesis and TB2 distracts me too much. I'll pick it up again as soon as my thesis is submitted, which should happen in the fall.

I was hoping to release TB2 before this time, but unfortunately I didn't make it. I'll still be around and maybe I'll do a bit of work here and there, but there won't be a release until the fall, I'm afraid. 
 
Make TB2 your thesis! Problem solved!

We can call you Kristian Duske Doctor of Mapology 
Kristian Duske Doctor Of Mapology 
I second that! lol. At least the TB2 develop branch functions pretty well in its current state. Good luck with the thesis. 
Thanks 
Well, let's just say if I had put half the amount of work into my thesis that I put in TB2, I would have been finished in three years, not five ;-) 
Good Luck With The Thesis, SleepwalkR! 
 
Good Luck Kristian 
A very understandable decision. One request though, since I don't know anything about compiling. Could you put an installer up for the current version of TB2? That way we can already start playing with it :)

Or maybe someone else can make a Windows installler from the develop branch? 
I'm Reluctant 
If I publish the current state, then I would probably get a lot of issue reports and questions, drawing me back in. I'd rather not. Sorry. 
 
That absolutely sucks, but I can respect that. Even though you broke my heart :P 
Re: Skies 
I only recently found out about Trenchbroom and had been using qoole for most of my map making (eish misaligned brushes). Very nice to use overall with a few minor things to get used to. Current problem with lots of googling and I've found no answers. Sky brushes are not currently swallowing my rockets but I see this does work on Aerowalk. Is there an entity I need to apply or something? Thanks! 
 
I think it has to do with the BSP compiler you use ... 
Re: Compiler 
So it seems. Just downloaded something called Txqbsp and that fixed it. ty 
TrenchBroom 1.1.5 
ericw fixed a couple of bugs and made a new release.

Changes
- Fix crash during vertex manipulation (ericw)
- Fix vertex drift issue when copy/pasting (ericw)
- Fix for entity key/value corruption when renaming a key (ericw)
- Add checkbox to filter detail brushes (ericw)
- Work around modifier keys getting stuck (ericw)
- Fix for some valid wad files being rejected (ericw)

Download here
Drag And Drop Bug 
Any chance this will get fixed any time soon? kind of annoying to get that error noise every time you drag an entity into the 3d view 
Hm Sorry 
wasn't aware of that one; doesn't happen on my Windows 8 system. Mind posting an issue on github for it, or is there one already? 
Yeah 
I have a windows 8 pc.

Everytime I drag from the entity window it brings up an abort/retry/fail message. I am sure it's a known issue. 
Here - 
https://github.com/kduske/TrenchBroom/issues/664

Says something about a driver issue but it has persisted through every driver update I've had.

Running an intel 4000 graphics chip on windows 8 
Thanks 
Ah ok, wasn't aware of that one, will look in to it sometime. 
Testers 
I did some more work on getting to the bottom of
a) slightly-off-integer plane coordinates that you often get in TB1 with force integer mode OFF
b) vertex jumping by ~1 unit that sometimes happens with force integer mode ON, especially after vertex editing
I think I finally have a good picture of what was happening, and fixes for it, tech details here. Anyone want to help test? Just email me and I'll send a beta build. 
TrenchBroom 1.1.6 
Changes
- Fix crash when dragging entities on some OpenGL drivers (ericw)
- Fix some crashes when loading mdl and def files (ericw)
- Fix for editor view getting out of sync when exiting vertex mode (ericw)
- Improve floating-point precision for map loading, raise threshold for rounding coords (ericw)
- Workaround "force integer plane points" mode sometimes choosing wrong coordinates (ericw)

Download here 
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