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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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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 
Re: Trenchbroom On Launch 
I am unsure if this is on my PC only but every time I launch Trenchbroom it comes up windowed. Also the Texture lock is also always on at launch. So before I can start any editing I have to maximise and toggle lock off. The lock of course a preference only thing. 
File A Bug Report 
at github. 
Here, To Be Precise: 
Just A Heads Up 
I tested TB1 on Windows 10 and it worked fine. TB2 alphas are a bit buggy. 
Not Using TB2 Alphas Yet 
Since I'm working on vanilla quake anyway. Using ericw's latest build. 
Ok, So I Suck 
because it took me this long to get back to testing TB2 on Linux. I'm sorry! Life, etc.

Anyway, I just tried updating TB2 to the latest build, but I get an error message in the terminal... some stuff about an "undefined reference", and then finally "Error 2".

The trouble seems to start here:

[ 44%] Building CXX object CMakeFiles/TrenchBroom.dir/common/src/View/ToolBoxConnector.cpp.o
Linking CXX executable TrenchBroom
CMakeFiles/TrenchBroom.dir/common/src/IO/DefParser.cpp.o: In function `TrenchBroom::IO::DefParser::parseAttribute(TrenchBroom::IO::ParserStatus&, std::map<std::string, std::tr1::shared_ptr<TrenchBroom::Assets::AttributeDefinition>, std::less<std::string>, std::allocator<std::pair<std::string const, std::tr1::shared_ptr<TrenchBroom::Assets::AttributeDefinition> > > >&, std::vector<std::tr1::shared_ptr<TrenchBroom::Assets::ModelDefinition>, std::allocator<std::tr1::shared_ptr<TrenchBroom::Assets::ModelDefinition> > >&, std::vector<std::string, std::allocator<std::string> >&)':
DefParser.cpp:(.text+0x1872): undefined reference to `TrenchBroom::IO::ParserStatus::error(unsigned int, unsigned int, std::string const&)'


Then there around 50 more similar lines (mentioning "undefined reference", etc.), and then finally it says:

collect2: error: ld returned 1 exit status
make[2]: *** [TrenchBroom] Error 1
make[1]: *** [CMakeFiles/TrenchBroom.dir/all] Error 2
make: *** [all] Error 2


Should I post the full terminal output here? Or perhaps everything where things seem to be going wrong (i.e. after it says it's 44% done)? There is quite a lot of it, and I didn't want to spam the thread with a lot of text... 
Check Out Github Please. 
 
Any Idea What This Error Means? 
So I was inspired by this thread http://www.celephais.net/board/view_thread.php?id=61220 about city maps for Quake to try out the Kingpin texture set, but when I try to add it to TB2, the programme either just closes, or gives me the following error message and then closes:

vector::_M_fill_insert

If I click on "Details" it reads:

vector::_M_fill_insert 15:36:00
vector::_M_fill_insert 15:36:00
vector::_M_fill_insert 15:36:00

Any idea why this is happening? Is this TB's fault, or is something amiss with the texture wad?

I'm using (or rather, trying to use) kp_full.wad downloaded from Quaddicted, Linux Mint 17 and the latest build of TB2. 
Please Ignore The Post Above 
Sorted via github. Thank you, SleepwalkR! 
Not Sure If I'm Doing It Wrong, But... 
... when you "isolate" a brush in TB2 and then clip it, the resulting clipped brushes become invisible along with the rest of the map. This makes logical sense (seeing as it's no longer the same brush you isolated to begin with), but to me personally it would be more useful if the brush you isolate would stay visible no matter what you do to it. I mean, the reason I isolate brushes is so that I can more easily work on them, and that usually means resizing/reshaping them somehow, which usually involves clipping.

Unless I've completely misunderstood the point of the "isolate" function. Could someone let me know if I'm missing the point? 
Make A Feature Request On Github 
 
Done :) 
Just wanted to check here first, as I wasn't sure that I understood the "isolate" function correctly. Didn't want ignorantly to request a useless feature. 
 
Ehmmmm I may have forgotten to report that issue........ ._. 
Texture Editing On Multiple Faces At Once 
Once again just checking here first...

Maybe I was hallucinating, but I seem to recall being able to do this in TB1: that you could select faces of separate brushes and -- provided they were directly adjacent and on the same plane -- edit them together (and thus e.g. easily get a texture identically oriented on all said faces).

Did I just dream this? Or has this functionality been removed from TB2?

Is it a bug I should report or a feature worth requesting? 
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