News | Forum | People | FAQ | Links | Search | Register | Log in
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".
First | Previous | Next | Last
 
Ctrl+Shift+Click to select more than one face. They don't even need to be adjacent or on the same plane! 
Sheep Is For Sheepish 
Yep, that works exactly as I remember it. Now how did I manage not to do that before?

Thanks, necros!

Sorry, SleepwalkR! 
About Creating Convex Hulls 
Thanks for adding this to TB2, SleepwalkR!

I have a question about using this function (I tried finding some info about it in the official TB1 documentation, but I'm guessing it was added later and thus is not yet documented?):

Is it supposed to generate a new, untextured brush, while leaving the "pieces" it's made from? Because that is what happens when I use it: I select e.g. 8 textured wedges that make up an octagon, and when I do Edit --> Create convex hull, the 8 wedges are still there & unchanged, but I also get a new untextured octagonal brush in the same spot.

I only ask because I had imagined I would effectively be "gluing" the wedges together to create a new brush, so that the end result would be one textured octagon and zero wedges.

(Note: I'm not complaining, as I think it's a brilliant tool either way!) 
 
Pretty sure that's what it is meant to do, it's consistent with other tools. 
 
Thanks. :) 
Separate Func_illusionaries Surrounded By Single Box? 
I currently have two func_illusionaries (one is a duplicate of the other) and when I select one of them, TB2 draws a red box around both of them. It looks like a bounding box and it increases in size as I move the two entities apart. It disappears when I turn off "Show entity bounds" under "View" to the right, which suggests to me that it's supposed to be a bounding box.

But why would I need a bounding box for two separate brush entities that I have not grouped together? This would mean that if I finally have func_illusionaries scattered throughout the entire map, I'd then just see a giant bounding box surrounding the entire map when I click on one of them. Is that supposed to be the case?

Or am I missing something here? 
That's A Bug 
I can reproduce this: the duplicated func_illusionary contains the original and the duplicated brush(es). 
Ah, Thanks For Clarifying. 
 
Hang On A Few Minutes, I Think I Can Fix It Quickly. 
 
Fixed Now. 
 
 
I get an error when I try to rebuild. Am doing git pull, cmake .. and cmake --build . 
What Error? 
 
I See This In The Terminal: 
[ 0%] Built target version
[ 0%] Built target glew
[ 1%] Building CXX object CMakeFiles/TrenchBroom.dir/common/src/Renderer/SpikeGuideRenderer.cpp.o
In file included from /usr/include/c++/4.8/tr1/memory:50:0,
from /home/totalnewbie/TrenchBroom/common/src/SharedPointer.h:28,
from /home/totalnewbie/TrenchBroom/common/src/CollectionUtils.h:31,
from /home/totalnewbie/TrenchBroom/common/src/Polygon.h:23,
from /home/totalnewbie/TrenchBroom/common/src/VecMath.h:39,
from /home/totalnewbie/TrenchBroom/common/src/TrenchBroom.h:23,
from /home/totalnewbie/TrenchBroom/common/src/Renderer/SpikeGuideRenderer.h:24,
from /home/totalnewbie/TrenchBroom/common/src/Renderer/SpikeGuideRenderer.cpp:20:
/usr/include/c++/4.8/tr1/shared_ptr.h: In instantiation of �std::tr1::__shared_ptr<_Tp, _Lp>::__shared_ptr(_Tp1*) [with _Tp1 = TrenchBroom::Model::CompareHits; _Tp = TrenchBroom::Model::CompareHits; __gnu_cxx::_Lock_policy _Lp = (__gnu_cxx::_Lock_policy)2u]�:
/usr/include/c++/4.8/tr1/shared_ptr.h:995:25: required from �std::tr1::shared_ptr<_Tp>::shared_ptr(_Tp1*) [with _Tp1 = TrenchBroom::Model::CompareHits; _Tp = TrenchBroom::Model::CompareHits]�
/home/totalnewbie/TrenchBroom/common/src/Model/PickResult.h:44:30: required from here
/usr/include/c++/4.8/tr1/shared_ptr.h:556:34: error: invalid application of �sizeof� to incomplete type �TrenchBroom::Model::CompareHits�
typedef int _IsComplete[sizeof(_Tp1)];
^
make[2]: *** [CMakeFiles/TrenchBroom.dir/common/src/Renderer/SpikeGuideRenderer.cpp.o] Error 1
make[1]: *** [CMakeFiles/TrenchBroom.dir/all] Error 2
make: *** [all] Error 2 
Fixed It. 
It was a missing import. Sometimes, these errors only show up on specific platforms, unfortunately. 
Works Now, Thank You! 
Well, I'm glad I can be of some use in finding errors/bugs/other things that may go wrong, and that it's not just me being stupid all of the time (just some of the time).

Thank you again for being so fast in fixing many of these. :) 
Enjoy It While It Lasts 
I'm going back into hiatus tomorrow. Just took a couple of days off my work and felt like doing some coding. I'll be back at it by the end of the year. 
Editing Groups 
Is there a way of editing a group of brushes, short of ungrouping and then regrouping?

Say you've got a group of 50 brushes, where you just want to change one brush. Is the only solution to ungroup, edit that one brush and then select all 50 brushes one by one to create a group again? 
Yes 
Double click on any of the grouped brushes to open the group. Edit away, then double click on anything else or the void to close the group again. This also works with nested groups. 
Brilliant 
Thanks, this is going to be a massive time-saver. :) What are nested groups? Do you mean I can group a group within a group? 
 
You Can Nest Them As Deep As You Want 
 
Making A Thinner Brush? 
Having played Quake on and off forever, I'm finally attempting to make my first map. I'm using TrenchBroom which is a very user-friendly tool.

BUT .. I can't figure out how to change the depth of a brush. I want to make a button that slightly sticks out from a wall. However, the standard brush dimensions are quite large so the button sticks out a long way.

http://i.imgur.com/o9tghlF.jpg

I think the depth of the button is 16. Can it be changed? Or is there another technique to make 'slim' brushes? Any advice gratefully received! 
 
CTRL++ or - to scale the grid. or Ctrl+1 or other numbers to jump between scales.

I would also advise you to give the door some framing with an inset, or you will get nasty z-fighting when the door moves into the wall. 
Excellent Tip 
Thanks for the scaling tip, I had no idea about that.

I'm not sure what you mean by 'framing with an inset' for the door. 
 
At the moment the door is flush with the wall. I mean making the door a bit thinner than the wall. So if your wall was say 32 units thick, make the door like 16 to have 8 units space on each side. It will look like the door is actually INSIDE the wall. 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.