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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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But About This Theme :I 
 
Sleep 
TB1, yes. I thought I had reported that, but when I went to look, there was only this issue: https://github.com/kduske/TrenchBroom/issues/713 which only involved the icon getting stuck.

I went to recreate it just now in order to make a new issue and I was able to do it twice, but on the third and successive attempts to recreate, I can't...... so yeah... I'lll.... keep messing with it. O_o 
Ok 
In TB 2 was fixed. :P 
JohnisonBoa 
What entity in TB is the elevator? 
JohnisonBoa 
Lol I write noob question as a user name 
 
._.

func_plat! 
Thank You! 
 
NOOB 
Hi guys sorry but I have to ask

How do I compile the map on a mac? I tried everything already, but cant make it work I'm new to the macOS, and new to quake(played for the first time in 2015) and mapping.

I know about TyrUtils, but have no idea on how to use it, tried to find tutorials and documentation about, but found nothing.

Have no idea what to do now so any help on how to compile on a mac is much appreciated.

I'm really enjoying myself with TrenchBroom, but now going crazy with the compile, and being a noob. 
Welcome! 
First download the osx build of: http://ericwa.github.io/tyrutils-ericw/
(it's my branch of tyrutils with some updates over the original).

Extract it and copy everything in the "bin" directory (qbsp, vis, light, etc.) to the place where you are keeping your .map files.

Next open a terminal and type:
cd ~/Desktop/mapping
./qbsp mymap.map
./vis mymap.bsp
./light mymap.bsp

(replacing "~/Desktop/mapping" and "mymap" with your own directory / map name.)

That should give you a mymap.bsp which you can copy to your quake/id1/maps directory.

This turorial might also have some good information: (the main thing you won't have is necros's compiling gui, which is windows-only) http://quakewiki.org/wiki/Getting_Started_Mapping 
Ericw I Love You 
it works!!!! I'm so happy right now haha

this is so awesome :)

Thanks!! 
The Truth Is That English Is Not My Main Language 
So I don't know how to move the elevator to up, just sounds and not moving... 
 
what I can do? 
Func_plat 
Give it a 'height' key and add an integer value - this is how far down it will move.

http://www.quake-1.com/wc16a-tutorial/entities2.html 
:/ 
I want to trenchbroom 
Johnisonboa 
Best way to learn is by opening up other people's map files. 
5th Elephant 
For learn the Elevator values in TB? I need values, and the trigger don't have transparency and collision in my experience... 
Help For TB (Spanish Is My Main Language) 
I don't know what is a Spawnflag and I don't know how to use properties of a single shape.
I make a teleport and sounds as water, the QDamage doesn't appears, the triggers are solids and move with the triggered shape.
What I can do? 
JB 
Spawn flag help -

http://kristianduske.com/trenchbroom/docs/editing_objects.html#editing_entity_properties

I guess I could make a simple map file for you, what type of things would you like to know? 
CSG Subtraction 
This was surprisingly hard, and I am still not 100% sure it always works, but:

http://www.quaketastic.com/files/screen_shots/tb2_csg_subtract.png 
 
interesting, that is a very nice method. no overlapping brushes, no bizarre non-symmetrical cuts... 
Yes, And No More 
splitting up of adjacent faces by QBSP. 
 
Looks very clean. I have to wonder how it would cope subtracting from more complex shapes. 
It Can Get Messy 
also it crashes a lot right now, but due to bugs in the vertex manipulation code. Those will be fixed soon, and then it should be stable. But in any case, it will not create new vertices at all. All the remaining brushes will use the vertices of the minuend and those of the subtrahend. In many cases, this will work out fine. 
Wicked 
 
Oops!... +FifthElephant 
I try to make elevators, sequences, doors, and Sequences, I�m making a map like the Q1 E1M1 for a 3 episode proyect, 7 levels aprox by episode and I want to know what is the action(spawnflag?) of the door(e1m1 style door), toggle?, start open?, don't link? Help D: 
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