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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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Sleep - Yeah, that would work for Quake. The limitation there is obviously that the polygon needs to be convex. A more powerful option would allow for multiple polygons to be extruded along said path - To create, say, a pipe with an indent in it or whatever... 
 
You could draw the shape with the new brush drawing tool and have it rotate around the world origin (or a point of your choosing). The 2d Shape Editor thing allows you to extrude out or create bevel objects too but I guess that's not needed as much for TB since it's already much better then UED 2 for editing vertices etc. 
Willem 
I think having more than one polygon would be the way to go. Turning a concave polygon into convex ones is not too hard, but doing it in a way that appears "good" to a level designer is a challenge. The CSG subtraction in TB2 attempts to do this, and it works well, but the algorithm is kind of a nightmare. 
Make Rounded Things Round 
The custom Quake 1 engines that levels are built nowadays should acquire bezier patch mesh support. I think it has some shortcomings in Quake 3 that are addressable, e.g. by setting fixed counts of rows and columns instead of letting the engine connect and LOD as it sees fit. 
 
I guess it would require wide-spread engine support. I don't think it's really needed. Hell if everyone starts adding features then fine, but right now it's not urgent. 
The Beauty Of Quake Is In Its Simplicity 
This applies to the visuals, too. 
You Guys Are No Fun :( 
 
Personally 
I'm all for innovation, but what's fun about bezier patches?

I mean that in the most direct way - what would they bring to the game that it's missing right now?

For a feature request to gain traction it's got to be something that many people, especially the creator (doing it for free) needs to think would be a benefit.

This doesn't sound like an improvement. Like bump mapping on a mesh of 30 polys. 
 
everyone has one desired feature they'd flip for. just one.

everyone's is different.

the results of everyone's pet feature all being piled into one engine at the same time are ... not pleasant to look at. 
Two Words 
Dick Brush

Make it happen, TB2. 
 
Bezier Patches 
Will make it in one day as he plans to support making quake 3 maps 
 
"I'm all for innovation, but what's fun about bezier patches? "

^^ THIS

As much as I love tech, I never had any love for the curved surfaces in Quake 3. 
 
 
It's rather telling that even after all these years, no-one (at least on this board) has tried using Quake 3 bsp + Darkplaces for a Q1SP. 
 
That wouldn't look noticeably worse if it was simply a 24-sided circle. 
Didn't Speedy? 
 
 
Spirit - Sphincters, tongues and flesh tubes. 
 
Maybe not as an engine modification, but as a mapping tool to make arches or to just link one point to another with a "curved" surface. 
Hehe 
 
Pyro what devilry is this? :)

GIVES! 
Skiffs 
I assume he's applied this technique...

http://www.quakewiki.net/archives/speedy/tut_pipe.htm 
Drat 
Ah I was hoping for a nice curve tool for BSP brushes :) Oh well. 
 
I could see THAT being useful for Quake tho ... something where you can control the curvature of a wall by manipulating a spline. When you export to MAP, it converts each segment of the wall into a real brush via extrusion or something.

Oh yes ... 
Pretty Sure QuArK Has That. 
 
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