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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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yeah, the texture alignment is one of those really amazing things you wonder why no one did before. it makes aligning stuff almost trivial. 
Windows 10, Oops 
When I click "Entity" or "Face" tab, TB2 crashes. This happens in Q or Q2 mode with game path set.

Bug submitted on GitHub. 
Congrats On The Beta! 
 
 
Am probably going to do a fresh OS (Linux) install soon, and hence will have to install TB2 again. Should (/can) I do the same kind of install-via-github thing I did for the alpha, or just grab the deb package from the TB website?

A hypothetical question: I haven't looked at the beta yet; been having some issues with my primary computer, but if I were to do the git pull etc. thing from within the latest alpha build that I have, would I end up with the same version of TB2 as is in the beta deb package (I can't test this myself at the moment unfortunately)? 
Naming A Map In TrenchBroom 
Apologies if I'm missing something obvious but ... how do you name a map in TrenchBroom?

When I create a map then play and save it, the saved game has no name. 
Total_newbie 
It depends on what you want. If you are fine with using only the betas and not using the alphas that may or may not be released in between, then you can just install the packages from the website.

Otherwise, you can do the same thing as before. However, fixes that are implemented during the beta process will live in the release/v2.0.0 branch and may only occasionally get merged into the develop branch. The merging happens at the latest when the 2.0.0 stable version is released, though.

Sorry to tell you that in the future, we will be using the git flow branching model which makes things more complicated for you.

http://danielkummer.github.io/git-flow-cheatsheet/ 
Thanks For The Response, SleepwalkR 
That does look intimidating. But by "in the future" you mean "not yet", right? As in, for now I can continue exactly as before?

I'd really like to try and keep up with the intermediate bugfixes, and I'll try to understand the git flow stuff.

Thank you for releasing the Linux deb and rpm packages, though. It's really good to have that to fall back on, and I really appreciate it when developers don't expect Linux users to be tech experts. 
Sputnik 
key:message
value:yourmapname 
Sputnik 
You need to add a value to the "message" key of your worldspawn brushes. The "message" will be the name of the level displayed in-game when you hit tab, and in the saved game menu. 
Oops, Refresh Fail 
 
Set It For Any Worldspawn Brush 
 
Double Thanks 
Thanks DeeDoubleU and total_newbie, much appreciated :) 
Total_newbie 
That does look intimidating. But by "in the future" you mean "not yet", right? As in, for now I can continue exactly as before?

No, this is as of now. I can also give you access to dropbox if you want to try the intermittent alpha builds. You'll need a dropbox account and you'll need to give me the associated email address. 
Is There Something I Am Missing Here? 
I can't select objects in 2d view or move them around using the mouse (I can only move objects with the arrow keys).

Anyone else having this problem? 
Works For Me (on Mac At Least) 
 
Maybe You Are In Some Tool Mode? 
Try top left button "disable current tool". 
 
Nope, changing tool mode doesnt do anything for me. I think I pressed tab to get a little hand icon and then after that it stopped working? 
Info Panel Not Displaying 
I can't get the info panel to display in TB2 with any maps. Using the Toggle Info Panel menu item has no affect. Wonder if it's a Windows 10 issue? Incidentally, TB is an astonishing piece of software. 
Sputnik, You Are Not Alone 
Win7 x64 same issue here.
I thought I was just blind or doing something wrong. 
FifthElephant 
You are right. Though for me it is not related to TAB, but to cycling views with SPACE.
It is all good until I change the view. After that strange things happen.
Some brushes don't react at all, some could be selected only in one of the side views... is it possible to add x/y/z letters to existing color-coded arrows, btw?

Another thing I noticed - some brushes are not displayed.

https://www.youtube.com/watch?v=4QCNUwRV5aY&feature=youtu.be 
Infopanel 
Seems to be a windows only issue. Inspector panel works tho. 
Please Submit Big Reports On Github 
It's easier for me to track them that way. 
Info Panel Bug Logged 
I've now logged it on GitHub. Thanks. 
SleepwalkR 
Brushes disappearing in orthographic views is part of same issue or it needs separate entry? 
DeeDoubleYou 
That's okay, thanks for the video.

I wonder why all these bugs show up just now. We have had all those alpha builds and it seems like noone has really tested them. Maybe I should stop doing alpha builds. 
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