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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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Alpha Builds 
I haven't been using the alphas very often which is why you rarely get bug reports from me.
I would bug test more but I don't want to risk losing work at the moment 
@Kinn 
One could harness the ease and expressiveness of brush-based modeling in conjunction with other ways of doing the vis work, too. I recall many approaches to these issues from lectures I've attended. BSP and vis portals are just two flavors.
In the Quake domain, there might be some room for extending the concept of detail brushes a bit, so that the compiler and engine identify complex parts that could be made into models that go through a different rendering pipeline, etc.
What I meant was a bit of daydreaming that some underlying fundamentals are changed with a lot of effort. :P 
Shrinker 
Yes, if you mean like how the Quake 3 and Doom 3 engines have much more efficient ways of dealing with detailed brushery than Quake 1 then I agree.

Darkplaces has q3bsp support for quake 1. That's probably as good as we're gonna get. 
SleepwalkR, Re: #2059 
Thank you, I'll get back to you re dropbox. First priority is to get my primary machine up and running again. 
 
oops, i never use the info panel... when it went away, i just figured you made it remember i had set it off when i quit. :S 
Hey Debs, Nice! 
Would you be interested in some packaging pedantry? (I can totally understand if not). Can't find the debian directory anywhere... 
Sure 
Just create an issue on github. I haven't done the CMake config for the Linux packages, but I can notify flp, the person who has done it. 
Settings Not Getting Saved Between Sessions 
I don't know if they supposed to in this version though. 
What Settings 
 
 
Those that interest me the most is definition file and texture lock state. 
The Definition File 
Should be stored in the map file, so you shouldn't have to reset it when you open a map.

Texture lock state could be a preference. 
Working Pretty Well On Linux Thusfar 
As I'm a a TB newb I have a quick question, does TB not have a compile / launch option? 
Unfortunately Not 
But this is very high on my todo list as it's a very commonly requested feature. 
 
What happened to the Docs? I get a 404 when trying to access it even though it still pops up in Google search. 
Scaling? 
Am I able to scale a brush up in any way? 
I Have Taken The Docs Offline 
But they are included in the app under the Help menu. 
WAD3 Support 
Is it possible to add WAD3 support? It would be great to use TB for GoldSrc based games :D 
Yes, It's Possible 
And it's already been requested, but it's not very high priority for me.

https://github.com/kduske/TrenchBroom/issues/1140 
TrenchBroom 2.0.0 Beta 0f4b6d2 
Awesome Man! 
Great to see an official release of all hard work you are doing!

Thanks for doing what you do! 
Not Found 
can't DL latest beta

The requested URL /TrenchBroom-Win32-2.0.0-Beta-93e34bf-Release.zip was not found on this server. 
Well Done!!! Thanks For The Latest Build With .obj 
Just tried the latest build with the .obj exporter, had to look twice in the commits to realize that its really there :D

It works so far flawless, am using the latest Blender and the imported .obj is perfectly clean, no artifacts and no issues so far.
The only thing is that there is no .mtl file but thats k as the uvmaps are intact and one just needs to add a material to the mesh in blender.
All i can say is, thank you for your hard work man. 
Sorry For The Idiot Mistake With The Download Links 
J0linar 
Yeah, materials are not supported and it's doubtful they will ever be. It's just out of the scope of a level editor to convert textures etc. to Wavefront material files. If you know a simpler way, let me know. Otherwise, it'll remain unsupported unless a lot of people moan about it. 
TrenchBroom 2.0.0 Beta E439e68 
Fixes only one bug where keyboard shortcuts would no longer work after cycling a map view.

Changelog: https://github.com/kduske/TrenchBroom/tree/release/v2.0.0#trenchbroom-200-beta-e439e68

Downloads: http://kristianduske.com/trenchbroom/downloads.php 
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