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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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Ok, will do. Thank you. I was afraid of wasting your time with unnecessary/inaccurate bug reports. 
Just Figured Out The Entity Display Thing 
and it was just stupidity on my part. I hadn't noticed that although the game path pointed to my Quake installation, the game was specified as Hexen 2 Basically I forgot to specify the game as "Quake" (it's a map file I had been working on before, so I guess I assumed TB2 would recognise it as a Quake map file, and didn't even think that I needed to specify it again).

I'll have another look at the drifting brushwork problem too and if I can't figure out what went wrong I'll submit a bug report. 
Compile Quake 2 Map On Mac? 
Greetings! I have a simple map I built for Quake 2 in the Trenchroom v2 beta, but before I get much further I'd like to see it in-game. How does one compile a BSP from a .map file on OS X? Thanks! 
Err... 
TrenchBroom* :D 
You Can Use These Tools 
 
Specifically qbsp. Then you can use light to add lighting (qbsp on its own will give you a fullbright bsp). 
Oops, Didn't Notice The "2" 
Don't know if this applies to Q2 
 
In any case you need a separate compiling programme (similar to qbsp); TB doesn't compile maps. Because I feel stupid for giving the wrong answer to your question, I've tried to find what people currently use to compile Q2 maps, and I've found this: http://home.insightbb.com/~gryndehl/q2compile/quake2.html (via http://maps.rcmd.org/tutorials/q2_mapping_today/). Seems to be Windows only, but maybe it'll run in Wine on OSX?

Or someone else will give the correct answer and I'll look and feel like even more of an idiot... 
Wine Seems Unhappy 
I appreciate the help in any case! I had not tried using Wine, but I'm not having much luck with it. If there are any tools which work natively on OS X, that would be awesome, but of course I'd be happy to get these tools working through Wine as well. What follows is the command I used and the output of qbsp3.exe:

gddqbsp3_109 okaybenji$ wine qbsp3 -gamedir /Applications/Games/Quake\ 2 test.map
----------- qbsp3 -----------
original code by id Software
Modified by Geoffrey DeWan
Revision 1.09
-----------------------------
gamedir set to /Applications/Games/Quake 2\
entering Z:\Applications\Games\Trenchbroom\Maps\Quake 2\Tools\gddqbsp3_109\test.map
0...2...5...7... (0)
0...2...5...7... (0)
writing Z:\Applications\Games\Trenchbroom\Maps\Quake 2\Tools\gddqbsp3_109\test.prt
Writing Z:\Applications\Games\Trenchbroom\Maps\Quake 2\Tools\gddqbsp3_109\test.bsp
0 seconds elapsed
Benjis-MBP:gddqbsp3_109 okaybenji$ wine.bin(89554,0x407c9000) malloc: *** error for object 0xf883bbc0: pointer being freed was not allocated
*** set a breakpoint in malloc_error_break to debug 
Did It Write A Bsp? 
I normally get warnings with wine.. although not malloc errors. It looks like it succeeded though.

Every q1/q2/q3 compile tool I've tried has worked in wine, fwiw. 
Hmm, It Did, But... 
Yes, it created a BSP, but every time I try to load that BSP in Quake 2 I get the error: "Couldn't find spawn point"

My map is just a small, closed box with info_player_start and a railgun inside of it. For good measure I've tried throwing in an info_player_deathmatch as well. *shrug* 
The Sun 
I successfully compiled the included thesun.map and loaded it in the game, so the compiler is working! Just need to learn how to make Quake 2 maps I guess, haha.

I have managed to build and play a map for Quake 1. Loving TrenchBroom! 
Yeah! 
Ahh, I got it working! Was just doing something stupid. Thanks for the help, total_newbie and ericw. And thanks for the great app, SleepwalkR! 
Yay! 
 
Splitting TB Into Two Windows? 
Is it possible to split one instance of TB into two windows, so that when you have more than one monitor, you can e.g. move the 3d view onto one monitor and have the map/entity/face browser on the other monitor?

If not, is it worth a feature request on github, or is it the kind of thing that's not likely to be implemented? 
No, Not Yet 
There already is a request for this on github somewhere, but it's not very high on my priority list right now. 
 
Fair enough. Thank you for responding. 
+4096 Limits/ Clear World Coordinates 
The +-4096 limits are not displayed anywhere in TB (yet), are they?

I just opened a map I'd been working on under TB in Netradiant, and saw how it displays clear boundaries at the +-4096 points (and at multiples of 512 when you zoom in closer) -- generally the coordinates on the grid make it clear where everything is in the world.

This would be tremendously useful in TB. I was a little shocked to see how close some of my brushes were to the limit (the map is a little lopsided rather than huge) and I wish I could see this in TB without needing a second editor.

Or does TB already show it somehow? 
Total_newbie 
I created a map that shows the boundaries in Trenchbroom. I basically map inside a giant hollow brush... once I am ready to seal the map I delete the hollow brush and get to work. 
FifthElephant 
Thanks for the tip. You mean six large flat brushes that enclose the map in a cube, all 4096 x 4096 x [some small number], and positioned along the +-4096 edges of the world? That's not a bad idea as a workaround, but could you even create that cube in TrenchBroom? It would seem that you'd need a different editor that shows you where the +-4096 edges are so that you could line up the cube correctly (I mean, even if it's doable within TB, it sounds like it would be rather finicky).

In any case, while that's probably a good workaround, it really shouldn't be necessary to need a workaround -- and potentially a second editor to implement it.

But thank you again for the tip! 
Total_newbie 
I made my hollow cube entirely in trenchbroom actually. Didn't take me long either. 
 
"TrenchBroom_Mac_1.1.6_2759.zip" is the TB2 beta? 
 
TrenchBroom-MacOSX-2.0.0-Beta-e439e68-RelWithDebInfo.dmg 
 
I forget down for look more :P 
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