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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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I Plan On Doing Some Video Tutorials BTW 
Won't happen until after MapJam 9999 but if you need help post here. I am on here multiple times a day. 
Video Tuts 
Good initiative! 
@dumptruck_ds 
Thank you for the tip! Still learning and teaching myself as I go. Also is there a way to say draw custom brushes in the editor instead of say a four sided box? Thanks for the info though! 
@Ilpadrino 
There are no "stock" primitives (triangles, columns, etc.) as in other editors but take a look at the Brush tool (tap B). You can click and edit points and then extrude them into custom shapes. It's very powerful.

I made a quick video that makes it clear. Hold Shift to drag out the shape and hit enter to create the shape.

https://drive.google.com/open?id=0B-xkqcrQhLm7NEVDbEJ1TFZlajA 
@dump Truck_ds 
Oh thank you for the video and info! I am learning and testing. I have never mapped before so this is an adventure in itself. 
@Ilpadrino 
A couple of words of advice for all beginners: Start small. Don't do anything too large or complex for your first map. Have people play your maps before you release. You don't want to release a broken map and then have multiple copies out there. Enjoy!

And also: "Go map!" is a good saying here on func_msgboard. 
I Can Dream Can't I? 
Stair brush would be excellent in TB.

https://twitter.com/logicalerror/status/884894816890490880 
Wow 
That's enough to make me switch right there if the alt+right click texture applicator was added too. 
New Version 
Has there been any news about a newer version of trenchbroom? 
Entities Disappearing 
I've been creating some info_null entities and changing their classname to "func_illusionary", in order to make corpses, but TB seems to make the entities disappear after I deselect them. They still compile and appear in-game, but there is no way to edit them or find them again after creating them.

Any idea what might be causing this? 
They Are Moved To The Origin 
I think. 
 
Today I decided to man up and start to use Trenchbroom. Loving it so far. Feeling proud of myself.

Sorry, continue. 
Cross Post 
as soon as I deselect the func_illusionary entities they seem to disappear...

Check the View menu upper left side of 3d window. Make sure you somehow didn't accidentally uncheck func_liiusiionary.

Aside form that you could edit the FDG to include a func_illusionary point entity... but I have no idea how to do that and it could mess up brushes.... gah! I will add a request for this on the TB2 Github because a lot of hack need this type of functionality. Or @ericw might have a suggestion on a workaround? 
 
I just filed a bug: https://github.com/kduske/TrenchBroom/issues/1805

I'm not sure if TB will deal with a classname appearing twice in the fgd (point + brush), it's worth a try though. 
@HexenMapper 
I've run into the same issue myself while doing the same thing (using func_illusionaries to display models) and was actually just about to post it- what's happening isn't that the entities are disappearing, it's that Trenchbroom is hiding brush entities with no brushes included. You can find the missing entities by going to the Issues tab below the map view- look for entries that say 'Entity 'func_illusionary' does not contain any brushes.' If you have a bunch of illusionaries- or a bunch of other, unrelated issues, like brushes with non-integer positions (i.e. you were doing a bunch of clipping at grid level 1), it might be difficult to find the entity you want.

Click the issue and the purple box for the func_illusionary will show up as the entity is selected and you can edit it in the Entity pane, but it'll disappear again once you click on something else in the map view. So far as I remember this bug/feature wasn't present in older versions of TB, I only saw it happen once I moved to the latest 2.0 release candidate (RC4). Word of advice though, so far as I can tell using that method to show models/corpses/etc. means they'll always be aligned to face 'forward' (0,0 by viewpos) so if you want your dead bodies to be positioned more imaginatively, it's better to use info_notnulls with the proper modelindex and model fields filled out instead. 
Yes 
But modelindex isn't too reliable. If you, for instance, delete an earlier placed monster and recompile, the indices might shift on you. 
 
True, it's half-dozen one, six of another when it comes to placing models. Worst comes to worst, get all your enemies and entities set and working how you want before you start detailing things and use the 'edict <number>' console command to find the one you're looking for (as edictlist won't show the whole list if you have enough stuff in your map)- also helpful to prevent precache errors caused by an info_notnull trying to use a model that hasn't been loaded yet due to showing up later in the entity list. 
 
Nice, cheers guys.
Spuds idea of the "Issues" tab reveals the entities nicely so that should be a fine work-around 
Func_detail Button? 
After this latest jam it has come to mind that almost every brush in say: Skacky's or sock's maps are func_detail. greatly decreasing vis times obviously. I wonder if it would be possible to have a toggle button similar to texture lock where as you create brushes they are added as func_detail automatically. I think ideally this would be added to the map "under the hood" and not displayed in the editor by default. I also think it should be independent of groups/layers.

Or perhaps a "Seal Brush" command would be smarter? Every brush is automatically func_detail (again behind the scenes) and you select brushes and remove this attribute as needed to seal your map.

Posting here for discussion first before entering this on Github. 
 
https://github.com/kduske/TrenchBroom/issues/1616

I have a submission for a "Default Entity Hotkey"

One hotkey for turning a brush into the desired brush entity and another for placing the desired point entity.

:) 
 
...or copy behavior from JACK, where you can set what default brush is. You basically type func name and every new brush will be automatically set as specified func.

It's more universal this way, so you can use it in Q2 HL etc. 
Playing Devil's Advocate To My Own Post 
I guess the best way to do this currently is to use layers correctly and select "all in layer" and make them func_detail all at once. I'm just not in the habit of using layers. I only use them for large areas and troublesome brushes. 
Upgrade 
To upgrade TB2 from build 2f3c498 to RC4, can I overwrite or is it better to do a fresh install? 
Just Install To A New Folder 
NP 
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