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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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@Code_Man 
I am waiting for this myself but I don't think this is close yet. The GitHub has and open ticket for it though. It would open up the editor to a ton more games that used the Q3 engine.

https://github.com/kduske/TrenchBroom/issues/583 
 
I've been waiting on Quake 3 support for years at this point. Not gonna pressure the man because he makes his program in his spare time and it's pretty rad so whatever. We can keep hoping. Only time will tell, and hopefully we can finally put that decrepit old Radiant in the ground. I'd honestly be curious to know what makes it so complicated. All I know is something something surfaces. 
Sorry For Making You Wait ;-) 
 
@SleepwalkR 
I'm sure it will be worth the wait. You haven't disappointed us so far. 
Failed To Snap Vertices Of 1 Brush 
What causes this error? I was trying to snap this brush to grid but I got that error. Snapping to integer worked fine. 
Same Issue 
Not sure what causes it but I just snap to integer. If the brushes don't behave I delete them and rebuild the geo. 
Does It Work If You Reduce Grid Size To 1? 
TB refuses to snap the vertices if the result would no longer be a convex brush. Since the grid coords are usually coarser than integers, you will run into this issue more often if the grid is > 1. 
Pritchard 
That brush would become flat because it already is flatter than the grid size. So that's why it doesn't work. 
Good Things Take Time 
Im not in a rush with q3 support.
Take whatever time you need to make it good.
Anyway im more than glad to see that this is on the agenda. 
"image" Format Support 
I have managed to compile the master branch of TB on MinGW 5.10 (let me tell me you, wxWidgets and FreeImage are NOT fun to compile). Now that I have generic PNG support, I can safely call this the best 3D level editor.

Will the next release have this? If not, I'd be happy to upload my custom build if anyone needs it. The only changes I made to TB is disabling wxHandleFatalExceptions in TrenchBroomApp.cpp (it's not declared for some reason), and adding a call to FreeImage_FlipVertical in FreeImageTextureReader.cpp. 
Please Submit A PR 
I'm also interested for detailed instructions for how to compile under mingw. 
MinGW 
I would first need to check if my particular MinGW installation is common enough.

The supplied libraries in lib/bin/win32 didn't work for me, which is why I had to build FreeImage and FreeType myself, then edit TrenchBroomApp.cmake to use my compiled libraries rather than the repo's.

Other than that I followed the instructions in Build.md (building wxWidgets worked fine). After building, I copied my compiled FreeType/FreeImage/wxWidgets dlls into the binary directory.

I can make the FreeImage_FlipVertical PR, though. 
Works Great! 
Tried out TrenchBroom a couple of weeks ago, and it works very nicely!

I'd also like to commend it for the good documentation and easy editing directly in the 3d-view. While I understand some people like to have the option of one or more 2D-view simultaneously (Including myself), I've found that I use the 3D for most things anyway now after a few weeks.

Thank you for your hard work, SleepwalkR!

For reference, I'm running the RPM-binary-version on a Archlinux installation. Trenchbroom version is v2.0.0-RC4. 
Thanks! 
Glad to hear that you like it! 
Quake 3 Support ?? 
Hi, I just found out about your wonderful editor. It amazes me that it took this long for someone to finally come up with a simple yet powerful bsp editor in all these years.

I'm sure this has come up quite a few times already, but are you planning on implementing Quake 3 support in the near future?

Please keep updating this wonderful editor, and thanks for letting noobs like me make great maps :P

Cheers mate! 
Sorry For The Double Post... 
but could you tell me how far you consider a final v2.0 release? 
@LordGrievous 
I follow Tb2 development closely. If the plan hasn't changed, Quake 3 support is planned for the future but there is no real time frame. I would guess that it is quite a ways off. Sleepwalker is the creator of the program. I am not sure how often he checks func so I figured I would chime in. You can watch the development of TB2 here:

https://github.com/kduske/TrenchBroom

You'll note under milestones they are 98% to a proper 2.0 release.

I am working on video tutorials for TB2 aimed at absolute beginners. I am still writing them but should have all or a least a large batch of them completed by the end of the year. 
 
Okay thanks, looking forward to further updates :) 
 
Does anyone know if it's possible to remap the wasd keys with the arrows, for regular navigation?

Not in fly mode, but when you're navigating the 3d view normally.

I never liked using the wasd keys and always navigate with the arrow keys so this is very counterproductive to me :)

I couldn't find anything in the manual so maybe you guys can help me? 
 
https://i.imgur.com/sUuGs8k.jpg

View>Preferences

It brings up a window, click the mouse icon/tab.

Down at the bottom you can change the movement keys. 
 
I tried that already, it doesn't seem to work. It is only for Fly mode and even there it doesn't work.

If I change the wasd keys to the arrows like your screenshot, all it does is change select/unselect the 3d viewport. 
 
Arrow keys must be "hard coded" for nudging brushes and such. 
 
Okay I really hope there is a way to remap those keys. I friggin hate the wasd setup, we use azerty here so it is so utterly terrible to have to use wasd.

I really do hope this will be implemented because I like this editor a lot, but right now I can't even do simple navigational things. 
 
Map it to ZQSD? seems about the only compromise :( 
 
Okay, if I change my keyboard setup to US then it is doable. Still, I hope that Kristian finds a way to make them remapable, even if I can't change them to the arrow keys I would still like to change them.

For now I can work again on my mapping :) 
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