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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!
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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 :) 
 
If course this does mess up any keyboard shortcuts that use the wasd keys like ctrl+z for undo.

Sorry for the multiple posts btw, seems more like a chat conversation with a helpdesk :D 
@LordGrievous 
Have you joined Github? You are more than likely to get a quick response or at least an explanation if you post an issue or request there. Link is above. 
 
I prefer asdf, homerow keys. Much more natural. 
 
I'll sign up to github :) 
Problems Compiling Q2 Map 
This is the first time I'm trying to compile my map but I keep getting an error when creating the bsp.

This is my compiler setup and error:
https://ibb.co/gaWY1G

I copied the 64bit compiler and dll files from my gtkradiant 1.6 installation. I didn't want to try the newer separate compilers and start simple with the existing one.

Does anyone know what I'm doing wrong?

Thanks on advance :) 
@LordGrievous 
Looks like your paths are all messed up but hard to see everything in your screenshot. Looks like you have spaces, periods and weird characters and it could be that.

Some advice:

Under Quake make a new directory called "compile".
Download ericw's compile tools here: http://ericwa.github.io/ericw-tools/

Download Necros' compiling GUI here: https://shoresofnis.wordpress.com/utilities/ne_q1spcompilinggui/

Install ericw's entire folder into your new compile directory.
I think you can put Necros' GUI anywhere you want. Instructions are on the page linked above.

Now you have two options to compile. I suggest Necros' GUI for beginners. Try it. If you'd rather use TB then set up the paths in this new. compile directory.

There's a bunch of things that could have gone wrong with your current setup. Best to start from scratch. ericw's compilers work perfectly with default settings, they are backwards compatible and more up to date than what you have. 
 
Okay thanks, I'll give it a go 
 
Just a quick question, is this compiler also for Quake 2 ?? 
Nope 
but can do Hexen2

read the qbsp documentation

https://ericwa.github.io/ericw-tools/ 
Doom 3 Support? 
I know Doom 3 isn't as popular as Half-life or Quake but it's still really fun to map for and I like Trenchbroom much more than the alternatives. Is there any glimmer of hope that we will ever get support for Doom 3? 
You Can In A Way 
TB saves to .map. Make as much as you'd like in TB. Save it. Open in your Doom3 radiant editor. Texture and fill with items/enemies. Compile. 
Thx But... 
Sounds like a rather nasty workflow honesly :/

It would be nice if the author of trenchbroom would clear it up if Doom 3 support is something we will ever get and if not then the reason he doesn't care to include it. 
Ya It's Not The Best Solution For Now 
I wouldn't expect him to, at least for a good long while. He has a long list of features he's talked about implementing for Quake that I'm sure he is more interested in working on for now. 
Sounds Interesting? 
Any examples of the new exiting features that are coming for Quake? 
@hakkarin 
You can check out the milestones at Github here:

https://github.com/kduske/TrenchBroom/milestones

Right now they are working on 2.0.0 and it looks like 2.1.0 is chugging along. 
Doom 3 Support 
I'm sorry, but it's not actively being worked on ATM. I'm very busy with other things and have too little time to work on TB as it is. Also other games have precedence, e.g. before I would start working on D3 support, I'd want to work on Q3 and HL2. 
Disappearing Trigger_secret Points 
Hi!

When I change a point entity's classname to trigger_secret and then deselect the entity, the entity stops displaying in the editor. The entity still exists in the map, because it compiles and gets triggered during gameplay.

Is anyone else able to reproduce the behavior? 
You Might Have Them Filtered From View 
Check your View menu checkboxes. This sort of thing has happened to me before and this was the culprit.

Alternatively, I seem to recall something familiar about this so it could be a known issue. Do the above check to rule that out. 
Esrael 
I think what you described is this bug, which is already fixed for the next release:
https://github.com/kduske/TrenchBroom/issues/1805 
Another Thing 
That's probably it, ericw. Glad that it's accounted for.

On another, somewhat similar note: I've made some groups, but there don't seem to be any checkboxes in the view menu to hide groups. Instead I have to first select them and use the hide tool, which isn't as convenient.

Is there an easy way to hide groups in RC4 or will it be implemented in version 2.0? 
No 
I don‘t see much value in blanket hiding all groups. This is not their purpose. 
 
Being able to hide the TrenchBroom groups has value.

Sometimes I want to manipulate a large group of entities at once(lights for example). To do this I turn off visibility for everything but that one entity type i wish to change.

If i have TB groups, I have to first hide EVERYTHING, this leaves the TB groups visible, then I ctrl+A to select everything, hide the TB groups, then I turn on visibility for the one entity type I wish to see/change. 
 
https://imgur.com/fAzSK68

for clarity, were talking about hiding them with this menu. 
 
Nice workaround, mukor! :) It would still definitely be a lot more convenient if the groups were possible to be hidden with a simple checkbox. 
 
Is it just me, or is there no way of removing individual brushes from groups in RC4? The only options I have when right-clicking a single brush within a group are

Group
Ungroup [unclickable]
Rename [unclickable]
Add Objects to Group [some other group]
______________
Create Point Entity
Create Brush Entity
Move Brushes to World


"Move Brushes to World" used to do the trick in earlier versions of TB (albeit at the cost of turning all selected brush entities to world brushes); it no longer works. Shouldn't there be a "Remove Objects from Group [selected group]"? 
@former_total_newbie 
Hmm, it works for me in RC4.
I am 'inside' a group (double-clicked on it). The group has 2 worldspawn brushes, I select one, right click, and have the option: "Remove Objects from Group Unnamed". Selecting that moves it outside the group, turning it blue.
Can you get reproduce this?

"Move Brushes to World" is only for moving things from "func_" entities to worldspawn, it doesn't affect group membership. This was different pre-RC4 , see: https://github.com/kduske/TrenchBroom/issues/1744 
Might Also Depend On 
Where you right click (selected brush you wish to remove from group vs. other objects). 
@ericw, @SleepwalkR 
I am 'inside' a group (double-clicked on it). The group has 2 worldspawn brushes, I select one, right click, and have the option: "Remove Objects from Group Unnamed". Selecting that moves it outside the group, turning it blue.
Can you get reproduce this?


No, I can't; what you describe is exactly what I want to do. I don't have the option "Remove Objects from Group [name]"; only the options I listed above:
Group
Ungroup [unclickable]
Rename [unclickable]
Add Objects to Group [some other group]
______________
Create Point Entity
Create Brush Entity
Move Brushes to World


Might also depend on where you right click (selected brush you wish to remove from group vs. other objects).

I am definitely clicking the selected brush, but no matter where I click, I don't get the option "Remove from Group".

When I click the selected brush, I get the options above.

When I click the entire group, I get
Group
Ungroup
Rename
______________
Create Point Entity
Create Brush Entity
Move Brushes to World


and when I click somewhere else at random, I get
Group
Ungroup
Rename
Add Objects to Group [some group]
______________
Create Point Entity
Create Brush Entity
Move Brushes to World
 
 
Wait, I just tried again in a new map, and now I do get the "Remove" option.

Sorry! Something else must have gone wrong on my end... 
Ok, I Think I've Got A Reproducable Bug, I Think 
When two or more groups overlap, TB no longer gives you the "Remove" option. I'll open a Github issue. 
Ok, That's Not Quite It Either 
It seems that whenever there's another group behind the group you're manipulating, TB doesn't give you the "Remove from Group" or "Ungroup" options; instead giving you the "Add to Group" option, pertaining to the group that's behind the group you're trying to manipulate.

Isolating groups (View --> Isolate) is a workaround, but this is really bizarre and unwieldy behaviour, I think... 
Report It On Github Plz 
 
Done! 
 
Not Working On Debian 
I tried to install the .deb file and it won't Install on Debian GNU/Linux 9 (stretch) 64-bit stable.

This is what it says:
dpkg: dependency problems prevent configuration of trenchbroom:
trenchbroom depends on libpng12-0 (>= 1.2.13-4); however:
Package libpng12-0 is not installed.

dpkg: error processing package trenchbroom (--install):
dependency problems - leaving unconfigured
Errors were encountered while processing:
trenchbroom

I could not install the dependency after researching it and I also tried to compile it following the instructions and ran into many issues as well.

Could we perhaps get this added to the Debian repository so it can be installed automatically with APT? 
Could You Please File An Issue On Github? 
 
 
I thought this was an already documented issue? At the very least, the solution (this worked for me on Ubuntu 17.10) is https://askubuntu.com/questions/840257/e-package-libpng12-0-has-no-installation-candidate-ubuntu-16-10-gnome/840268 
 
(obviously that would have to be adapted for Debian) 
Thank You For TrenchBroom 
I just got around trying TrenchBroom 2, and found it to be very easy to get into and overall to be very pleasant and powerful. I've now switched from NetRadiant for my Quake 1 mapping needs.

Thanks a lot for creating this editor! (Is there a donation link somewhere?) 
Libpng 
Apparently there is no libpng12-0 on current debian derivates. Instead there is libpng16-16.

I don't fully understand however there is another fix that doesn't require a download of some library from somewhere.
We just edit the deb and edit the libpng dependency to match the current libpng16-16


dpkg-deb -x TrenchBroom-Linux-v2.0.0-RC4-Release.x86_64.deb tmpdir
dpkg-deb --control TrenchBroom-Linux-v2.0.0-RC4-Release.x86_64.deb tmpdir/DEBIAN
sed -i 's/libpng12-0 (>= 1.2.13-4)/libpng16-16/g' tmpdir/DEBIAN/control
dpkg -b tmpdir Edited-TrenchBroom-Linux-v2.0.0-RC4-Release.x86_64.deb
dpkg -i Edited-TrenchBroom-Linux-v2.0.0-RC4-Release.x86_64.deb
aptitude install


@Sleep if you are still building the linux package on an old distribution (pre Ubuntu 16.04 or Debian 9/Stretch) it might be time to switch. The build tooling will probably take care of the rest.

@aftershock getting trenchbroom into official debian repositories is definetely a possibility but from what I've heard debian maintainers are very meticulous about package layout and QA to the point that the automated build probably wouldn't do and manual repackaging would need to happen specifically for the debian repos.

PS: Don't forget about the github issue 
Nevermind 
The fix mentioned above doesn't work. Plz ignore that 
Haven't Mapped In A Decade, Getting My Bearings... 
Is there any way to scale whole brushes (not just drag faces) in Trenchbroom? Basically I want to make a round tower with a dome on top, so I used a bunch of rectangles at a 15 degree angle to each other to make a circle of sorts, then convex merged the whole thing to get a solid cylinder, now I just need to dupe this cylinder brush, scale it down, put it in the middle, and do a subtract operation to get a hollow cylinder. But I can't seem to find any kind of scaling tool. Maybe I should just go back to GtkRadiant, since this sounds like an awfully ass-backwards way to create a simple primitive... Thoughts? 
@iriyap 
In a word no. No scaling. It sucks and many of us have asked for it repeatedly. I'm not sure any progress has been made on this: https://github.com/kduske/TrenchBroom/issues/871

I used TB2 daily and I am acclimated to not having this feature. For someone coming in fresh I can absolutely understand how frustrating this can be. However, for me the benefits of TB2 far outway its limitations.

I've only had this happen once where I really needed to scale something up. Save your shape as a map file. Bring into Radiant and scale it up. Save as a map and re-open in Tb2. Yes it's a pain, yes it's dumb not to be able to scale brushes or groups. And yes Tb2 is still great. 
@iriyap 
I wanted to add that development is ongoing and there are some very nice features being worked on over the few weeks. I think a proper v2 is very close to reality. Fingers crossed. 
Thanks 
It sucks that there's still no 100% feature complete modern replacement for Radiant. Oh, well. 
Scaling 
@iriyap There is a thread open on Github for scaling: https://github.com/kduske/TrenchBroom/issues/871

GTKRadiant accidentially dropped support for Quake1: https://github.com/TTimo/GtkRadiant/issues/555

There is NetRadiant: https://github.com/Garux/netradiant-custom/releases

There is also J.A.C.K which you can get on Steam or other places.

I checked them all out recently before starting (Including QuArK) to edit and I think Trenchbroom is the best bet, but just wait for it to develop features. Either that or maybe combine editors. 
Debian Install Issue Filed On Github 
The issue of Trenchbroom not installing on Debian is now filed on Github.

Issue #1900:
https://github.com/kduske/TrenchBroom/issues/1900 
 
Any ETA for RC5? 
Ditto 
I was thinking actually that it'd be great if someone could compile the current version and upload that here or something at least. I really need some of the bugfixes that have been made since rc4... 
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