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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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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... 
TrenchBroom 2.0.0 RC 5 
https://github.com/kduske/TrenchBroom/releases/tag/v2.0.0-RC5-2

This is planned to be the final RC for TB2. Fingers crossed and go map! 
TrenchBroom Discord 
Thanks For The Feedback! 
In regards to the gold key secret, I didn't really know that you could grab it through the bars. It's something I didn't think about at the time because I was scrambling to finish the map and send it out. In other words, glad you're all enjoying this! 
Fuck, Wrong Thread 
can someone delete these posts 
RC5 Quake.fgd Problems 
Thanks for the new release candidate!

I'm on x86-64 Ubuntu 16.04. After removing the old package and installing the RC5 .deb it appears that Quake.fgd cannot be parsed:

Could not load builtin entity definition file 'Quake/Quake.fgd': Expected end of file, but got ')' (raw data: ')') [line 110, column 5]


Is there any cleanup I need to do when upgrading? 
No Idea 
It should work out of the box. Could you upload the file somewhere? 
 
I put the file from RC5 there:

https://maikmerten.de/base1/Quake.fgd

However, this file seems to be identical to the one shipped with the RC4 .deb package (same md5sum), so perhaps the parser itself is grumpy? 
I Can't Reproduce This. 
No idea what's going on. I have added tests to parse all of the included FGD and DEF files, and they pass on my machine. Let's see what the Linux builds say. 
@SleepwalkR 
I tried RC5 on another machine with Ubuntu 17.10. There the problem is gone.

So perhaps my Ubuntu 16.04 machine is special. 
Strange 
 
Trenchbroom 
Hey all. Love trench broom. I was wondering if there was an easy way to mass select a large portion of the map much like gtkradiants ctrl+click+drag on the top/dn view?

Thx in advance. :) 
 
TB uses brushes as a selection tool.

Make a brush that covers that things you wish to select then press Ctrl+T. Theres more Selection methods in the "Edit" menu up top. 
Ty Sir. 
 
RC6 Is Out 
I decided to a last release to get all the latest fixes tested. Get it here as usual: https://github.com/kduske/TrenchBroom/releases/tag/v2.0.0-RC6 
Water 
How do you make water in trenchbroom, I have looked in create brush entity, on youtube, searched on google, looked at tutorials, and I don't know what to do 
@superquake 
Just create a brush and apply one of the water textures. They start with an * 
Sweet 
that was simpler than i thought it would be 
Teleporter 
how to make a teleporter? I have a block with the *teleport and its classname is trigger_teleport, but I don't know how to make It link up with a teleport destination? 
2727 
Make an info_teleport_destination point entity, then set the destination's targetname field to match the teleporter's target. Unless the teleporter is going to be delayed-use (only activates at a certain point), don't give the teleporter itself a targetname; that tells the game that it shouldn't teleport anything until it's activated by another entity and that's a common mistake people can make when getting into mapping, due to the habit of naming everything so you remember what's what and how unlike teleporters, buttons will still function properly with an unused targetname key. 
Thanks 
thanks 
 
seriously, this work over the last few months. Valve220 mode has been quite fun to play with! 
 
i have no clue what happened there:

"seriously, cheers to sleep and eric for all this hard work over the last few months. Valve220 mode has been quite fun to play with! " 
Changelevel 
there's a brush entity called trigger_changelevel and i'm guessing it's how you make the level change,if it is how you make it change, I want to know how to set it up to change to a different level 
Changelevel 
and also how to make it so when the level ends and its doing intermission it has the camera type thing, where it shows off part of the level 
Superquake 
Correct, trigger_changelevel is basically your map's exit.

Create a brush, right-click --> Create Brush Entity --> Trigger --> changelevel. Then go to the "Entity" tab on the right, and give the key "map" a value which is the name of the map you want to load when the player exist your level. E.g. if you want the player to go to the start map, you'd give "map" the value "start". Note that the trigger_changelevel entity will be invisible in your map. So if you want the player to exit through e.g. a teleporter, you'd need to create a separate world brush textured with the teleport texture.

and also how to make it so when the level ends and its doing intermission it has the camera type thing, where it shows off part of the level

What you're looking for is info_intermission. Right-click where you want to add it --> Create Point Entity --> Info --> intermission. This is basically the camera that you point at whatever you want to show when the player finishes the level. See here for more info on how to configure it further.

Note that you don't have to have an info_intermission in your map; Quake will automatically show some part of your map at the intermission screen (I think it defaults to the position of info_player_start). But with info_intermission you can specify what it shows. 
Thanks 
thanks 
@superquake 
One of the best things you can do as a new mapper is to download the .map files of the original Quake. You can find them below. It's easy to see how "id did it."

https://www.quaddicted.com/files/tools/quake_map_source.zip 
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Website copyright © 2002-2017 John Fitzgibbons. All posts are copyright their respective authors.