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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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@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 
TrenchBroom 2.0.0 RC 7 
https://github.com/kduske/TrenchBroom/releases/tag/v2.0.0-RC7

Just goes to show you should never call something "almost done" or "final". Have at it! 
TrenchBroom 2 Final 
I've Got Words 
TrenchBroom 2 has been in the making for more than four years. I have dug out the first message here on func where I talked about it: http://celephais.net/board/view_thread.php?id=60908&start=1054

Back then, I did not expect it to take this long. The main reasons for the delays were the fact that I thought it would be a good idea to do a rewrite (not the best of ideas), that I let too many features creep into the release, and that I got very busy with real life issues. But with the help of many contributors, we managed to get over this hump, finally!

So I'd like to take the time to thank a few people in particular.

The initial versions of TrenchBroom were shaped by feedback and input by necros, so I'd like to thank him for helping me make TB's UI what it is today.

ericwa helped out with invaluable contributions, bug fixes, and code reviews. Without his efforts, TB would be nowhere near as stable as it is now!

dumptruck_ds has just started a video tutorial series for TrenchBroom, available here: https://www.youtube.com/watch?v=gONePWocbqA and I expect these videos to help drive more people to TrenchBroom and Quake mapping in general.

Then there were a couple of other contributors who submitted patches and bug fixes.

Furthermore, I'd like to thank the numerous users who supported TrenchBroom by filing issues on github, by tweeting about it, and thereby creating a community around TrenchBroom.

And finally, I'm sure there are people who I should also thank, but whom I have forgotten to name since it's late and I'm tired ;-). I hope you guys don't begrudge my forgetfulness.

With all that said, I'd also like to talk a bit about the future of TrenchBroom. Now that this release is out, it will be time to groom the backlog to clean up and select those issues which should be included in the next releases.

After some deliberation, I have decided to focus on expanding TB's user base in the immediate future. This means that I will not be working on new features right away, but rather I will add support for more games with Quake 3 being the first game to be added.

I believe that adding more users to TrenchBroom is essential to the future of the editor, as this will likely bring more contributors as well. TrenchBroom has become a large and complex project, and I'll need all the help I can get in the future.

Besides the addition of more games, I would also like to focus on one particular issue, which is the performance of selection. Selection is an operation that depends on the size of the map, so it becomes slower the bigger the map becomes, and that is of course not acceptable in the long run. Both ericwa and I have some ideas on how to tackle this, and we have already written some code to fix it. So I expect this to be part of one of the next point releases as well.

I will create new milestones for the next three point releases in the coming days, and then I will start adding issues to these milestones. I plan on adding only a few issues to each milestones in order to have frequent releases in the future. Hopefully, we won't have to wait years for the next release this time ;-).

That's it for now. Thanks again to everyone who got involved in this project over the years. It has been a lot of fun, and a very satisfying hobby for me. The greatest thing for me has been to see how many releases have been made with TrenchBroom, and how many new mappers have joined this community because of it. Let's hope that TB will keep driving people to pick up Quake mapping in the future! 
SKEW!!! 
 
 
Thanks a lot, Kristian. It's hard to know exactly how many maps your hard work has helped to create, but you can at least count mine among them - I doubt I ever would have started mapping for Quake if TB hadn't come along and made what was once a daunting, hostile task into one that I found approachable and enjoyable!

I hope you have a chance to relax and take a well-deserved break for a while, you've earned it! 
Whoops... That Was Me! 
 
Hail To Daz! 
https://youtu.be/Wr9FR1W1JFE

And dumptrucks video series is awesome news! 
 
Congrats on the release Kristian. Thank you for all of the time you've put into this excellent project. I've spend thousands of hours in this editor since it's first incarnation.

My biggest suggestion is to try to make compiling it less of a pain (but at least GNU/Linux packages exist now.) 
Thanks! 
 
Trenchbroom For Slackware Linux 
Excuse me Mr. Duske, but I have seen that you have taken interest in packaging Trenchbroom for other GNU/Linux distributions once the final build of 2.0 came out. I have created a package for Slackware Linux, and I would like to submit it to you if you would be interested in it. I'm not very well versed with the whole GitHub thing, but if you're willing to grab it, please let me know what I should do. Thanks. 
@ebisu 
Here's a link to the TrenchBroom Discord.

There are a few people who can probably assist you with GitHub. 
 
Any support for star trek: elite force? 
Slackware Build 
I assisted with the linux packaging and while I can't speak for Sleep I think there are two thing to consider.

One, in order to distribute a package he will have to build it himself and cannot take a pre-built package from "somebody on the internet". No offense though.

The other thing is that there are already 5 distribution packages to manage for every release. Before adding another one it might be wise to look at a cross distribution build and repository service like the one from opensuse. (https://build.opensuse.org/) 
Fug 
Request it on github 
New Controls - TB V2.0.0 Final? 
So after downloading the newest version, I've noticed the control scheme for extruding a face, ie. adding a vertex to the center of a face seem to be different.

I can't seem to add a new vertex to a face anymore, I have to hold shift, click on the edge of a brush, then extrude the new vertex up or down with alt, then drag it over to the center of the face. I used to be able to just click anywhere on the face and add a vertex, but this doesn't work anymore... 
Yes 
The control scheme has changed. You should be able to pull verts from faces at grid points, but there‘s a bug that makes this unreliable. Will be fixed soon. 
Can't Start App, Crash On Mac Os X 10.6.8 
works on 10.9.5 though 
10.6 Is No Longer Supported 
 
10.6 Is No Longer Supported 
I wanna cry :( description in website still states 10.6? I guess that's for Trenchbroom 1 
Missing A Couple Of Hundreds .dll Files.. 
How many .dll files do I need to download to get it to work on Windows 8 (64 bit)?
Downloaded the redistributable, but it didn't help.. 
Without Proper Details, No One Can Help You 
It should run out of the box with the (correct) redistributive installed. 
Files *Required* For TrenchBroom 
The editor and compiling tools depend on some additional files from Microsoft: Visual C++ Redistributable for Visual Studio

Both the 2013 and 2015 versions.

For TrenchBroom:

https://www.microsoft.com/en-us/download/details.aspx?id=48145

For ericw-tools:

https://www.microsoft.com/en-ca/download/details.aspx?id=40784

Install both of these - even though they are quite similar - you'll need both. After that you should be good to go. 
Moddb 
@sleepwalker 
Very cool coverage and insights. I had no idea it dated back to 2010. Wow. 
 
GoldSrc support please. 
Anon Demands Features! 
 
Compiling Tools For Mac OS X? 
Any idea where to download map compiling tools for mac? I can only find tools for Quake 1 but not for 2 :/ 
 
https://github.com/ericwa/ericw-tools/releases/

You want the "Darwin" download I think. 
 
Oh sorry that's for Quake 1, I misread your question. 
Open Multiple Maps? 
I'm one of those mappers who likes flipping back and forth between a map I'm working on and maps I'm referencing. Is this possible or can I only open one map at a time? 
Depends On The Platform 
On Mac and Linux, this is not a problem. On Windows, TB is a single document interface app, meaning you can only open one map at a time. But to offset this, you can open multiple instances of TB for different maps on Windows. 
That'll Work 
Thanks. 
Yeah 
I usually have 2 TBs open, you can copy-paste from one to the other, so it's basically the same as having two maps open. 
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Website copyright © 2002-2017 John Fitzgibbons. All posts are copyright their respective authors.