News | Forum | People | FAQ | Links | Search | Register | Log in
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".
First | Previous | Next | Last
Drivers 
Frogdammit. I do have the latest drivers for that card. In fact I have drivers newer than the last officially released ones for that card. Still made by Geforce but dated in 2005. The laptop is a 2002 model and doesn't support shaders which is why I was going to relegate it to something else. All of the other map editors work fine on it.

Oh well... 
QuakeTree 
Sorry, but TB requires shaders. I'll add minimum system requirements to the website. 
 
Can't run. After starting the program I get a message:

http://s017.radikal.ru/i430/1303/e2/4a656ef4b2fb.jpg

After pressing a button, the message is displayed again. So many times. Then the program ends

Windows 7
ATI Mobility Radeon HD 4650 Series 
It Needs A Log File 
digs, I will add a log file to the next version. For some reason, some of the error dialogs don't show any meaningful information (even though there usually is some). Then we can try to fix this problem. 
God Damn 
this looks amazing! I may have to try this mapping lark again. Everyone: Expect lots of newb questions in the near future. 
Crash After Moving Program Dir (win7) 
I ran it yesterday, it was sitting in my downloads folder. So I moved it into program files today. When I open it now it instantly crashes. Does it store a config somewhere which I need to delete?

The copy in the old folder still works fine. 
It Seems 
2012 was a milestone years for maps, and 2013 is already a milestone year for tools.

Not even a quarter of the way through and we've already given vis times a big punch in the balls with Tyrann's new shizzle, and now this comes along which seems to be taking brush manipulation to a new level.

Do you know what I would absolutely love though:

The option of using a max/maya-style movement handle with arrows along each axis that you can pull to move in just that axis. The current movement is pretty great, but I find it's sometimes hard to keep it constrained to x or y, and with a max/maya type gizmo, I wouldn't need to keep holding alt to move in z.

That said, i've been mucking around making organic rocky stuff with this, and it's just amazing.... 
Make That "g" For Gizmo 
 
Kinn 
We had implemented movement handles at one point, but I found it to be unintuitive. I wanted ppl to be able to just grab objects and move them around. I can add a special mode for move handles, but it feels redundant. Let me think about it, maybe I can come up with a way to restrict movement axes that can be combined with the current approach. 
Spiney 
TrenchBroom keeps its config in the registry under

HKEY_CURRENT_USER/Software/TrenchBroom

If you delete that entire key, does it work? I can't imagine why it would fail when you move the app, though. 
Yeah 
i think as an option that you can toggle with a shortcut it would be perfect because there's always situations where you want to yank stuff effortlessly in one axis without worrying about moving it in another. 
I Never Needed That 
but it seems that many people are used to what they can do in professional 3D packages. I'll see what I can do. 
About The Gizmo 
Trying out a cave wall, I sometimes accidentally push verts off into the distance. Having a gizmo with 3 axis and 3 planes would be really handy at times. (like this: http://www.finalclap.com/ressources/images/3dsmax-tracking6.jpg )

The gizmo is one of those things I often lack in level editors for older games (most newer editors have them).

alternatively you could try having cubes for handles, and selecting the y-face on the cube would move on the y-plane, etc... you could have a similar system of bounding boxes when selecting an entire brush.

(on a sidenote, in the view tab, having the ability to hide vertex handles on backfaces could be useful) 
Seems It Has To Do With User Rights Management 
I put it into program files on C:\, but that requires admin login. Moving it to F:\ which is accessible as regular user fixes it...

Hope that makes sense? 
Using The Bounding Boxes For Axis Selection 
doesn't work if you are too close to the selection. We discussed that one already.

A lot of the fluidity and speed when doing brush manipulation in TrenchBroom is due to the ability to just click and drag stuff around. This is seriously hampered by gizmos because you have to hit a small part of them to select the correct axis. That's why I would prefer a different option that can be combined with the idea of just clicking anywhere on an object to move it around. 
Spiney 
Never seen this problem, so I guess it's something with your system? 
Woot 
Looks like insurer my gizmo back! 
Nooooo 
I'll find a gizmo-less way to restrict movement axes! 
 
Looks like I may my gizmo back!

Predictive text sucks... 
May Get 
Sure, blame technology! 
Oops, Read Over The Handles Part... 
And yeah, might be my system.

Also, this is obviously a retard move, but anyway; reproducible crash with the clipper: http://www.spiney.me/files/etc/clipcrash.png 
Camera Movement 
It's probably been mentioned before, but I (as a Radiant-lover) would like some kind of 'legacy' control scheme for the editor that mimics Radiant's or (god forbid) WorldCraft's keybindings / camera control.

Other than that, and this can't be said enough, this editor is a serious Godsend. 
Lava Croft 
You mean a flythrough mode like this? https://github.com/kduske/TrenchBroom/issues/383 
Spiney 
Thanks for the report, it will be fixed in 1.0.3. 
TrenchBroom 1.0.3 
Changes
- Objects are no longer displaced when duplicated.
- Fix off-by-one bug of mod list in map properties dialog.
- Snap vertex coordinates if close to integer coordinates.
- Add logging on all platforms.
- Properly merge spawnflags when loading fgd or def files.
- Fix crash bug when clipping all selected brushes. 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2025 John Fitzgibbons. All posts are copyright their respective authors.