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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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Frib 
The new copy and paste code is in the 1.1 codebase, sorry. 
Willem 
In 1.1, paste will just paste in the original position (if nothing else is selected). I like your idea and will try it out. 
I Love You! Awesome Editing Tool! 
Way to go! I am all about good tool pipelines for game development. Imagine what folks would have done back in the day if the developer tools allowed such an intuitive environment for level authoring. This rocks! I cant say enough how much I appreciate this project.

I have a big soft spot for the older retro games but I have become spoiled by the likes of UDK and unity for level editing. Going back to the old editors lacking a proper 3d editing environment is a big hurdle these days. We are so used to more polished programs.

I think you might just have injected new life into the older titles sir! If you add quake 2 support "KMquake2 entity support would be even better" then I would be lost for months on end making new content for that game.

Cheers and keep up the great work! 
Skiffy 
Thanks, and Quake 2 and Quake 3 support is on my todo list. Quite a number of people are asking for it, so I guess it will happen rather sooner than later.

I don't know about KMquake2, is it a mod? If so, all you need is a proper entity definition file (TrenchBroom will load .FGD and .DEF files). 
Well 
I mean to write "all you WILL need", because I'd have to do Quake 2 support first. 
KnightMare 
Is a Quake2 mod, one that adds a massive amount of stuff. 
 
Quake 2 and 3 are on my todo list. You're the second person to ask for Hexen 2 support. I have no idea what would be necessary to support that game though. But I'll look into it once I start supporting other games.

Thanks! The H2 community is pretty small but we'd all really appreciate it. I don't think there is that much of a difference between the engines, but I'll see if I can find any necessary details myself. 
Razumen 
Yes, that would be helpful. When the time comes, I can also talk to Ozkan Sezer, who develops the uHexen2 engine. 
Texture Alignment 
If anyone is wondering (and is making odd or very angular geometry) I have found the texture alignment on Tyr's tools to be more accurate when you use the -oldaxis command line argument on the bsp program. Dunno why this is though... 
Yes 
Maybe we should mention this in the docs:

- In txQBSP, you must NOT supply the -altAxis argument for TrenchBroom.
- In Tyrann's tools, you must supply the -oldAxis argument for TrenchBroom.

The reason is in the method to select the projection axis for the textures. I'll add this to the issue tracker so that we can add it to the docs. 
KMquake2 
Well its a recompiled quake 2 engine with tons of extra features added. Indeed it has the .FGD and .DEF files setup. Well sir you had my curiosity now you have my attention.

Cheers! 
Thank You!!!!! 
Time to put away the Hammer and pick up the Broom.

Just when it seems like things are slowing down around here. Out comes all these wonderful new toys. 
Shit 
i read this thread lsat week and thought hmm that might be an editor suited for me, Dl'ed it installed crashed checked the req's dl�d MS c++ crap, found out already had that installed. Then i see videocard drivers mentioned and im currently using my Mobo's gfx, meh (burned my gfx card on diablo3) 
Quake.fgd 
Just noticed it's missing at least two standard entities: viewthing and misc_noisemaker. I suppose hardly anyone ever uses them, but they should be included still. 
Aren't 
They both debug entities? 
Yes 
They are. 
Fair Enough 
 
Negke 
Would you be so nice? Just send me the definitions in an email so that I can add them to both FGDs. 
Orbs 
It requires OpenGL 2.1 and GLSL 1.2. I should do a better job of detecting these things and not crashing, though. 
AFAIK 
These should work;

@PointClass size(-8 -8 -8, 8 8 8) color(0 255 0) = misc_noisemaker : "debug entity" []

@PointClass size(-8 -8 -8, 8 8 8) color(0 255 0) = viewthing : "fake player" [] 
Thanks! 
 
Should They Have The Appearflags Baseclass? 
The Appearflags base class adds spawnflags for skill levels. Or should they have any other properties?

Also, should they also be added to Quoth2.fgd? 
Ah 
I cobbled those together, removing the baseclass since the fgd I took the syntax from has more involved baseclass' for various things.

I'm guessing you want these for entity hacks negke? 
Excuse My Noobiness 
I kind of know what opengl is, i dont know if my card supports 2.1 though, how do i find this out, should the manufacturer list this? Never heard about GLSL at al, same kind of thing? Something your gfxcard either can handle or not? 
@Orbs 
Basically if your cards original specs say that it can handle games with Shaders v2.0 then you "Should" be able to run this. It won't break anything to give it a try and see if this will run on your PC. In my case it stopped right after the console said something about loading shotgun.mdl.

You may need to update the video card drivers so that the card can handle Shaders 2.X but that's a software upgrade and I can't think of a reason why a 2.0 piece of hardware wouldn't be able to handle 2.X with the correct drivers.

Without more information this is as good as it can get as far as help goes. If you have a year of manufacture, make and model number of the original PC (2005 Dell abc201 for example) then maybe you can get more assistance here. If you added a gfx card on your own then you need to go to their web site and find the latest driver package applies to that card. Note that it will probably be either Nvidia or ATI\Radeon based so even if you get a card from a third party they should still be able to use their drivers (but perhaps not their consoles but that's usually not a problem as most installers give you the option to not install those anyway and just install the drivers instead). 
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