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New modern Quake engine editor: TrenchBroom

PostPosted: 02 Mar 2013, 19:04
by Julius
http://kristianduske.com/trenchbroom/

A quake engine level editor (likely works with later quake iterations too) rewritten from scratch that aims to replace the GTK Radiant versions with a more modern workflow and focus on 3D view. Mesh handling reminds me a bit of Scetch-Up, which is a great thing as far as I am concerned. Probably makes mapping for Quake engines more Cube2 like (even though it is not in game) and more newbie friendly.

Let's hope they make it Xonotic compatible soon ;)

Edit:
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)

Re: New modern Quake engine editor: TrenchBroom

PostPosted: 02 Mar 2013, 20:07
by Evropi
At last. I wonder how people get anything at all done in Radiant, LOL. Cube 2 has the best map editor I've ever seen in any 3D game, though we have to see how this applies to Quake, as Cube's subdivision modelling does have its weaknesses (blocky-looking maps, that is).

Also, perhaps, if TrenchBroom advances to a greater state, it can unify all the forks of GtkRadiant. Now that would be a truly great thing to see. :)

Re: New modern Quake engine editor: TrenchBroom

PostPosted: 02 Mar 2013, 20:40
by Skorpio
Sounds pretty interesting. I really didn't like to model something in the Radiant. I wish you could just use Blender for mapping, but the exporter that I used in the past mostly messed up the brushes.

Re: New modern Quake engine editor: TrenchBroom

PostPosted: 26 Dec 2015, 13:01
by Julius
Public beta 2.0 release is iminent... looks really great:
https://youtu.be/EvSaZTbmGLQ (a bit older video)

Support for q3 .map (OpenArena, Xonotic, Warsow, Unvanquished etc. should come next in 2.1)

Re: New modern Quake engine editor: TrenchBroom

PostPosted: 18 Feb 2018, 04:59
by Julius
The final 2.0 is now available.

Also check out these new video tutorials: https://youtu.be/gONePWocbqA

No Quake3 etc. support yet, but that will be the priority of the 2.1 release.

Re: New modern Quake engine editor: TrenchBroom

PostPosted: 18 Feb 2018, 07:50
by Lyberta
Yeah, if Xonotic support will be added, that would be great. NetRadiant is so terrible.

Re: New modern Quake engine editor: TrenchBroom

PostPosted: 26 Nov 2018, 18:37
by Julius
2.1 released: https://github.com/kduske/TrenchBroom/r ... tag/v2.1.0

I am actually using it as a FOSS Sketchup replacement for non-game modeling as the workflow is so nice ;) You can export as .obj for importing in Blender etc.

Still a pity that Quake3 BSP isn't supported yet.
Edit: but it is in progress: https://github.com/kduske/TrenchBroom/projects/16