Oh Right
TB will have groups for that purpose. You will then be able to hide and lock such groups.
Yeah
#977 posted by ijed on 2013/04/22 19:31:29
In WC they're called 'visgroups'.
Yeah
Hey Ijed
Fifth
#980 posted by mechtech on 2013/04/23 03:11:17
I've been using TyrUtils and Txqbsp.exe as a work around if I need to find a leak. I can't see the point of mapping without func_detail now.
TB can make some really wild brushes to the point that it's hard to tell if there valid. Simple is better. Make a few simple brushes instead of one complex monster. An option is create the complex brush and fill it in with simple ones to make the same shape then delete the complex one.
You can also make up prefab brush groups. As long as there good and on grid you can mash them up to create varied terrain.
IMO creating valid error free terrain has been the hardest thing to learn in Quake editing.
#981 posted by Tyrann on 2013/04/23 11:20:00
That pointfile bug sucks, I'll get to work on that.
Mechtech
#982 posted by ijed on 2013/04/23 13:46:18
Well, getting proper vis blocking is tricky as well - lots of maps are made without any at all and have infinite vis times. Detail brushes should help this some as well now though. But for the want of a few dogleg corridors or a doughnut, we've probably not seen many maps that the author(s) gave up on.
Sleepwalker, I'm going to start using trenchbroom exclusively now, so should be able to provide some more valid contributions in the coming weeks :)
Awesome
I'm also looking for another tester if you're interested.
Ok
#984 posted by ijed on 2013/04/23 15:12:36
I'm already signed up on github, but haven't been active.
I Publish Betas Via Dropbox
If you have DB, can you give me the email address you use for it?
Sure
#986 posted by ijed on 2013/04/23 17:24:01
Ouch
#987 posted by ijed on 2013/04/23 18:10:31
Current version says it's a 15 hour d/l ;)
Ok
#988 posted by ijed on 2013/04/23 18:25:17
Got it. Server burp.
Alright
Sent you an invite, but I deleted all old betas just now, so the folder is empty ;-). I'll upload a new build later.
This Editor
#990 posted by ijed on 2013/04/24 23:39:34
Is the business.
Problem
#991 posted by mechtech on 2013/05/08 17:01:32
Sorry about not posting to the proper location.
If I use the texture named 1999
I get
"Malformed map file: expected token of type string, but found integer number at line 1249, column 67"
Texture Names
#992 posted by ijed on 2013/05/08 17:16:50
Have to begin with a letter not a number - I think this is common to all textures.
Interesting...
#993 posted by metlslime on 2013/05/08 21:55:25
I should add that to my texture faq.
Do They?
Where's that writ? There is another bug in TB's map parser concerning texture names beginning with a curly brace. I could fix this one too while I'm at it, but only if all-digit texture names are valid. Someone should check the Quake source.
Unnamed Textures
#995 posted by Baker on 2013/05/09 06:10:25
Aerowalk has an unnamed texture in the map somehow, if I recall correctly.
"{" Texture
#996 posted by Baker on 2013/05/09 06:12:35
Is used by Remake Quake for "fence textures" (alpha masked where palette index 255 is transparent), just like Half-Life.
Yes
But I would like to have a word with whoever had the idea to use a curly brace in the texture name.
Hahaha
#998 posted by Baker on 2013/05/09 08:03:42
I understand.
!!
Ahhh SW, you make me chuckle. ;)
Uh
#1000 posted by ijed on 2013/05/09 13:48:46
It was 'us' - I name no names, collective responsibility.
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