It Was MH
n/t
Then 'you' Will Pay For This Atrocity ;-)
Dunno Why
they chose on the curly brace, I mean they could have just used a key of "mask" like they did with alpha surely?
I have a nice idea for alpha masks for another map, I think they're all going to be speedmaps from now on btw (since I'm not longer unemployed)... saying that I'm trying to get my sp map sorted before monday, I have actually added a lot of extra stuff so if you downloaded the mp version of deck it will be worth downloading the sp ;)
FifthElephant
#1004 posted by quaketree on 2013/05/10 05:38:27
I'm actually looking forward to seeing "Deck" in SP. I don't "Do" MP so seeing how you envisioning it to play out will be interesting.
Same
#1005 posted by Drew on 2013/05/10 21:24:16
Best Level Editor I Have Ever Used
#1006 posted by Schneiden on 2013/05/22 02:00:05
And I mean it, absolutely incredible. It really is.
Really Have To Get Around To This
#1007 posted by Drew on 2013/05/22 07:13:20
Maybe will see if I can get it to run in June. To and kid will be out of town for a week s will have time to dork out like in ye olde days.
To = Gf
#1008 posted by Drew on 2013/05/22 07:13:49
iPad
Schneiden
Thanks, glad you like it.
Drew, go for it!
Particle Editor
#1010 posted by Julius on 2013/05/29 18:04:15
Particle Editor
Just create a feature request at the bug tracker, but the chances that it'll happen soon are pretty slim.
Particles
#1012 posted by Spiney on 2013/05/29 22:01:41
I'dd rather see engine maintainers settle on a universal and highly modular particle system. The DP one is useful but relatively fixed function.
Vanilla Only
#1013 posted by deqer on 2013/05/30 05:31:57
I'd rather see the editor stay focused on vanilla aspects, first and foremost, and/or perhaps only.
#1014 posted by Spiney on 2013/05/30 16:12:04
I agree with first and foremost. Non vanilla would be nice, as long as it's integrated non-intrusive. Maybe a plugin API could fill those gaps at some point? Long term speculation...
Multiple Game Support, Particle Systems
Multiple game support will be in the editor. Particle system is unlikely, sorry. Plugin API is an interesting idea and may happen at some point if there is (serious) interest in writing plugins.
Entity's Key List (definition File?) And Key Descriptions
#1016 posted by deqer on 2013/06/24 21:50:09
Is it just me, or is the editor still not listing the keys that can be added to the entity you're editing?
For example, editing a Light, in the Entity panel , there is no list of keys that can be added, such as "light" for example.
Also, a description of the key, such as "light: The value of light. Default (300)" like I've seen in other editors.
No It Doesn't
Updates are slow due to day job and family obligations.
Sorry, I Mis-phrased My Post.
#1018 posted by deqer on 2013/06/25 00:10:45
I couldn't edit my post afterwards.
No problem that the feature isn't there yet.
What I meant was, the tone in my post was because I thought it was added already; I was sure I heard you say it was done. So, I thought I was experiencing a bug.
No worries though. Take your time.
Well
it's been known a long time what the default light value is.
It would be nice to have these displayed in the editor but let's be honest anyone mapping now will probably know many of the entity keys and values.
TB is an oddity because work flow is cut massively by the way you create and edit brushes but adds extra time by not having the entities fully explained (like in Worldcraft for example).
In it's current iteration I find myself very comfortable using TB and never wanting to revert back to WC, despite my needing to often look up keys and values for the various entities.
Well
#1020 posted by deqer on 2013/06/25 05:23:24
I don't.
Thanks.
Yeah
It's on my todo list, but as I said - time is limited. I'll push this for the 1.1 version though.
#1022 posted by necros on 2013/06/25 17:06:25
It would be nice to have these displayed in the editor but let's be honest anyone mapping now will probably know many of the entity keys and values.
I think having the default keys displayed would be a good idea though, Especially because Trenchbroom seems to be attracting a lot of new mappers who don't know the keys by heart.
Yeah, I Agree With That.
And
#1024 posted by ijed on 2013/06/25 20:41:22
More experienced mappers can change out the default values for their own ones in the fgd/def files depending on what map they're making. I doubt most mappers, after experimenting with lights, won't have their own values that they prefer to the default 200 blob style.
But that's a minor bonus when looking at the entire user base.
Just having these automatically generated will save users mouse clicks and key taps. And that makes the software more efficient to use.
For Everyone I Mean, Not Just New Users
#1025 posted by ijed on 2013/06/25 20:42:44
|