News | Forum | People | FAQ | Links | Search | Register | Log in
Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
First | Previous | Next | Last
 
No Undo function O_O

for me, it's not so much that anything stops me from using bsp editor, but that i have sikkpin's qe3 which i already like.

but yeah, if i was changing now, the lack of an undo would probably make me not consider it too. :P 
No Undo? 
Can you use the mouse or is it arrow keys only?

Ahem.

No undo isn't that bad, but its such a basic feature that if it's not there then there's most likely a load of other stuff that I'd want and isn't there either. 
Lame... 
not even dropping that d3d DLL file fixed the problem :( quake hates me right now 
BspEditor 
Not sure if you are looking for multiple levels of undo but it certainly has CTRL+Z, and it has Save For Undo.

Without wishing to sound pompous (but it will do so never mind) I have never really found a need for undo except where I have moved several hundred brushes and then changed my mind (this is typicaly when handling large areas of terrain). If I think I am going into dodgy territory with something, I generally save a new version.

Have a look at http://www.bspquakeeditor.com/doc/ 
Ijed 
Yes, mouse driven. It is also very configurable all round e.g. for keyboard shortcuts.

For example: with mouse in right hand - select a brush's face in the 3D window with a left-click, select a texture in the texture window with a left-click, then with the left hand ALT + F to apply that texture to the face.

Then: left-click and hold + LSHIFT to stretch the texture or maybe CTRL+SHIFT and left mouse-click to rotate the texture. Perfect for aligning textures to angled trims. 
 
I'm not that good at making architecture so I often end up going back with what I have just changed. One level undo isn't enough then. I have learned how to use bspeditor some time ago and made few rooms with it. At the moment I'm using qe3 and hammer.
The point is people have made beautiful maps with all kinds of editors.

@Iluvquake - did you try to enable/disable the "Filter Textures" option in 3D View configuration tab in WC/Hammer? 
Mike 
took a quick look at the link... the face extruding looks interesting. i've never seen that in a quake editor before.

also, Save For Undo sounds like 3ds max's hold/fetch command where you can save the file in the ram and then 'fetch'/load it later. 
Yeah 
That sounds ok. Face extruding sounds like an odd feature to have in a brush based editor since it would seemingly promote convex (illegal) brushes.

Something to look at since I doubt that's the case. 
Extruding From A Face 
Basically adds (extrudes) a new brush to the selected face, so nothing illegal. If you check out the link above, it explains it in pictures far better than I could in words. It works, so building fancy shapes is a doddle. 
Ok, 
Finally got to skim it - seems good, there's a lot of useful features in there after all. 
And 
Mdls in the 3d window - nice. 
Just 
Having a look. Not used to this amount of automated stuff - when it was introduced to 3D packages I avoided using it.

Not that its bad, most shapes in Quake are simple enough, until you get to the detailing - rooms, stairs etc. 
Huh 
It even allows you to configure the font.

Not going to, but that's one step beyond in terms of genuine user-friendliness and not windows user-friendliness. 
BspEditor - Automated Stuff 
Nowadays, I hardly ever use it. In fact the only time I can remember is when I want to do a quick check on something I am building and quickly drop a large 'room' around the map: create room, compile (I have created a large number of differing batch files to call from the editor), review in Quake, and then back to the map with a CTRL+Z to remove the 'room' I created earlier.

I doubt that I use more than 75% of the editor's capability and regularly discover new things, especially shortcuts. 
Gtkradiant Problem 
just installed radiant on win7 and got 2d and 3d windows showing nothing like this:
http://vondur.net/images/wotrad.jpg
any idea if it's fixable? (got it ok on other machine with win7) 
Yeah 
Disable the desktop theme (Aero) in the compatibility settings for gtkradiant.exe. 
Thanks Negike 
:) 
Np 
but please... there is no i
Oi Sorry, Mister Negke 
:> 
 
should take out the e's too, so it's just unvocalized tougue mashing. ^_^ 
Cthulhu Fhtaghn? 
 
Nieigikiei? 
 
Hah 
 
LOL Moment 
So, I'm just doing a bit of tweaking and decide to build an extra corridor. I do a fast Qbsp and see there's a leak. I stop the compile and load the .pts file into the editor. Sure enough, there is my yellow line going straight to the area I have just built.

Follow the line, careful now, it's moving around some complex geometry. loose sight of it for a moment but then pick it up again right where it goes through a solid wall. Oh no!

Carefully review what I have just built, can't see anything wrong. But there is the line, straight through a solid wall. Oh buggeration!

Follow the line again and notice it has an arrow-head on it. Strange, I have never noticed that on a pointfile line before. Anyway, keep looking for the leak, it's got to be here somewhere.

Suddenly notice that the line I'm following is not yellow but purple. Ugh! Scratch head several times. Ah jeez, I'm following an entity link line that, surprise surprise, goes through solid walls.

LOL, goes bright red, looks around to see if anyone saw me (fortunately, like most mappers, I'm on my own) picks up the yellow line again, spots the short brush and un-leaks the leak.

I enjoy mapping. 
Bad Brushes 
Mike, that happened to me a while ago and the guys here told me that I have corrupt brushes. Try to delete those walls and create them again. It helped me. 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.