Assuming Netradiant
#10978 posted by Zwiffle on 2011/04/08 04:25:29
Setting the horizontal/vertical stretch to a negative number will flip it.
There are no vis groups, you can try selecting, inverting, hiding to remove unwanted parts of the map from view, or try using regions, which (iirc) basically removes anything not in view from your map. It doesn't delete it, it just hides, without 'hide'-ing it. It should be under Misc->Region. I am not too familiar with it, I never use it, but that's the closest I can give you.
There is an entity list to look through which will help you out. 'L' is the default short cut. You can also search by brush or entity #, under Misc->Find Brush.
Hope this helps.
Brush Number?
#10979 posted by jt_ on 2011/04/08 05:14:21
That sounds dumb.
Regioning
#10980 posted by negke on 2011/04/08 10:03:03
It's a little awkward to use at times, but it does the job. Using this, you can still hide stuff within the selected region, so it's better for that purpose. It's also a good idea to make a shortcut for "Region off".
Brush Number...
#10981 posted by metlslime on 2011/04/08 19:34:12
at least some compilers will give an error with a brush number, this lets you find that brush. How else you gonna find it?
Didn't Think Of That.
#10982 posted by jt_ on 2011/04/08 19:38:28
But any other time it seems silly.
#10983 posted by rj on 2011/04/08 19:54:17
that does sound handy. the other way is to go to the given line number in the map file (in a text editor) make a note of the coords and find it that way, which is a bit long winded
Neg
#10984 posted by necros on 2011/04/08 21:38:51
sikkpin's radiant has alt+x, alt+y and alt+z to the different axis regions and then alt+o for region off. nothing like that in gtkr/netradiant?
Regions
#10985 posted by SleepwalkR on 2011/04/08 23:55:07
Did I understand it correctly that a region will only display what's already in the view? Is that only a performance enhancement? Or does it reduce visual clutter in any way?
#10986 posted by necros on 2011/04/09 00:26:17
it reduces visual clutter, yes. when you turn a region on, everything outside the region isn't shown.
But What
#10987 posted by SleepwalkR on 2011/04/09 07:38:11
defines a region? How is it then different from a visgroup?
#10988 posted by negke on 2011/04/09 10:32:43
necros: Not by default anyway. Only for turning brushes into a region, not for deactivating it.
SleepwalkR: You select a bunch of brushes (=a certain region of the map) and the rest will not be displayed. For example, if you have a multi-story building but only want to work on the upper floor, you can make that a region so the 2D top view is less cluttered. It's like a negative hide function.
Cool
#10989 posted by SleepwalkR on 2011/04/09 10:56:49
Thanks for explaining.
#10990 posted by Spirit on 2011/04/09 11:53:35
QuArK's system is the best though. You can organise your map in a "folder tree". You have folders in which you can put your brushes and entities. Those you can then make ignored on building, hide, gray out, make unselectable etc. Could not be easier to organise complex maps.
#10991 posted by Spirit on 2011/04/09 12:00:27
How Do Those
#10992 posted by SleepwalkR on 2011/04/09 13:02:35
get stored? Are they hidden in comments in the map file? Or is there an extra file next to the map? Or does Quark have its own format?
#10993 posted by Spirit on 2011/04/09 13:27:10
It has its own map format, .qkm (binary I think). When you tell it to build, it saves a .map file. You can also always save as .map but then you lose those groups and some other features.
Hmm
#10994 posted by SleepwalkR on 2011/04/09 18:28:23
I wonder why they don't just save their extra info as comments in the map files.
Yeah
#10995 posted by necros on 2011/04/09 19:34:28
quark really has the best way of organizing stuff. from what i remember when i worked on hl2 stuff, the wc visgroups are ok, but they aren't as easily managed as quark groups are.
#10996 posted by gb on 2011/04/10 05:36:23
I use groups only if I really have to. Otherwise I use Cubic Clip.
Heh - I Just Dont Use Them
#10997 posted by RickyT33 on 2011/04/10 05:39:44
Sometimes I have to grab half of the map and hide it, but there's no control over it really, I just use rectangle select and hide half of the map.
#10998 posted by Spirit on 2011/04/10 10:09:41
Does anyone know how to compile maps right from the Netradiant menus? Is that even possible for Quake 1?
#10999 posted by negke on 2011/04/10 11:03:55
You need to edit the default_build_menu.xml file in the q1.game folder.
#11000 posted by Spirit on 2011/04/10 11:46:30
No output in the console thing. Is that possible with hmap2 or any of the linux build tools?
QC Error In Coop Mode
#11001 posted by negke on 2011/04/13 19:08:37
I'm stumped here. In coop mode (or to be more precise anything with maxplayers > 1) one of the hacks in Mappi2 causes an error that crashes some engines. The culprit is a customized notnull door entity (of the generator cables - the purpose was to make it nonsolid) which becomes erroneous when more than one player slot is active, because this change in the edict list invalidates the entity's owner field.
I worked around it by changing the entity in question to "use" "func_wall" with "owner" "1" so that it only appears when triggered and is nonsolid at least for the first player. This setup works fine in coop mode.
However, for a reason I don't understand it still causes an error in coop if the berzerker mode (=axe only) is enabled. Not only when the entity is triggered, but already on mapstart. The game displays then a "door_fire: self.owner != self" and the cable doesn't appear.
Any ideas why that could be? Does the removal of the shotgun for the first player mess with the edict list, too? It seems so as there's also a 'walkmonster in wall' warning from a vore inside a func_wall (set to be his owner). But why only with maxplayers > 1?
mappi2tmp.zip
"owner" "1|2"
#11002 posted by jt_ on 2011/04/13 19:10:51
Just throwing it out there. Probably won't work.
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