Cool, Thanks
#92 posted by necros on 2008/08/03 21:55:06
i just figured since gtkr, the d3edit version of qeradiant, hammer and 3dsmax all use mouse wheel to zoom. :)
to me, this kind of thing is all about speed and efficiency. you have to think that a mapper is going to be panning and zooming a lot, and that he shouldn't have to think about it. that means the less keys involved, the better.
keeping relevant controls all in the same spot is just good practice. right click + drag = pan and mouse wheel = zoom.
with the current method, you'd have to first pan with right click + drag, then press ctrl and use the same mouse button again and then drag again (at this point, your mouse may be off the mouse pad :P). with gtkr (and the others i mentioned), you can pan and zoom at the same time.
cheers, and good luck :)
#93 posted by anonymous user on 2008/08/06 22:27:23
Speed and efficiency is exactly what I'm going for and is the main reason I so detest WC/Hammer. The mouse wheel is a very unique and powerful tool that I plan to utilize for many tasks, zooming being one of them. For instance, maybe using it for nudging brushes or whatever else I think that would benefit from it.
Also, Doom3Edit uses Alt+Drag to zoom as well, so I'm considering changing to that instead of Ctrl+ for those who may be used to D3Edit and have Ctrl+ used for free rotating.
And, necros, I very much appreciate you giving QE3 a try and also for your feedback.
Np
#94 posted by necros on 2008/08/06 22:42:36
it's slow going though, so i'm eagerly awaiting the next version for multiple editor windows. ^_^
it *is* nice having an editor that's actually for quake, instead of having to use the gtkr 1.4 haxors and map converting.
and yeah, i agree, apart from mouse wheel zooming, WC is just a really slow way to go about doing anything. having to switch modes ALL the time just to perform basic tasks like entity creation and texture application is dumb beyond belief. the actual texture application method *is* really powerful, however. moreso than radiant style editors. there are methods to preserve texture alignement across rotating faces so doing trim along curved brushes is a simple matter, for example.
#95 posted by anonymous user on 2008/08/07 00:20:14
You say you use gtkr 1.4. Are you like me and disgusted by the direction they seem to be taking the editor? I finally had a chance to try 1.5 out a few weeks ago and was amazed by some of the useful features they have removed/changed. Vertex editing is now completely useless again like in QERadiant, they removed the Z-window and they seem to be moving more towards a 3D modeling interface/interaction. But, there are, of course, some nice additions to it. Oh well, at least idStudio appears to have kept the wonderful Z-Window :).
Which version of WC are you talking about, as someone above mentioned that 1.6 had terrible texture locking capabilities. But, yes, texture lock is something I need to perfect when it comes to complex, multiple axis rotations.
Ooh
#96 posted by Lunaran on 2008/08/07 01:05:59
You say you use gtkr 1.4. Are you like me and disgusted by the direction they seem to be taking the editor?
/me jumps up and down waving
I am! Having tried to use maya for FPS interior stuff I can say the camera is a huge detriment. It's designed to pivot around things and look at them from the outside, but in a room or a hallway it's useless. QE/Radiant's camera is like a little FPS player you can drive around the inside of the level.
I admit I've done nothing with this code so far. :(
But
#97 posted by megaman on 2008/08/07 03:02:10
1.5 has almost nothing to do with id or the original devs, does it? It's (almost) entirely Spog doing it?
#98 posted by necros on 2008/08/07 03:14:03
noname (i'm assuming sikkpin...):
yeah, gtkr effing 1.5 is stupid beyond belief. they completely changed the interface for (to me anyway) no apparent reason, and it definitely wasn't an upgrade.
gtkr 1.4 is the pinnacle of that particular editor.
also, when i was talking about WC, i actually meant Hammer (ie: WC 3.3 that valve uses for source). they fixed a lot of problems in hammer that were in wc 1.6.
lun: have you checked to see if there isn't a 'walkthrough' camera mode? 3dsmax has one, and esp. now that autodesk is doing maya, i'd be pretty surprised if there wasn't one.
Nope
#99 posted by Lunaran on 2008/08/07 06:11:48
Just tumble, track, and dolly. Maya is extensible enough that you could probably create a radiant-style walkthrough camera but it'd probably require API faffery, and I'm not up for that.
GTKR 1.5
#100 posted by Jago on 2008/08/07 09:08:00
Am I the only one who actually prefers 1.5 to any of the previous versions?
That Is A Distinct Possibility
#101 posted by HeadThump on 2008/08/07 09:23:13
A Statistical Probability
#102 posted by Lunaran on 2008/08/07 18:47:14
Hmm
#103 posted by nonentity on 2008/08/07 19:24:27
A simple yes would have sufficed...
Highly Improbable
#104 posted by Lunaran on 2008/08/09 09:05:22
Statistically?
#105 posted by ijed on 2008/08/09 17:56:29
To Necros...
#106 posted by sikkpin on 2008/08/11 22:33:50
You'll be happy to know that I've got multiple orthographic views up and running. I just need to work on it a little more and iron out some of the kinks (dealing with clipping mostly) and I'll send you the .exe for testing if you like (or to anyone else who is interested).
There are some other changes as well, nothing major, like brushes can now be saved as floats in the .map file (users choice via Preferences) for more precision and I added more commands into the toolbar.
I'm hoping to finish tonight so I can have it ready for you sometime tomorrow. This won't be considered an actual release but just for testing the multiple XY windows.
If I get it done quickly enough, I'll try and put in mousewheel == zoom for you too.
#107 posted by necros on 2008/08/12 01:01:39
sounds like good news!
you can use the email addy i have listed on here if you like. just let me know what to focus testing on. :)
#108 posted by sikkpin on 2008/08/12 20:53:41
Ok, it's been sent. As for what to test, whatever you want really. But, I guess mainly if the multiple views are working as they should and don't cause any crashes or anything.
And mousewheel zooming is in so enjoy. Later I'll make the zoom amount adjustable like GTKR.
If everything is working well and no bugs can be found, then there are just a few more things I need to do and then I can do an "official" release.
Thank you for you help ahead of time, and if you ever need someone to test a map, I'd be more than welcomed.
Sikkpin
#109 posted by RickyT33 on 2008/08/12 21:37:59
hook me up please! I need to start working on more than one map at a time, everybody tells me Radiant is good. I dont know the difference between one version and another. But I'm no programmer, so I con offer a little feedback and bug reports.
But let me get this straight:
1 - there can be 4 views: - top, side, side, 3D
2 - the mouse wheel moves the camera back and forth.... ?
#110 posted by sikkpin on 2008/08/12 22:49:54
*IMPORTANT*
Before you use the new .exe, delete the regisistry entries for the previous QuakeEd 3. Either open the old one and hit the "Reset Registry" button in Preferences or goto "HKEY_CURRENT_USER\Software\id\" and delete "QuakeEd3" manually.
Sorry, I forgot to mention this sooner.
To RickyT23:
1 - Yes. The XY view still works as it always has where you can Tab through the the views(XY->XZ->YZ) but now you can open separate windows for XZ and YZ. All windows can be toggled on or off but the Camera & XY views won't be saved. Meaning if toggled off when you close the app, they will be toggled back on when you start again.
2 - As of right now with this test exe, the mousewheel zooms the XY/XZ/YZ/Z windows and drives the camera forward/backwards along the XY axis in the Camera window. Eventually I plan to do alot more with the mousewheel and to make the camera driving part like GTKRadiant where it moves the direction you are facing and not just forward/back along the XY axis
Do you have the previous release? I need to know whether to just send the exe or the entire package.
I Dont Have The Previous Package
#111 posted by RickyT33 on 2008/08/12 23:20:17
Please send me everything.
You can email it to me, or whatever!
Thanks man
I have a project in very early stages, which will be an episode, so I will try a different editor for a map (!)(lol)
Obviously I have been using Worldcraft for all of my releases, so I am likely to draw comparisons. But I am in no real rush to complete this episode so maybe I will get used to the second program......
RickyT23
#112 posted by sikkpin on 2008/08/14 21:17:02
Just curious if you received the email
Oh Yeah
#113 posted by RickyT33 on 2008/08/14 22:42:14
shit sorry man!
The program started up fine after I installed it, but I didnt get as far as setting it up (yet).
Sorry man - I've been hellish busy!
I'll get to it soon tho! ;P
#114 posted by sikkpin on 2008/08/15 21:23:41
No, don't apologize for anything. I was just making sure you got the email. I wasn't checking in to get feedback.
Problem With Texture Browser
#115 posted by Ankh on 2008/08/16 22:24:22
I just can't get it to show any textures.Here is the console log:
http://shub-hub.com/files/misc/quaked.png
By the way. Why can't I just copy text from the console?
In the project preferences dialog box the folder selection doesn't work for me. I have to enter the path's by hand.
Textures
#116 posted by necros on 2008/08/17 02:20:45
are those directories correct? i set mine up to just go fetch the wads from the folder they're in when you install qe3.
my texture path in quake.qe3 is:
"texturepath" "gfx\"
which shows up in the log as:
MSG: FoundFile: gfx/base.wad
MSG: FoundFile: gfx/common.wad
MSG: FoundFile: gfx/hipnotic.wad
MSG: FoundFile: gfx/IKBASE.WAD
MSG: FoundFile: gfx/medieval.wad
MSG: FoundFile: gfx/metal.wad
MSG: FoundFile: gfx/ne_doom.wad
MSG: FoundFile: gfx/ne_lend.wad
MSG: FoundFile: gfx/quake(extra).wad
MSG: FoundFile: gfx/quake.wad
MSG: FoundFile: gfx/rogue.wad
MSG: FoundFile: gfx/start.wad
MSG: FoundFile: gfx/wizard.wad
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