#12028 posted by rj on 2012/07/11 21:48:10
with the texture alignment intact?
#12029 posted by necros on 2012/07/11 22:10:54
i tested wc .map -> quark6 -> qe3, but it seems to kill alignment.
#12030 posted by rj on 2012/07/12 00:27:54
thanks, thought that might be the case.
although erm.. the question is kind of irrelevant now. for some reason thought that wc3.3 had an increased grid size but alas, it doesn't. trying to work on someone else's half finished map which is built outside the usual -+4096^3 boundary and tearing my hair out with gtkradiant (i've been using worldcraft for 10 years! it's a difficult transition)
so my next (almost completely unrelated) question is if there is any way in radiant to focus the 2d views on whatever is selected? (ctrl-e in worldcraft). the 2d zoom function is horrible to use as it doesn't follow the cursor, and selected objects don't stand out when zoomed out like they do in WC. basically i'm selecting stuff in a giant grid-wide mass of ~16,000 brushes and can't even see where it is to edit it without a great deal of hunting around...
hoping that someone experienced will be able to point me to a magical shortcut or technique i've overlooked :)
GTK
#12031 posted by sock on 2012/07/12 01:08:56
Object focus : Select the object and press SHIFT+TAB. This will focus all windows on a select object and also rotate window axis view.
One thing you should try is floating windows and only have ONE 2d view window. Ditch the old cad/crap 3 axis window view, you really don't need it! The shortcut SHIFT+Tab will also rotate the window axis so you see the object/maps from any axis and only have one (very large) 2d window open.
Editing large map, use func_group on large selections of brushwork and use the filters (Alt+ 0-9) Also learn the inverse hide/select commands. For example, select brushwork group/object, press I and then H. It will only leave you with what you want to focus on.
Huzzah
#12032 posted by rj on 2012/07/12 01:38:26
muchos gracias sock. great advice!
still unsure about the one view layout though... i did try it that way for a bit but kinda missed the old way. may experiment some more though
#12033 posted by necros on 2012/07/12 02:25:55
I've always used 3 views + cam. I find it much easier to work with vertical layouts that way and also find the transition between views when switching very jarring.
Use what feels good.
#12034 posted by negke on 2012/07/12 09:32:21
I use the floating layout, because I prefer having one big window to work in instead of three small ones where I can't see shit and have to zoom in all the time. I don't see how old view can be useful unless maybe you have a huge screen.
Only downside to the floating layout with cascaded 2D/cam/ent windows is that their location gets messed up when starting the game while the editor is still open. Ideally, there should be a fourth layout option to allow single window editing like in Quest or DB, with shortcut keys to switch between 2D, cam and entities/textures.
GtkRadiant Shortcut List
#12035 posted by negke on 2012/07/12 09:45:58
Thanks, Have Saved
#12036 posted by rj on 2012/07/12 11:03:23
although interesting that [ and ] are listed as grid up/down, as that's how WC does it too but it didn't work when i tried it (gktr 1.5)
one thing i do like is spacebar to clone; feels nicer than shift-drag
Rj
#12037 posted by JPL on 2012/07/12 20:49:54
with the texture alignment intact?
This I admit I don't know... need to give a try.. eh !
#12038 posted by necros on 2012/07/19 22:50:31
Do skipped faces still cause a slowdown when their lightmaps are updated?
Yes
#12039 posted by metlslime on 2012/07/19 22:56:31
at least when using the standard "skip" tools.
If there's some magical qbsp that removes the faces and their lightmaps from the bsp file, then it would not cause slowdown.
#12040 posted by necros on 2012/07/19 23:27:24
Rats. Thanks though!
#12041 posted by necros on 2012/07/20 05:08:58
But, I guess if your skip texture is scaled way way up, then it will still speed things up right? Since that face will have less lightmaps?
Static Entity & Light
#12042 posted by madfox on 2012/07/20 19:58:33
After turning my static entity of the tessla coil in game only Fitzquake has the brightened light model option.
Playing it in glquake or joequake gives the darkened bolds as black lightning.
I know the models are always bright in Fitzquake, other engines not.
Is there a way to make them bright lightened too?
I used the overbright pallet for skin, but in game they turn black again.
I Did Two Entities Light
#12043 posted by digs on 2012/07/21 06:30:45
{
"classname" "light"
"spawnflags" "1" // start_off
"target" "t1"
}
{
"classname" "light"
"target" "t1"
}
If I specify the same target, the two lights initially are turned off. If the target is different, then everything is fine. Why is it so?
#12044 posted by metlslime on 2012/07/21 10:18:30
Each unique targetname on a light is mapped to a lightstyle. Lights of a style turn on/ off as one. Same targetname means same style.
Ok, Thanks
#12045 posted by digs on 2012/07/21 11:38:57
R_speeds In Quakeworld?
#12046 posted by tony on 2012/07/22 05:32:51
What kind of poly count should i aim for in my maps? ok/max values?
At what point does it start to not draw brushes?
#12047 posted by digs on 2012/07/22 17:48:13
"func_door" without "targetname" property. Function "LinkDoors" (doors.qc) create a trigger for opening the door. But the trigger box is big and I did trigger_multiple. But now the monsters can not open this door. Can it be done in a different way?
#12048 posted by necros on 2012/07/22 19:58:03
yes, i believe you can replace the trigger_multiple with an info_notnull brush entity, and give it a touch key 'multi_trigger'. and set up the rest of the keys like you would a trigger_multiple.
#12049 posted by digs on 2012/07/23 04:14:34
I tried to do
{
"classname" "info_notnull"
"target" "func_door1"
"touch" "multi_trigger"
"solid" "1"
}
This is not working. I also added a "use" = "multi_use" but it did not work too
I tried
{
"classname" "info_notnull"
"target" "func_door1"
"touch" "door_trigger_touch"
"solid" "1"
}
It does not work either. I can set all properties for use "door_trigger_touch", but I can not set property "self" as done in the "spawn_field" (doors.qc). Other ideas?
#12050 posted by negke on 2012/07/23 10:02:10
It also needs "think" "InitTrigger and "nextthink" "0.2". No "use" or "solid" field.
Err Wait
#12051 posted by negke on 2012/07/23 10:04:28
It does need the "use" field as well.
Don't Understand
#12052 posted by digs on 2012/07/24 03:42:39
{
"classname" "info_notnull"
"target" "func_door1"
"touch" "multi_trigger"
"think" "InitTrigger"
"nextthink" "0.2"
"use" "multi_use"
}
It's not worked. And for player too.
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