Seems It Has To Do With User Rights Management
#101 posted by Spiney on 2013/03/03 14:54:35
I put it into program files on C:\, but that requires admin login. Moving it to F:\ which is accessible as regular user fixes it...
Hope that makes sense?
Using The Bounding Boxes For Axis Selection
doesn't work if you are too close to the selection. We discussed that one already.
A lot of the fluidity and speed when doing brush manipulation in TrenchBroom is due to the ability to just click and drag stuff around. This is seriously hampered by gizmos because you have to hit a small part of them to select the correct axis. That's why I would prefer a different option that can be combined with the idea of just clicking anywhere on an object to move it around.
Spiney
Never seen this problem, so I guess it's something with your system?
Woot
#104 posted by necros on 2013/03/03 15:02:07
Looks like insurer my gizmo back!
Nooooo
I'll find a gizmo-less way to restrict movement axes!
#106 posted by necros on 2013/03/03 15:08:12
Looks like I may my gizmo back!
Predictive text sucks...
May Get
Sure, blame technology!
Oops, Read Over The Handles Part...
#108 posted by Spiney on 2013/03/03 15:35:05
And yeah, might be my system.
Also, this is obviously a retard move, but anyway; reproducible crash with the clipper: http://www.spiney.me/files/etc/clipcrash.png
Camera Movement
#109 posted by Lava Croft on 2013/03/03 15:39:00
It's probably been mentioned before, but I (as a Radiant-lover) would like some kind of 'legacy' control scheme for the editor that mimics Radiant's or (god forbid) WorldCraft's keybindings / camera control.
Other than that, and this can't be said enough, this editor is a serious Godsend.
Lava Croft
Spiney
Thanks for the report, it will be fixed in 1.0.3.
TrenchBroom 1.0.3
Changes
- Objects are no longer displaced when duplicated.
- Fix off-by-one bug of mod list in map properties dialog.
- Snap vertex coordinates if close to integer coordinates.
- Add logging on all platforms.
- Properly merge spawnflags when loading fgd or def files.
- Fix crash bug when clipping all selected brushes.
Append
- Properly set the size of point entities from fgd files.
Oh And
Scratch the first item. That's 1.1.0 - sorry!
+1
#115 posted by sock on 2013/03/03 17:02:40
Having a gizmo with 3 axis and 3 planes would be really handy at times.
Yep, totally agree, also an axis lock function.
Add flythrough mode
A noclip fly mode is a must for me.
#116 posted by JneeraZ on 2013/03/03 17:22:47
I feel dumb .. how do I move brushes back to the worldspawn?
#117 posted by JneeraZ on 2013/03/03 17:24:31
FFS, NOW I see it in the docs. Never mind. :)
#118 posted by JneeraZ on 2013/03/03 17:24:31
FFS, NOW I see it in the docs. Never mind. :)
#119 posted by JneeraZ on 2013/03/03 17:24:42
*shame*
The Gizmo Issue
Ok guys, I see that a lot of you want a gizmo for moving things around. The thing is, unlike everyone else except for necros, I have already seen how gizmos work in TrenchBroom, and while he may disagree, I don't think they work very well because
1. They clutter up the viewport, esp. if you have only one entity selected.
2. They are harder to hit than just clicking and dragging anywhere on an object.
3. They seriously diminish what some have called the "slickness" of this editor. The ability to just grab and move things around is very important, and it is hindered by having these gizmos.
Now you might suggest that I implement both. But that would be redundant for everything except restricting movement to one single axis. So what I really hear when you say "I want a gizmo" is "I want to be able to restrict the axis of movement". Note that you already have restrictions in place though:
- By default, you can only move things on the horizontal plane.
- You can restrict the movement direction to the Z axis by holding ALT.
So what I think is really necessary is a way to restrict the axis of movement to the X or Y axis. I have just thought about a solution that I'm going to implement to see how it works.
Bottom line: I'm not going to add gizmos for movement until all other options are exhausted. And even then I might not do it because I think they are, for the reasons outlined above, a bad solution to a fundamental UI problem of 3D software: How to translate 2D input into 3D.
Make Optional?
#121 posted by RickyT33 on 2013/03/03 18:19:27
I understand the whole 'developers license' as in 'artistic license', but you could make it optional, off by default.
#122 posted by JneeraZ on 2013/03/03 18:42:09
Ricky
Not to bash on you, but that's the crappy way out on stuff like this. Adding scores of checkboxes to an app just adds ton of code paths that all need testing before each release and just slows everything down. If he can hit on a "right way" and just do that, it's far better in the long run.
#123 posted by JneeraZ on 2013/03/03 18:43:17
"So what I think is really necessary is a way to restrict the axis of movement to the X or Y axis."
Yes, totally agree. If something simple can be worked out for axis locking on brushes and entities, I think you'd be golden!
I agree with Ricky, make it an option (or a hotkey like holding alt does with z axis, or have it pop up like when you press R for rotation). I'm getting quite used to the workflow now, it's becoming less of an issue the more I play.
I need to figure out a good way of making curves in TB now... Also, I have noticed that the entities don't seem to have all the options available (for instance the light entity doesn't have the light, style, _color key etc).
#125 posted by necros on 2013/03/03 19:07:24
If he can hit on a "right way" and just do that, it's far better in the long run.
I agree with this. I'm all for customization, but not on core functionality.
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