#1271 posted by JneeraZ on 2014/06/11 14:49:39
OMG dat texture alignment window ... Think of the hours that will be saved.
Can You Select Textures
#1272 posted by ijed on 2014/06/11 15:02:54
By 'used' and then apply transforms across the whole map?
Not Sure
what the texture alignment window is trying to show. It just looks like a big texture to me with lines on. Are those lines part of the brush?
For texture alignment it would be nice if we could skew textures in a similar way to Worldcraft. (you can make it angled but the horizontal stays the same)
I know not all mappers like the wait that looks but I think it would be a useful feature.
Find And Replace
would be a neat feature like ijed says. I currently do this in notepad if I want to make a huge change.
#1275 posted by JneeraZ on 2014/06/11 15:33:33
If you've ever used a modeling app, that texture window should make you all tingly. Sure, it's still restricted to Quake's texture alignment limits but man WHAT a great idea. Being able to rotate and align faces in a UV editing style window will be SO much faster and more accurate than trying to do it in the viewport.
Unless I'm not seeing the right thing and am maybe projecting too much. :P
5th
#1276 posted by ijed on 2014/06/11 15:36:12
Search 'UV map tool' and you'll get it.
I've Never Opened
a modelling app. Or should I say, I never got the point with any of my models where I was making the skins and uv maps.
It's something I intend to pick up eventually, even soonish.
Dat Texture Alignment
- supports Valve's 220 format, i.e., UV mapping
- snaps texture offset, scale and rotation automatically to the edges of the face being edited, that is you can
-- move the texture around and it's edges (yellow lines) will snap to the face vertices / edges
-- scale textures (by dragging the yellow lines) and they will snap to the face vertices / edges
-- rotate (by dragging the white ball on the circle) and the rotation angle will snap so that the yellow lines are aligned with the face edges
Basically, you can very quickly fit textures to faces. The only thing I haven't quite figured out is how to make it easier to align textures on adjacent faces to each other, but I'm working on that, too.
Fuck Me
+Window
it's / its
and other grammar and typing errors
And Of Course
you can drag the rotation / scaling origin (red lines / white circle) around so that you can rotate about any point on the face's boundary plane.
I Wouldnt' Mind
seeing this in action. Looks interesting from how you describe it.
I really hope we see support for other games soon, I wouldn't mind trying my hand at quake 2 engine games (maybe even heretic 2 or something really obscure)
Yeah
Quake 2 is already supported and so is Hexen 2. I see no reason why Heretic 2 shouldn't work out of the box either, I'd just need to set it up with an FGD file.
I also plan to support Half Life out of the box, and later HL2 and Quake 3.
#1283 posted by - on 2014/06/11 17:37:35
Sleepy: Are you still experimenting/planning any kind of 2d view or virtual grid on areas where they are no brushes?
Yes
Both, actually. TB2 will have 2D views for those who can't work without them, and it will also allow you to place a virtual grid in the 3D view.
I think that defeats his objective with the editor. However I would really love to be able to create blocks of a certain size by typing in the dimensions rather than click/drag out the shape. A feature like this would have helped me a lot recently.
Yeah, That Objective
My original vision was "What would level editing be like if you were in the game?", which is why I didn't want to add 3D views. But after having all those long discussions with many people, I do realize that somethings are just easier to do in 2D that in 3D. But TB will always put the 3D view first, and you will only have to switch to 2D for certain special tasks when you need that kind of precision.
#1287 posted by JneeraZ on 2014/06/11 18:09:19
Will v2 have more primitive options? Cylinders and such? That's something that gets me whenever I fire it up ...
This is the point when someone tells me it already supports that and I'm blind. :)
#1288 posted by Spiney on 2014/06/11 18:33:55
Another nice feature would be something like in UEd where you can select adjacent walls.
http://wiki.beyondunreal.com/Legacy:Selecting_Surfaces
Texturing
#1289 posted by Rick on 2014/06/11 19:47:49
Something I've been doing on things like columns and curved walls is what I call "texture wrapping". It's similar to what was done in Doom editing where the texture tiles continuously across multiple surfaces with no breaks in alignment (DCK could do it automatically).
It's a pain to do in Quake because of the need to scale the texture when the surface isn't on 90 degree angles.
It might be something useful to add to Trenchbroom. I can make some screenshots if it's not clear what I'm describing.
#1290 posted by JneeraZ on 2014/06/11 19:49:45
Auto scaling to compensate for off axis walls would be really nice. Hard to make it work with rotation tho.
Auto Scaling
will only work on surfaces which have their normal parallel to either of the coordinate planes. For arbitrary normals, all bets are off unless you're using Valve's 220 format (which you should if you're working on a new map).
Primitives
maybe at some point, yeah. Or, in a more generalized fashion, procedural brush generators.
So
#1293 posted by ijed on 2014/06/11 20:40:22
Valve 220 is just something you toggle on/off in TB2?
That's awesome.
Ijed
Currently, there's no conversion process. You create a new map and choose whether to use standard Quake or Valve. But conversion from standard to Valve is simple. The other way around can't be done without loss of precision, though.
Yes
#1295 posted by ijed on 2014/06/11 21:20:03
I've tried to do it by hand before and the results are unpredictable.
Stripping out the extra data also has fugly results.
Looking forward to TB2!
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