#1296 posted by Lunaran on 2014/06/11 23:43:57
Hammer has the alt-right click texture alignment, that will automatically align faces across edges. Ridiculously handy.
That and the targetname eyedropper are the two hammer features I really wish Radiant had.
#1297 posted by Rick on 2014/06/12 03:13:16
> Hammer has the alt-right click texture alignment, that will automatically align faces across edges. Ridiculously handy.
When it does this, is texture stretching also corrected for surfaces that are off axis (not on 90 degree planes), or is that already part of the Valve 220 alignment?
#1275
#1298 posted by Blitz on 2014/06/12 09:55:04
"maybe I'm projecting too much" is the best / worst unintentional pun you could make about a texture mapping feature
New Feature
TrenchBroom 2's live issue browser with quick fixes: http://t.co/QCJToJLhkS
Nice
#1300 posted by ijed on 2014/06/13 01:23:49
Obligatory feature request:
'reload def / fgd file'
So that when writing / fixing one you can update with a nearby button instead of reloading the map entirely.
Probably not a common user feature though.
Please Out That On The Issue Tracker
This Can't Come Out Soon Enough.
I really am finding a lot of texture alignment stuff to be a pain right now.
Plus the idea of being able to map for other games is a huge bonus.
#1303 posted by EARP on 2014/07/01 04:31:37
why does trenchbroom render everything flat for even when i choose the option render with texture?
Because You Haven't Loaded Any Textures?
Accidentally unbound escape from deselect, when I try to rebind it the damn thing no longer works! Am I doing something completely wrong here?1
Also
how the hell did I not realise that tab pretty much locks the axis you want to move along? This could have saved me so much time....
#1307 posted by necros on 2014/07/04 02:28:10
there's a manual! it's pretty good!
When I Try To Open The Map Source For Metal Monstrosity:
#1308 posted by Breezeep_ on 2014/07/06 16:27:04
I get this error: Malformed map file: expected token of type opening parenthesis, or closing parenthesis, but found integer number at line 15, column 89
RoQ
#1309 posted by mfx on 2014/07/06 16:31:05
Read the MM thread again carefully.
FifthElephant
#1310 posted by ArrrCee on 2014/07/07 15:06:15
Also, holding alt while you move the brush will lock movement to vertical only (y-axis).
Really Now
I went to make a sandwich and came back to this. Console says there were no errors. WTF?
How Long Were You Gone?
Hard To Say
5 to 10 minutes(?).
Could Be The Autosaver
But that should have kicked in before, and others would have run into it also. Sorry, no idea what that was. Hope you didn't lose too much work.
I actually lost nothing, the editor continued to work just fine.
So Many Things I've Learned This Week...
like double clicking a func_detail will select all the brushes in that group... or pressing alt and the arrow keys will flip the brushes 90 degrees.
I feel like a noob!
5th
Read the docs and have a look at the cheat sheet. All those keyboard commands are in there.
Btw, the double click behavior might change in TB2. Single click on a brush that belongs to an entity (other than worldspawn) will select all brushes in the entity. Double click to select individual brushes. Discuss.
Do That!
#1318 posted by ijed on 2014/07/09 03:28:04
#1319 posted by - on 2014/07/09 03:35:01
I personally prefer being able to just grab a single brush of an entity right off the bat, because most of the time, that's all I need to work with. If I need the rest, there's a shortcut to select all it's siblings.
I forget what other editor it was that selected all the brushes of an entity when you clicked just one, but it was honestly one of the most annoying parts for me.
#1320 posted by Rick on 2014/07/09 03:45:40
I forget what other editor it was that selected all the brushes of an entity when you clicked just one, but it was honestly one of the most annoying parts for me.
Seems like Worldcraft used to do that. On the other hand having to go to the menu and click or use a 3 key combination just to select all brushes of an entity is a pain.
Just selecting a single brush by default seems best. Maybe highlight the other brushes if the one selected is part of an entity and then use an alternate method to select the rest (double-click, shift-click, whatever...).
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