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...).
Keep As-is
#1321 posted by ericw on 2014/07/09 04:33:52
It's hard to say without trying it.. but I think it would be annoying for people who use func_group/func_detail heavily. if most brushes are part of some entity, then you would have to get used to always double-clicking to select a single brush, and i'd guess that selecting a single brush is more common than selecting the whole entity.
Worldcraft
#1322 posted by RickyT33 on 2014/07/09 10:45:34
Once some brushes have been tied together as an entity, you click once to select the whole entity. Seems logical to me, but I've been using the same editor for freakin' years.
As Long As
select one or all the brushes is just as simple as one or two clicks it doesnt matter for me.
I Think It Was Me
#1324 posted by ijed on 2014/07/09 14:57:30
That originally asked for this, just because I'd been used to Worldcraft working like that.
Now, after using TB for so long, especially managing func_groups a lot, I'm not sure which method is better.
Not quite a full 180 on opinion, more like a sharp 90.
#1325 posted by JneeraZ on 2014/07/09 15:00:22
It would be nice to get some sort of simple grouping that wasn't reliant on turning the brushes into a fund_group ... then you could include entities in the group as well.
#1326 posted by JneeraZ on 2014/07/09 15:01:04
It can get a little messy since you need to sprinkle stuff into the MAP file, but that's just extra parsing for Trenchbroom and if they are comment lines they won't affect the compilation at all...
Yeah
#1327 posted by ijed on 2014/07/09 15:36:08
I want to be able to group brush and point entities.
#1328 posted by skacky on 2014/07/09 15:49:44
I like the way selecting entites currently works, but grouping stuff is needed yeah.
|