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.
I'm All For Grouping
if it can be done well. I'd love a function like this as I have, at least in my latest map, a few entities together that rely on separate alpha values...
Willem
TB2 will feature groups and layers which are based on func_group, but extended so that you can also add entities to them.
Okay, the more I think about it, the less convinced I am of the new selection stuff for brush entities. I'll keep it was it was, i.e., one click selects one brush, and you can select all brushes of an entity with a double click or a keyboard shortcut.
Thanks!
#1331 posted by Lunaran on 2014/07/11 20:21:46
Ogre grenade arc preview.
Do it.
#1332 posted by skacky on 2014/07/11 21:00:55
Holy shit yes.
#1333 posted by Spirit on 2014/07/11 21:20:19
But how? It would be much more than an arc and ogres don't stand still.
Just Make It
#1334 posted by ijed on 2014/07/11 21:47:44
Playable in editor.
#1335 posted by JneeraZ on 2014/07/11 22:47:59
Wow, I've never considered an Ogre arc preview before ... cool idea!
And how about a "Fiend will fuck up and get stuck here" marker. As long as we're asking for stuff...
Really Interesting Idea, Lun.
#1336 posted by Breezeep_ on 2014/07/12 00:03:42
As Long As We're Wishing...
#1337 posted by Rick on 2014/07/12 02:12:25
While you're at it add operating doors, platforms, and animated func_train/path corner combinations, etc. (actually, I seem to remember an old version of Radiant that had some of this).
#1338 posted by JneeraZ on 2014/07/12 11:56:45
Some automated way to set up pathing networks would be awesome too. Select all the path_corners you want, in the correct order, hit hot key, enter a base name, and it gives them all a unique target/targetname combo that links them together. Easy patrols.
|