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.
Yes
#1339 posted by Rick on 2014/07/12 16:16:20
Some automated way to set up pathing networks would be awesome too.
That's basically what I was saying. I'm certain there was a version of Radiant that did this. It didn't automatically name everything, but once you had it set up it would animate it in the editor and you could see the stuff move in the 3D view the same as it would in game.
It's possible it was a plug-in of some kind. I remember using it when I was working on a Quake 2 map, maybe 10 years ago.
Automated Pathing
I will try to make entity "scripting" easier, that is, provider some way for quickly setting up paths and logic gates. I don't think I'll be doing in-editor animation though because that would be very specific for every game, and TB2 is not going to be limited to Quake.
Degrading Behaviour
#1341 posted by Preach on 2014/07/12 20:19:57
I've been having some fun messing around with Trenchbroom on my poor old laptop here, and I've found a way to reduce the complexity of the face shader (at a small cost to quality). If you've previously hit an error when launching Trenchbroom and would like to try tweaking it to see if reduced graphics settings help, then open up Face.fragsh in the Resources folder in a text editor, and change the getSoftStripes function as follows:
float getSoftStripes(float value, float gridSize, float stripeSize) {
��float mainVal = value * gridSize;
��float triangle = abs(2.0 * fract(mainVal) - 1.0);
��float sSize = stripeSize;
��return step(sSize, triangle);
}
This gets rid of the anti-aliasing on the lines and the bolder lines every 64 units, so you wouldn't want to apply it generally, but if your graphics card is as weak as mine it might just get things running!
#1342 posted by rebb on 2014/07/12 22:39:47
IIRC, AFAIK, BBQ, ( TB1 at least ) didn't do an Early Z Prepass or similar, so shaders are potentially invoked quite a lot, even if the fragments don't end up visible.
Whats your laptop's hardware like ?
Do you know which OpenGL Version it runs ?
Thanks
I put this in the issue tracker and I'll add it when I get around to it. Maybe there are a few other places where I could disable some stuff to get better performance.
Hey, Whoa, No
#1344 posted by Preach on 2014/07/13 12:20:42
Unless you're gonna put a low-graphics fallback or option in don't go adding it in blindly. You lose features, I only wanted it to be there for people who can't use Trenchbroom otherwise. Loving the editor btw, really is quick and intuitive to use.
Yes
I would only add this together with other features which would make the editor usable for people with low end hardware, basically like a "safe mode" option.
And thanks for the nice words, happy that you like it!
|