Sometimes it's safer to clip than to rotate, though, because the latter can give you some quite ugly and offgrid results. Rotating a crate should be fine, rotating an entire room less so.
Also, yes.
Preach is the wizard with those tricks.
Probably something to do with spawning onto a box of shells with negative ammo
Preach Leaves You Stripped Sometimes 5th?
#13952 posted by mfx on 2014/07/02 19:07:18
He�s a genius in QC tricks. yep.
And staying on grid should be your 1st goal, advice from former �bernewbie. Better clip. Or rotate 26.66667 degrees?
You get it.
Yer
#13953 posted by ijed on 2014/07/02 20:30:33
Clip is better 'R' in Trenchbroom does produce bad results - I have several objects built in my current level which crash the editor if I try to rotate them.
Having said that I rotate loads of stuff. Like OTP says, just do it on props, not entire rooms. Unless you're doing something cool
ALT-ARROW however rotates orthographically and is 100% safe.
#13954 posted by Lunaran on 2014/07/02 22:27:16
Learning how to build a whole room tilted 45� with everything on a 3:3 ratio and all the textures scaled 0.75 is almost as important a skill as learning how to build a whole room tilted 22� with everything on a 1:2 ratio.
First you learn not to carve, then you learn not to scale, then you learn not to rotate. The enlightened zen of mapping is to never start the map in the first place.
"Unless You're Doing Something Cool" <-- I'll Keep That In Mind.
#13955 posted by total_newbie on 2014/07/02 22:27:23
Wow, thanks for all the fast responses.
Ijed
#13956 posted by SleepwalkR on 2014/07/02 23:00:11
Where's that bug report ;-)
The Sound Of One Hand Mapping
#13957 posted by Preach on 2014/07/02 23:00:52
First you learn not to carve, then you learn not to scale, then you learn not to rotate. The enlightened zen of mapping is to never start the map in the first place.
This is beautiful, but it's missing the lesson about texture lock.
SleepwalkR
#13958 posted by ijed on 2014/07/02 23:02:44
Writing it on my hand now.
Also
#13959 posted by RickyT33 on 2014/07/02 23:29:43
Know that you can overlap brushes. And know that it doesn't matter if the intersection points are off-grid (99% of the time).
You can waste a lot of time cutting things so that they don't overlap, but there's really no need. And it's good practice to keep brush vertices on-grid, but the points where they intersect, they don't need to be on-grid.
But yeah - NEVER use the Worldcraft 'carve' tool, no!
Texture Lock?
#13960 posted by Lunaran on 2014/07/02 23:57:55
Like how you'll eventually wind up with textures offset by 1 after dragging them all over the place? I thought that was a Radiant/QE3 specific bug.
#13961 posted by - on 2014/07/03 00:12:25
Radiant can do some weird stuff when texturelock is on, and can do weird stuff with entity angle keys. Getting scientific notation for something rotated 90 degrees is o_O
Otherwise, texturelock is perfectly fine, especially when copying things around. What you DON'T want is to make a brush, then turn on texturelock, and rotate the brush to get a rotated texture. Make the brush with a known slope, and you can just use arctan to figure out the rotation. I have planks in my jam map that are at a 1/8 slope, so that's a 0.125 slope, arctan(0.125) = 7.125 degrees.
Re: Know That You Can Overlap Brushes
#13962 posted by total_newbie on 2014/07/03 00:22:02
Thanks, RickyT23. I was actually wondering about that too.
I recently looked at the sources of apdm3 and bbelief2008 and brushes sometimes overlap in both those maps ... so I started to suspect that I was wasting my time cutting things and making sure they line up perfectly.
Make the brush with a known slope, and you can just use arctan to figure out the rotation. I have planks in my jam map that are at a 1/8 slope, so that's a 0.125 slope, arctan(0.125) = 7.125 degrees.
This would have been very useful in the past two weeks.
#13964 posted by Rick on 2014/07/03 02:40:16
I wanted a window with a beveled frame at a 45 degree angle, but I couldn't figure out how to make it from scratch (Radiant wouldn't let me move the vertexes the way I needed), so I built it on axis, then rotated and scaled it to get the final result.
http://www.quaketastic.com/files/screen_shots/wish13_i.jpg
(image has been lightened a bit from the original .tga)
God I Want To Play That Map.
#13965 posted by Drew on 2014/07/03 02:56:40
#13966 posted by Rick on 2014/07/03 03:27:48
I worked on it a bit today, first time in months. There is one area where if the player falls in the water, they can't get out.
I stared at that room for about an hour without coming up with a fix that didn't look stupid and fit in with the rest of the area.
I have a few hundred marksurfaces left to play with, I guess I'm going to have to spend them on that room.
Make It Lava!
#13967 posted by ijed on 2014/07/03 03:29:22
Actually...
#13968 posted by Rick on 2014/07/03 04:07:47
in the original Well of Wishes it was slime. Only now the player has to go into it to reach a previously hidden area, but until the area opens there's no way out if they fall in.
#13969 posted by Lunaran on 2014/07/03 04:45:10
You're remaking wishes.bsp?
I love you. That map was a huge influence on LunSP1.
Yeah
#13970 posted by Rick on 2014/07/03 05:11:07
Thanks for the compliment.
I started in 2007 just wanting to fix the flaws in the original, then it evolved into a sort of quest to see how close I could get to the normal Quake engine limits without breaking any. I haven't worked on it continuously, there were years when I didn't touch it at all.
It now only bears a vague resemblance to the original. I think you could probably fit the entire original map into the open area in the center.
http://quaketastic.com/files/screen_shots/wish97vs13.jpg
Anybody that's interested, at quaketastic.com there's more screenshots. They all have Wish or Wish13 in the name. Some are of things that have now been changed though.
It really is pretty close to being finished.
#13951
#13971 posted by Cocerello on 2014/07/03 11:13:20
Probably something to do with spawning onto a box of shells with negative ammo
With a normal ammo box ...
Why isn't it working for me only when i use the restart command when i am placing the info_player_start above the ammo box?
I have no idea coce... I just trawled through preach's website to see if I could find the trick but no luck.
I know it's something to do with spawning on top of an ammo box (or maybe a backpack?!) with a negative key.
I've Fucking Linked To It.
#13974 posted by total_newbie on 2014/07/03 12:01:19
Yeah, I meant to say earlier: thanks very much for that link, OTP.
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