1.wad
Is that in the file, or just func formatting?
Or That
Yes, rename the textures.
Texture Names Containing Only Numbers
cause TB1 to go balls up. No idea if qbsp will handle them fine, but TB1 doesn't like it.
#1424 posted by Hipshot on 2014/08/19 13:49:01
One thing I find quiet annoying, when I create a new brush, it's spaced away from the camera, so it can go below or to close to the camera if I'm far away from where I want it. Maybe there's already a setting for it, but can't brushes just appear "on" the brush you aim at when you create one?
Hmm
When you draw a brush, TB will position it on the face which was under the mouse when you started dragging. Brushes are created on the XY plane by default, but you can change the height of the brush by hold the Alt key during the drag.
Or maybe I didn't understand what you mean?
#1426 posted by anonymous user on 2014/08/19 22:06:03
i've been meaning to create an issue for this, but sometimes the brush goes inside the surface...
^ God Damnit
#1427 posted by necros on 2014/08/19 22:06:24
#1428 posted by necros on 2014/08/19 22:07:59
actually, while i'm here, just dumping something so i remember... shortcut to make new brush appear snapped to face that would normally be moved (ie: face under cursor or face linked to the zone when face is not pointing toward camera)
SleepwalkR
#1429 posted by Hipshot on 2014/08/19 22:36:27
Thanks, I didn't know that's how it worked. Now when I know, I always keep the pointer above the brush I want to build from.
Keys?
#1430 posted by Hipshot on 2014/08/19 22:47:02
How about using numpad 1-9 to change the grid AND also numpad + and -? Cause now I need to do ctrl+/-.
Sorry if my questions are basic and has been asked before. I'm new.
Hipshot
Look at the docs and the main menu. You'll find all shortcuts there. Also check out the keyboard preferences.
Necros
In TB2, Ctrl+Shift+Drag will create a new brush instead of resizing.
#1433 posted by necros on 2014/08/20 05:21:09
i almost never drag out new brushes. i think that might be worth discussing too.
This Feature Is Part Of The Resize Tool
#1435 posted by anonymous user on 2014/08/20 19:19:12
yeah, thanks, i just haven't had a chance to check anything out yet. :)
#1433 was mainly for a different subject I want to bring up later...
Skip
#1436 posted by Hipshot on 2014/08/20 20:44:45
Been going through the settings and so, but I can't find a setting to set the default texture? I would love to have the skip texture as the default one...
^^Why Would Someone Do That?
#1437 posted by mfx on 2014/08/20 20:55:33
You Can't
There is no default texture in TB.
#1439 posted by Hipshot on 2014/08/20 22:07:33
Ok, cause when I compile I get some red/black checker texture, thought that was the "default" one, I guess that's just an "missing texture"-texture then.
#1440 posted by JneeraZ on 2014/08/20 22:19:21
Yeah, that's the default Quake "I couldn't find the texture" texture.
#1434
#1441 posted by necros on 2014/08/21 01:03:24
Ok, after using this feature, I see how it is basically what I was talking about in #1433.
No Smart Editor Available?
#1442 posted by madfox on 2014/08/22 22:20:01
Trenchboom doesn't like me.
Lol
That's an interesting interpretation ;-)
#1444 posted by Hipshot on 2014/08/24 00:45:45
It would be nice if the filter list could include func_detail =)
Corrupting Funky Curves And Angles
#1445 posted by reblinds on 2014/08/26 21:30:22
when building structures like this with less than ideal geometry (http://i.imgur.com/LOFODUj.jpg) if you use the duplicate function (ctrl+D) and then align it, the brushes tend to be broken with the edges and vertexes off of the grid, slightly resized and moved. Some faces are also split into having 5 sides and everything tends to get all kind of janky. Sorry my screenshot doesn't show the result of geometry getting screwy. However it can be repeated by doing something like it.
However, building it by creating a unique brush for every bit of geometry as opposed to using the duplicate tool makes it work.
|