 Make Optional?
#121 posted by RickyT33 on 2013/03/03 18:19:27
I understand the whole 'developers license' as in 'artistic license', but you could make it optional, off by default.
#122 posted by JneeraZ on 2013/03/03 18:42:09
Ricky
Not to bash on you, but that's the crappy way out on stuff like this. Adding scores of checkboxes to an app just adds ton of code paths that all need testing before each release and just slows everything down. If he can hit on a "right way" and just do that, it's far better in the long run.
#123 posted by JneeraZ on 2013/03/03 18:43:17
"So what I think is really necessary is a way to restrict the axis of movement to the X or Y axis."
Yes, totally agree. If something simple can be worked out for axis locking on brushes and entities, I think you'd be golden!
I agree with Ricky, make it an option (or a hotkey like holding alt does with z axis, or have it pop up like when you press R for rotation). I'm getting quite used to the workflow now, it's becoming less of an issue the more I play.
I need to figure out a good way of making curves in TB now... Also, I have noticed that the entities don't seem to have all the options available (for instance the light entity doesn't have the light, style, _color key etc).
#125 posted by necros on 2013/03/03 19:07:24
If he can hit on a "right way" and just do that, it's far better in the long run.
I agree with this. I'm all for customization, but not on core functionality.
#126 posted by JneeraZ on 2013/03/03 19:08:28
Elephant
Hit the "+" button. You can add all the keys you want.
 Willem
Yeah I know, I just have a terrible memory for remembering all the keys :P
I'm sure I remember seeing a colour picker for coloured lighting...
 So I Love This Editor
#128 posted by DaZ on 2013/03/03 19:12:54
I agree with others that a way to clamp to x or y axis is needed.
Something of a more advanced feature for people that are awful at maths (like me) would be a nice brush curves tool where for example you could select a brush or combination of brushes and then select a bend angle and amount of segments and it would create a nice clean on-grid brush curve for you. Similar to how czg's curve tutorial handles things but automated.
Adding more functionality to the entity window would be awesome too, things like light value entries, wait, delay, colour etc.
 Just Wondering
#129 posted by Spiney on 2013/03/03 19:19:29
Is there a reason for doing page-up/down rather than alt+arrows?
 Responses
<quote>I understand the whole 'developers license' as in 'artistic license', but you could make it optional, off by default. </quote>
<quote>I agree with Ricky, make it an option (or a hotkey like holding alt does with z axis, or have it pop up like when you press R for rotation). I'm getting quite used to the workflow now, it's becoming less of an issue the more I play. </quote>
See Willem's response. That's exactly how I feel about this.
<quote>I need to figure out a good way of making curves in TB now...</quote>
<quote>Something of a more advanced feature for people that are awful at maths (like me) would be a nice brush curves tool where for example you could select a brush or combination of brushes and then select a bend angle and amount of segments and it would create a nice clean on-grid brush curve for you. Similar to how czg's curve tutorial handles things but automated. </quote>
A patch builder is on my todo list. It would basically allow you to create patches and then generate brushwork (trisoup) for them.
<quote> Also, I have noticed that the entities don't seem to have all the options available (for instance the light entity doesn't have the light, style, _color key etc). </quote>
The entity property editor is quite rudimentary as is, I agree. I plan on the following features
- Easy way to add "known" properties (from fgd or def file).
- Display additional description strings from fgd and def file.
- More smart property editors (angle, mangle, target, etc).
- Better navigation (tab to navigate row-wise, enter to navigate column-wise, create new property when leaving the last row).
- And other things I can't think of right now.
<quote>Is there a reason for doing page-up/down rather than alt+arrows? </quote>
Alt+Arrows is currently taken for the camera movement. You will be able to completely customize this in the next version though. I agree that Alt+up/down would also make sense given that Alt+Mouse will move things vertically.
 Fucking Hell.
I understand the whole 'developers license' as in 'artistic license', but you could make it optional, off by default.
I agree with Ricky, make it an option (or a hotkey like holding alt does with z axis, or have it pop up like when you press R for rotation). I'm getting quite used to the workflow now, it's becoming less of an issue the more I play.
See Willem's response. That's exactly how I feel about this.
I need to figure out a good way of making curves in TB now...
Something of a more advanced feature for people that are awful at maths (like me) would be a nice brush curves tool where for example you could select a brush or combination of brushes and then select a bend angle and amount of segments and it would create a nice clean on-grid brush curve for you. Similar to how czg's curve tutorial handles things but automated.
A patch builder is on my todo list. It would basically allow you to create patches and then generate brushwork (trisoup) for them.
Also, I have noticed that the entities don't seem to have all the options available (for instance the light entity doesn't have the light, style, _color key etc).
The entity property editor is quite rudimentary as is, I agree. I plan on the following features
- Easy way to add "known" properties (from fgd or def file).
- Display additional description strings from fgd and def file.
- More smart property editors (angle, mangle, target, etc).
- Better navigation (tab to navigate row-wise, enter to navigate column-wise, create new property when leaving the last row).
- And other things I can't think of right now.
Is there a reason for doing page-up/down rather than alt+arrows?
Alt+Arrows is currently taken for the camera movement. You will be able to completely customize this in the next version though. I agree that Alt+up/down would also make sense given that Alt+Mouse will move things vertically.
 This May Be A Stupid Question...
But is there a way to group together brushes? I had a look through the Help document but couldn't find anything. It would make things a hell of a lot faster.
I generally create a set of pre-fabs to work with (saves time, keeps everything looking consistent).
Also, WIP of Deck 16 remake (completely done in TB) -
http://s24.postimage.org/ov1vd2out/Quake0000.jpg
http://s7.postimage.org/jht6up70r/Quake0001.jpg
#133 posted by JneeraZ on 2013/03/04 00:43:34
I think the only way is to create a func_group entity with everything inside that you want grouped. They are added to the worldspawn at compile time...
#134 posted by necros on 2013/03/04 00:48:13
Make sure you add -group to your compiler or it will treat it like a normal brush entity. Adding -group is what makes the compiler merge those func_group entities as if they were normal brushes.
 Oh And
#135 posted by necros on 2013/03/04 00:48:27
those are great shots, FifthElephant.
 ...
I mean to make a kind of prefab that I can copy and paste to save time. Or is making a group entity how you do it?
Also thanks... This editor has really put the fun back into mapping!
#137 posted by necros on 2013/03/04 01:07:56
For now, yes. So select the brushes of the bits you want to be the prefab and right click and make it into a func_group (RMB -> Create Brush Entity -> Group).
This is actually a hold over for how it was done in radiant editors because they do not use a special map format.
Eventually, I think the plan is to create prefabs in external map files that you can then load into your actual map and then rotate, move, etc... (ie: they are not just pasted in, if you edited the original, then all the instances of that prefab would be updated).
 Buhhhh
#138 posted by necros on 2013/03/04 01:09:10
should be:
RMB -> Create Brush Entity -> Func -> Group
 FifthElephant
#139 posted by Spiney on 2013/03/04 01:26:48
Seeing Deck16 in Quake base textures fills me with joy :]
 Doh...
I'm using Necros's compiling tool and it doesn't have a -group checkbox (I tried adding it manually in the folder setup but it said unknown option 'group') :P
I might just persevere with clicking on brushes like a maniac than having to
Thanks Spiney, it's smaller than the original but it will tighten up the gameplay a lot more.
#141 posted by necros on 2013/03/04 02:16:58
Because all compilers have their own switches, I left the creation of the buttons up to the user. Right click in an empty space to create a new button. :)
Which compiler are you using?
#143 posted by necros on 2013/03/04 03:28:03
That's odd, the tool reports that it has -group support.
You added -group into the command line arguments textbox in my compiler UI, it said unknown option in the dos box that pops up when you try to compile?
 Gizmo Argument
#144 posted by Vondur on 2013/03/04 08:31:40
i totally agree with herr sleep. gizmo is good for 3d modeling editors, but even there, there's possibility to move objects not clicking on gizmo. (in maya it's middlemousebutton, but you have to fucking ctrl-click on an axis first to set the plane of movement). personally i'm trying to avoid using gizmo in maya, but it reigns there and forces me to click on it sometimes. and modeling in maya is more precise and complex by nature than messing with simple brushes, so gizmo there is indeed more useful.
and trenchbroom totally dropped this precise clicking on gizmo which rocks. you rly don't need it because there're hotkeys (soon to be customized).
#145 posted by quaketree on 2013/03/04 08:45:51
Sorry, but TB requires shaders. I'll add minimum system requirements to the website.
Yeah. I kinda figured that which is why I mentioned it. No big deal, it's my fault that I was using such an old platform. I'm glad to hear that you're putting up minimum system requirements so someone else doesn't run into the same issue.
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