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.
What Do You Mean By "align It"?
Reblinds
There is a function that allows you to snap to grid. I have mine bound to the spacebar and I hit it every time I edit a vertice or duplicate a complex brush.
Reblinds
There is a function that allows you to snap to grid. I have mine bound to the spacebar and I hit it every time I edit a vertice or duplicate a complex brush.
I'm Missing Something.
#1449 posted by Lunaran on 2014/08/27 20:47:22
If you snap every brush to integers every time you touch anything, why exactly haven't you just turned off float precision?
Because even with forced integers, TB can create offgrid geometry sometimes (vertex editing is particularly tricky).
Whether Vertices Have Integer Coords Or Not
has no relation to the plane points being integer or not.
Would it be possible to have an vertice integer snap mode or would that produce problems??
It's Generally Not Possible For Anything Beyond
brushes which consist of all triangles.
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