#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.
While Typing I Realised It Would Be A Terrible Feature Request So Here
#1454 posted by Spirit on 2014/09/07 12:48:24
Re: https://twitter.com/kristianduske/status/508004011023540225 "TrenchBroom 2 now has a layer system. Layers can be hidden and locked individually."
Please add some more options:
"Exclude from compile"
"Hide all layers but this one"
Being able to group layers into (multi-level) groups would be great.
Also being able to assign colors to layers/groups.
Can you duplicate layers?
Can you drag'n'drop prefabs from the TB Store into the list????
Maybe check out how QuArK does things, random link to its documentation where you can see some of the GUI and features: http://quark.sourceforge.net/infobase/maped.tutorial.advanced.html#grouptechniques
Please Go Away
Feature requests go to the issue tracker, please.
Btw, if Quark does something in one way, then it's very likely I'll choose the opposite direction. Quark is a UI nightmare.
Hehe
#1456 posted by mfx on 2014/09/07 13:23:42
Feature Request:
#1457 posted by negke on 2014/09/07 13:30:23
Make it possible to request features in this thread.
No
I don't have time to move stuff from here to the issue tracker. I really just don't.
#1459 posted by necros on 2014/09/07 17:30:02
moved the first two. the third was already talked about. fourth is not that useful. fifth would just by copy/paste and make new layer.
Thanks
Agree on your verdicts. If anyone disagrees, they can open an issue on github.
#1461 posted by Spirit on 2014/09/07 18:58:44
Thanks necros!
Sleepwalkr: That's like saying iOS is a UI nightmare just because the back button is at the most far away place in the top left. Quark does lots of things very well and editors could oh well your decision.
#1462 posted by JneeraZ on 2014/09/07 19:16:07
Which BSP compiler is recommended for Trenchbroom maps? I'm beta testing 2.0 and I sometimes get into situations where my alignment in the editor doesn't match the alignment in the game. Passing in "-oldaxis" just moves the problems to other faces so I'm wondering if there's a specific BSP compiler that is known to work well with TB.
Also, a link directly to it would be appreciated. :)
Spirit
Sorry for the tone earlier. I know you like Quark, but I don't like its interface at all. I surely has a lot of useful features, but every time I try to use it, nothing works intuitively they way I expect it. That's why I consider it a nightmare.
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