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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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Total_newbie 
I just installed TB2 again and I remember how much I really hate it. I can't even create a brush properly, wont be using this unless a legacy brush creation option is added.

Just had a look at all shortcuts and I couldn't find it. Maybe re-open the issue in github? 
Hate Is A Strong Word 
You can create brushes by activating the create brush tool. In the 2D views, its pretty much as it was in TB1 - just drag out a brush. In the 3D view, it's different for now. More powerful (you can create arbitrary shapes), but yeah, you can't just drag them out as simple as you used to be able to.

If you chime in and add issue reports, I may try and add the legacy way back in. If you just hate in silence, I can't do much ;-) 
SW 
I struggled for a good 15 minutes just then to draw a simple square. I'm a huge fan of TB but the changes to the brush tool in TB2 really turns me off. You say you can drag out a brush in the 2D view, most of my work is done in the 3d view after 2 years of mapping like that (the original vision of the editor was pure, I haven't looked back!).
I'm sure the new brush tool is really powerful in it's own way but TB2 feels like a completely different editor now. Funnily enough I still have one of the older TB2 builds somewhere, I made my first Quake 2 map using that rather than the newer version because of the brush tool.

Also, I thought I did raise this on github when you first introduced the feature. 
You Did? 
Do you remember where? 
 
Is there anything similar to hl2 "play everywhere" flag for sound entities to make music play not as a 3D positioned sound, but as 2D sound? Does any mod support it, quoth or anything else?

Use a play_sound_triggered and set the speed key to -1 for the sound to have no attenuation, so heard equally loud everywhere in the level. 
Thanks Preach 
 
 
The sound will still be positional though. The only way around that is custom qc and playing the sound on the player entity. 
Func_detail? NOPE! 
I thought I'd be smart and change some struts, pillars and fancy bits to func_detail. Then after compiling with txqbsp and loading in quake some errors showed up and everything marked func_detail was missing on map. When I loaded it up in TB1 again the parts were missing too. I then went back to a save where they were still marked func_detail and removed it. Now on compile I get: ERROR: multiple world entities on line 5135. Any idea how I can fix this or what's even wrong? Thanks 
Mini Update :Multiple World Entities Error 
I skipped trying to fix it and went back to an old version of the map and just updated the few things I (remember) I changed. 
Dual Channel 
Ah yes, it will still be stereo. I was told that what you can do for that is position two entities, one at '4096 4096 4096' and one at '-4096 -4096 -4096' and they'll balance each other out exactly, not tested it. Bit hacky but good if it works.

Quoth does have the ability for a sound to be played out of a specific entity - but you have to specify it by targetname, so players can't ever be the subject. This rules out, besides that music trick, Max Payne style narration mid-level... 
Rotation Vs Rebuilding At 45 Degrees 
Say you have a very basic brush, e.g. a cube with all sides of equal length. If you then rotate it (using the editor's "rotate" tool) by 45 degrees, will it always be slightly off grid?

Conversely, if you rebuild that cube at a 45 degree angle (by starting with a new brush and clipping the sides) while keeping things on grid, will you always end up with something that is not exactly the same size as the non-rotated cube?

Because this is what it currently seems like to me, and I'm not sure what the best method here is. One option would be to rotate using the rotate tool, then with the grid size set to "1", create an on-grid brush that matches the rotated brush as closely as possible ... if you know what I mean (I'm sorry that's not explained clearly). But this seems like a messy way of doing things.

Is there a better way? 
#15165 
You will never get on-grid "rotated" objects to have the same size as their ortho-axis counterparts. The best you can do for 45-degree stuff is to use the rule "3-diagonal units is roughly 4 orthogonal units" - using that rule the stuff you build at 45 degrees will be about 1.06 x larger than the equivalent orthogonal structure.

Because it's a pain in the arse to build at 45 degrees, do this:

Build your structure as normal, non-rotated, making sure nothing in it goes below a grid size of 4.

Then, in the two axes that are *not* going to be your rotation axis, scale your structure by 1.0606601717798212866012665431573 (I just c'n'p that from calculator)

Then rotate the whole thing 45 degrees

at this stage, it should look on grid (grid 1), but snap it all to grid 1 to be sure.

Note that with modern compilers, it's very debatable whether you even need to be on-grid anymore - personally I think on grid is only important so that other things can be fitted together neatly. 
Kinn 
Nice!

Reminded me of the old Prince Rupert's cube problem. 
Fantastic Advice, Thank You, Kinn! 
 
 
...and thanks for that link, mfx. That makes my brain hurt. :) 
Yep 
Also, you can use the same idea to make stuff that's rotated at other angles, (e.g. ~27 degrees which sits on a 1:2 gradient, or ~14 degrees which sits on a 1:4 gradient)

The trick is to use simple trigonometry to work out the difference in scale between the non-rotated brush and the closest-size rotated brush that's still on grid, then to apply this scaling to your object before you rotate it. 
Thanks, That's Great Advice! However... 
The trick is to use simple trigonometry

Yeah, that's the problem. I can barely remember any high-school mathematics. Very basic geometry and trigonometry seem about as simple as string theory to me at this stage. 
Ok I'll Rustle Up A Picture To Show It 
 
That'd Be Brilliant, Thanks! 
 
 
You can't make most 45 degree rotations be on the grid.

Let's assume a 64 unit x 64 unit square (we're only considering top down view). The diagonal of that square is 90.509... units ( Sqrt(64^2+64^2) ), and thus will not be on the grid when you turn it 45 degrees.

If you want to be on the grid with your rotation, you basically need to sacrifice perfection and actually scale your cube up or down as you rotate so as to get the corners on the grid, which is essentially what you are doing when you build a 45 degree cube by hand on the grid at a 45 degree angle.

Here's an example from some rotated cubes. I built these on the 8 unit grid, rotated the texture 45 degrees and used Radiant's fit tool to get the precise texture scale. Notice how the top one is slightly bigger than 1x1 scale, and the lower is slightly less. That means this cube itself is slightly bigger or smaller than the normal 64x64 cube next to it... but it's close and most wouldn't notice the difference. A perfectly rotated cube would be a 1x1 texture scale (or close due to slight rounding), but would not be on the grid.

---

As a side note, if you want to know how to scale the texture without the fit tool: The rotated cube on top is 96x96 on it's diagonals, we need half that to figure the length of one side (we're making a right triangle): Sqrt(48^2+48^2) is 67.882... We divide that by the size of our texture, 64, and get 1.06066..., just like the fit tool gave us! 
THANKS FOR STEALING MY THUNDER KINN 
 
Directional Music 
I tried multiple entities in FMB-BDG and never managed to get away from stereo sound for the music. Most of the time it wasn't an issue as other sounds were always going off. But if you stand in a quiet area and pirouette, apart from the ogres making snyde comments, you get a distinct phasing effect. 
Lmoa Scampie - Thread Refresh FAIL 
Anybeans - here is a picture I made to show the basic theory behind building things to follow arbitrary gradients - note that they will typically only be approximately the same size as their orthogonally built versions, but it's worth it just to make things all line up neatly on grid.

http://i.imgur.com/XHRW16V.png

You can have fun working out the scale relationships for different gradients - I will leave that as an exercise for the reader. 
Important Note 
The important thing to remember is that the original ortho-built geo needs to be on a coarser grid than the target rotated geo - you have to think how the ortho grid maps to the rotated "pseudo-grid" - e.g. for 45 degrees, 4 ortho grid units maps to "3 up and 3 along" grid units, so the original geo can't be built on a grid lower than 4.

For a ~27 degree rotated object (so the geo follows a 2:1 gradient), like the picture I just posted, 2 ortho grid units maps to "2 up and 1 along" grid units, so you only have to make sure the original isn't built on lower than grid 2. 
Genius! 
 
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