Gtkradiant 1.5's Vertex Manipulation
#15552 posted by Breezeep_ on 2015/11/14 04:08:56
I decided to play around with the vertex editor in GTKRadiant 1.5, and I noticed that there isn't really much freedom to move verticies as I saw in comparison with 1.4
This just looks weird: http://i.imgur.com/Z6kO8P4.gifv
Anyone know why this is?
Yeah
#15553 posted by killpixel on 2015/11/14 06:03:13
this has always bothered me. wonder if there's a way around it?
I'm Not Sure
#15554 posted by madfox on 2015/11/14 08:09:58
but I thought there was a way to select two controlpoints by keeping the leftmouse down and surround them.
Just
#15555 posted by madfox on 2015/11/14 09:43:47
installed Radiant to see.
It should be: press shift + left mouse surround.
Then both controllpoints move smoothly.
Breezeep_
#15556 posted by Kinn on 2015/11/14 11:41:29
Yeah it looks gash, but what you are trying to get radiant to do is undefined.
Radiant does not create new planes or split brushes automatically in order to maintain brush validity after vertex manipulation, so in order to keep the brush valid it must move other plane points - and the results are about as useful as you would imagine.
Trenchbroom is a bit smarter in that it creates new faces as required. To be honest though I'm a diehard Radiant fanboy and get by with the clipper and edge manipulation, using vertex manip only on certain shapes where I know the results will
Wtf It Ate The Result Of My Post
#15557 posted by Kinn on 2015/11/14 11:44:41
"...where I know the results will be predictable"
Clip Only Brush Entities
#15558 posted by Preach on 2015/11/17 23:26:47
If you build an entity entirely from clip brushes it doesn't usually work - I remember it being something to do with the bounding box not being enlarged by clip brushes. The workaround at the time I learnt this was to sandwich the clip brushes between thin regular brushes on opposite sides, so the clip lived within the boundaries they formed. Is this still state-of-the-art when it comes to making clip brush models, or is there some new compiler which corrects this automatically?
It's An Engine Thing
#15559 posted by necros on 2015/11/17 23:28:33
Doesn't check collision outside of visible area
#15560 posted by mankrip on 2015/11/17 23:41:56
Is it possible to spawn a zombie that's laying on the ground by default, and that only wakes up when we touch a trigger, without changing the QC code?
No
The best you can hope for in id1 is to emulate it, like E4M3 did.
#15562 posted by Rick on 2015/11/18 00:16:22
What necros said. I remember pushing some scrags with clip brushes once, but they had to be part of an entity made by visible brushes and had to be within the bounding box of the visible brushes.
#15563 posted by - on 2015/11/18 00:31:14
If you don't mind it blocking weapon fire, just do a skip textured brush model?
#15564 posted by ericw on 2015/11/18 00:33:48
Would an entity made of just skip brushes work better?
Prog Hacks
#15565 posted by DeeDoubleU on 2015/11/18 00:48:37
Trying to understand prog hacks and experimenting with different stuff.
Have few questions.
1. Is there any lists of appropriate functions for 'use', 'think' and 'touch'?
I found .qc files, but how can I know which function can be used where?
2. If I create trigger_multiple and then manually change its classname to info_notnull or InitTrigger it doesn't work.
If I create info_notnull from the beginning, change class to InitTrigger and use same keys and values - it works, but I can't change its size.
Inside map file I can see that first example doesn't have any brush information, only origin which I suspect is wrong anyway - "-64 0 0" while true-info_notnull right next to it has "-1248 352 -288".
Can anyone explain the process of creating "big" point entity?
Using GTKRadiant 1.6.
3. Is it possible to create say healing or other custom/hacked trigger that uses angle(only works when I'm facing specific direction)?
#15566 posted by PuLSaR on 2015/11/18 00:52:02
Would an entity made of just skip brushes work better?
Yes
#15558
#15567 posted by metlslime on 2015/11/18 01:17:32
qbsp is supposed to calculate the physics bounds of each brush model. The engine fix for this bug would be to ignore the bounds in the .bsp and calculate your own. The tools fix is to calculate bounds correctly in qbsp. The mapper fix is to add a visible brush at opposite corners, hopefully inside other geometry so you don't see them.
Skip That
#15568 posted by Preach on 2015/11/18 01:18:13
No, I want the effect of clip for what I have in mind. Visibility isn't a problem because I can turn that off with QC, but I want attacks and traces to pass through and only large entities to be blocked.
Prog Hacks
#15569 posted by Preach on 2015/11/18 01:20:32
Hi DW, I have a collection of posts on my site which answer several of your questions
https://tomeofpreach.wordpress.com/category/map-hacks/
In particular, the following post is a guide to which functions you can/should use:
https://tomeofpreach.wordpress.com/2012/11/18/mid-map-entity-spawning/
and this one deals with building triggers:
https://tomeofpreach.wordpress.com/2013/05/13/build-your-own-trigger/
Which Function 2015
#15570 posted by Preach on 2015/11/18 01:28:17
Revisiting that first post, it actually doesn't say as much as I thought it did about which functions you can use.
In a technical sense any QC function can be used. However, if the function takes parameters they will end up uninitialised, which rarely works well, so usually those functions should be avoided.
Which ones are useful is a bit more of a different matter - it's really down to what you're trying to accomplish. The following post has a bit of a guide on how I go about locating a useful function in the code and turning it into a functioning hack:
https://tomeofpreach.wordpress.com/2014/10/07/nightmare-skill-detection/
#15571 posted by necros on 2015/11/18 02:28:49
sorry, what i said is not entirely correct. the engine only calculates collision within the bounding box.
so as metl is saying, it can be either side's fault.
the engine is a little lazy on how it decides to calculate collision, but the tool is just wrong in calculating the bounding box.
CAGE FIGHT!
#15572 posted by metlslime on 2015/11/18 04:13:50
i don't think it's lazy to trust the data coming from the map compiler. It just turns out to be wrong.
#15573 posted by ericw on 2015/11/18 04:45:52
I can take a shot at fixing this in tyrutils-ericw, or at least add it to the todo list. It might be something that is easy to fix, given a test case.
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