It Should Be
#19419 posted by muk on 2018/01/13 14:13:57
I smell shrimp
#19421 posted by muk on 2018/01/14 01:16:13
Shit is arguably better than shrimp.
Registering
...was simply a friendly suggestion. Not a demand. You know, to get to know someone in a more personable way?
Nope, But You Do Have To Register If You Want To Post Abuse
#19424 posted by Shambler on 2018/01/14 11:40:20
and it's a prerequisite for trolling (i.e. some form of accountability).
#19423
#19425 posted by Poster of #19415 and #19417 on 2018/01/14 15:59:19
@dumptruck_ds: Yeah, I get that. :) Of course registering has its benefits, but it should be the person's own choice, and I thought the way you phrased it, it sounded a bit like a demand/pressure/prerequisite.
In any case, my comment was directed more at whoever posted the question in 19413/19414, than at you. People may have various valid reasons for not wanting to register and sign up, and it would be a shame if they feel pressured to register and then stay away completely as a result.
And (re: #19424/Shambler) of course I'm talking about people asking for mapping help, contributing knowledge, etc. and not about trolls/people posting abuse. I can understand the argument there, although there are plenty of people happy to troll and post abuse while logged in anyway. So I'd argue that even then, whether or not someone is registered or logged in is irrelevant: just don't be a troll and don't be abusive.
can a mod delete / move the above BS into the beef thread?
It would be nice if any visitors coming here wouldn't be greeted with this as their first experience here.
Snaut.
#19427 posted by Shambler on 2018/01/14 18:50:24
Would if I could. I think there's no beef here now tho. All good.
how do I get spike traps to shoot more/less frequently?
ah nvm, got it (it's 'wait')
Bit Of A Technical Question Here
#19430 posted by Kinn on 2018/01/16 23:51:01
Been trying to get my head around the Valve220 map format.
https://developer.valvesoftware.com/wiki/MAP_file_format
What's the point of the "rotation" field?
There's a not-particularly-clear description of it on that page, but I still don't get why it's required when you already have two vectors defining the "right" and "up" of the texture.
Possibly related, but in Netradiant, if I do a fractional texture rotation (e.g. 13.6 or whatever), only the integral part (13) gets saved to the "rotation" field in the .map, yet the extra precision is not being discarded, because it's generating different "right" and "up" vectors, compared to if I just rotated it by the integer 13.
It's almost like the "rotation" field is just for show, but why?
Rotation Field
#19431 posted by Qmaster on 2018/01/17 00:33:29
It's a cheat. Rather than the editor (JACK or Hammer only) having to calculate the relative rotation of the texture UV space every time it loads a face into a brush, it merely calculates this during save and puts it into the .vmf or.map.
At least U think thats what it's for. Old Worldcraft 3.3 needed some hackery if I recall to read it. Whoever did the WC3.3 patch might know for sure.
#19432 posted by ericw on 2018/01/17 03:12:09
That field stores the knob position of the Hammer UI. It's not used by qbsp when compiling the map.
I guess the reason it was done this way is, you can rotate the brush with texture lock on, and this won't cause the texture rotation knob in the UI to change on its own.
Knobs And Things
#19433 posted by Kinn on 2018/01/17 12:28:28
interesting cheers, so it's pretty irrelevant.
what's a good method to creating arches that match up with the arch textures? in JACK I would use the primitives and CSG but that was funky sometimes and TB doesn't have those functions at all.
#19435 posted by muk on 2018/01/22 00:56:55
#19436 posted by muk on 2018/01/22 00:57:56
derp. a description would probably be nice:
theres an arch tutorial for Trenchbroom.
_bounce In Ericw-tools
#19437 posted by nicknick on 2018/01/24 09:49:39
Hi!
Is there a way to control/turn off the bounce lighting specifically on _sunlight and _sunlight2?
Not At The Moment Afik
#19438 posted by ericw on 2018/01/24 10:57:39
but it's a good suggestion!
Thank You, Love Your Tools
#19439 posted by nicknick on 2018/01/24 12:07:40
Engine Question
#19440 posted by Kinn on 2018/01/24 21:48:43
Is there any difference in physics whatsoever between a trigger that was created in the editor as a brush model, and a trigger that was spawned dynamically in the QC? I'm guessing the answer's "no", but wanted to double-check.
#19440
#19441 posted by Spike on 2018/01/24 22:16:46
no. either way, solid_trigger is an aabb. the shape you set in the editor is irrelevant, only the bbox extents are meaningful.
so one uses setmodel and then discards the model, the other can just directly use setsize. same result.
Nice One
#19442 posted by Kinn on 2018/01/24 22:18:17
That's the answer I was expecting and indeed hoped for. Cheers :)
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