Compare It With A
#1929 posted by ijed on 2015/12/08 13:22:03
Working fgd in a text editor
TB 2.0 Official Release?
#1930 posted by poVoq on 2015/12/26 06:12:07
Looking at recent changes and the 2.0 issue list it seems like an official 2.0 release is close? Would be awesome! Is Q3 (Warsow, Xonotic etc.) editing in by now?
Thanks for creating this cool tool!
Public Beta Is "close"
I just need to write the docs.
Sorry, no Q3 support, but that's the first feature I'm going to work on for 2.1.
We Need Something Like This...
#1934 posted by JneeraZ on 2016/01/12 22:29:30
Fun fact ... I wrote that tool. :P
Cool
you know what you need to do then, make it for quake! ;)
Warren, Why Did You Change Your Nick?
And maybe you can explain to me what's happening in that video, I didn't understand it.
I Really Wonder
if we could just use this tool? You can export the brush to a text file which appears to give all the co-ordinates.
So I made a bendy pipe, see screenshot -
https://www.dropbox.com/s/05wmcrs7c4is635/pipebend.jpg?dl=0
And here's what the text file looks like.
http://pastebin.com/xdmVE6Z1
Do you think this could be converted to the .map format somehow? If so that would be a neat tool for folks to use, granted you'd be dependant on Unreal Editor 2 for some very specific purpose but it's ridiculously quick.
#1938 posted by JneeraZ on 2016/01/13 00:17:47
Lunaran suggested it. I like it.
As for the video, basically you're drawing a 2D shape and then revolving it around a pivot point.
It would be way more complicated for Quake as it would have to generate convex brushes. Unreal was easy since all it requires is convex faces - brush can be any shape you want.
Respectin' The Capital Z
#1939 posted by DaZ on 2016/01/13 02:17:58
Wait... That's Warren? OK then. Changing names more than caitlyn jenner changes gender ;)
No, That Was Willem
My idea for a similar tool was to move a plane along a path and create brushes from that. The number of brushes depends on some precision factor given by the user. The path is defined either by a series of transformations or by a curve. It' a generalization of your tool.
But it's just a very rough sketch right now.
Polygon, Not Plane
#1943 posted by JneeraZ on 2016/01/13 11:48:50
Sleep - Yeah, that would work for Quake. The limitation there is obviously that the polygon needs to be convex. A more powerful option would allow for multiple polygons to be extruded along said path - To create, say, a pipe with an indent in it or whatever...
You could draw the shape with the new brush drawing tool and have it rotate around the world origin (or a point of your choosing). The 2d Shape Editor thing allows you to extrude out or create bevel objects too but I guess that's not needed as much for TB since it's already much better then UED 2 for editing vertices etc.
Willem
I think having more than one polygon would be the way to go. Turning a concave polygon into convex ones is not too hard, but doing it in a way that appears "good" to a level designer is a challenge. The CSG subtraction in TB2 attempts to do this, and it works well, but the algorithm is kind of a nightmare.
Make Rounded Things Round
#1946 posted by Hai on 2016/01/18 23:09:41
The custom Quake 1 engines that levels are built nowadays should acquire bezier patch mesh support. I think it has some shortcomings in Quake 3 that are addressable, e.g. by setting fixed counts of rows and columns instead of letting the engine connect and LOD as it sees fit.
I guess it would require wide-spread engine support. I don't think it's really needed. Hell if everyone starts adding features then fine, but right now it's not urgent.
The Beauty Of Quake Is In Its Simplicity
This applies to the visuals, too.
You Guys Are No Fun :(
#1949 posted by Hai on 2016/01/18 23:26:51
Personally
#1950 posted by ijed on 2016/01/19 04:34:02
I'm all for innovation, but what's fun about bezier patches?
I mean that in the most direct way - what would they bring to the game that it's missing right now?
For a feature request to gain traction it's got to be something that many people, especially the creator (doing it for free) needs to think would be a benefit.
This doesn't sound like an improvement. Like bump mapping on a mesh of 30 polys.
#1951 posted by Lunaran on 2016/01/19 04:46:02
everyone has one desired feature they'd flip for. just one.
everyone's is different.
the results of everyone's pet feature all being piled into one engine at the same time are ... not pleasant to look at.
Two Words
#1952 posted by Zwiffle on 2016/01/19 05:35:04
Dick Brush
Make it happen, TB2.
#1953 posted by Lunaran on 2016/01/19 06:41:30
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