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Just Fyi: 
if anyone is using QE3 out there, do NOT uncheck "Use Brush Float Precision" in the preferences.

while the checkbox option sounds like it will help, it will actually hinder.

there is some kind of disconnect between what the map looks like in the editor, and what the editor is saving in the file. the editor seems to always work with floats regardless of setting.

unchecking that option will force the editor to round vertex coordinates when saving the file, which results in micro-brushfractures. the annoying part is those tiny fissures are not visible in the editor until you close and then reload the map.

so yeah, leave the option checked. :) 
 
checked again!

they are looking for developers

http://quark.sourceforge.net/forums/index.php?topic=385.0 
Hm 
I will change to the bsp editor after I finish my current crop of RMQ maps - just in the interests of not having to retexture them all due to the Valve texture format.

I could never get my head round QuArK - for converting, mapping, whatever.

It does deserve to survive though. 
Trinca 
Yeah,,there are gentlemen that decided to took over. And that is definitely a good news ! whatever people think here about QuArK, I think this is a cool editor in anyway, just different from other "professional" editors, but enough to map for fun.... It just suffers from its floating point issue, else it is really perfect for dumb like me ;) 
 
and me :|

the others like GTK and craft is like chinese can't make anything :( 
 
Quark is much easier to use.
Radiants are much quicker for resizing and moving.
Quark makes it very easy to nicely organise your brushes and entities.
Radiants are a mess of lines if your map gets complex.
Quark is Windows only and sucks in wine.
Quark can't handle anything not rectangular well and likes to screw up your vertices.
quark has a nice texture browser and management but insists on reloading all textures each time you open it. Texture alignment is ace.

There is more but I'll stop.
If quark would have had a distinct goal at the beginning, use a better language and care more about bug fixing instead of feature creep, it could be the king today.
There are so many half-assed hardly working things in it... 
 
quark has a nice texture browser and management but insists on reloading all textures each time you open it. Texture alignment is ace.

Spirit could be done shortcuts this way reload very fast(JPL teach me that) 
 
It always forgot the links I made :(
I mean the reloading of the texture browser btw, not quark itself. 
Spirit 
Yes and no: it is possible to include your wad in the texture browser by copying the files, instead of creating links. Actually this feature (i.e link creation) is buggy, and it forces the mapper to reload the textures each time the editor is launched.
OTOH, it is good to do so as copying the wad does not let the player to include modifcations "on-the-fly"...
Well, it is just a matter of habits... and creating the links is just a 20 seconds time before being able to map, if all your wad files are located in the same folder ;) 
A Lance For Radiant 
> Radiants are a mess of lines if your map gets complex.

Radiants have a very convenient function to hide and unhide stuff (select and press H, shift-H to unhide), as well as a cubic clip button that will hide most of the map beyond a short distance from the camera. ^ ^

You should work mainly in the 3D window anyway, and since the default render mode is textured, you won't see any lines. 
Even Better... 
Press Alt-H in radiant to hide unselected--this allows you to quickly grab what you need to see and hide everything else. I probably use this + Shift-H more than any other key combo in radiant. 
 
w00t, great tip. 
Not In Gtkr1.5?! 
 
 
hm, indeed.

Oh well. The cubic clip hides most of the currently irrelevant stuff anyway. 
Actually 
Just press I to invert the selection, then use H to hide it. Same result. Should have thought about this before posting. 
Necros 
If selecting all entities of a certain classname in the entity list doesn't work for you, what about Shift+A? 
 
shift+a doesn't do anything in qe3 :)

that java text editor worked really well though. 
Too Many Posts Per Frames 
linux loves shammy,
pengui. 
I Ment 
too many beers after reading last post.

Quark. Yes. Still trying to credit Armino Rigo.
I was so glad with my no-warnings map in Quark.
Loading it in BSP made it 1864 warnings.
I wonder what Radiant will do. 
Whoops 
Yeah, forgot about the invert selection step necessary in some radiant versions...

Doh. 
 
> I was so glad with my no-warnings map in Quark.
Loading it in BSP made it 1864 warnings.
I wonder what Radiant will do.

Haha :) 
Floating Point 
May sound strange, but reloading it in BSP the map had no hom's, as in Quark6.3.
Sad the side has stopped updating, as I use Quark from the first version'97.

What is this floating point error issue?
I know it has to do with not right placed brushes, not integers that are replaced, so mislignment is caused.
DMM seem to suffer from it, Quark has it.

It feels as if BSP is more accurate, although changing an editor is really hands crossed helpfiles. 
 
I dont use last version to...

6.5.0.7 is the one I use... very nice... updated some times but always return do this version 
 
It's not a Quark floating point error, it's just the way Quark is making maps for Q1. Enliten's Quark map (just posted) has a brush coodinate of:
( 68 28 -0.00002 )
Quark purposely put a brush edge at -0.00002, and not snapped at 0.00000. It's not an error.
There might be a setting in Quark to avoid this. I donno. 
Well 
It's possible to change the coordinates back to integers in the viewwindow. Sometimes it works, not with wedges and noncubiks.

Quark tends to have a wicked leak error. Replacing cubes helps, but as I entered the 38767 clipnodes, I gave up trying to understand what went wrong with replacing the same volume of polyhedrons and getting weird outcomes.

BSP give a lot more warnings, but it are all healpoints. 
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