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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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Grid 
I am always constantly changing my grid settings depending on the what kind of brushes I am building (higher grid for laying down basic geometry, lower grid for adding details) and also depending on the zoom level in my 2D views (it doesn�t make much sense to use low grid when you have half of the map in your 2D view. 
Changing Grid 
I default to a size 16 grid, but yeah I'm always changing it. It's easy to forget that you've changed it sometimes, and you start to make a new brush you think is 128, but instead comes out to 64! You just have to pay attention to what you're doing and not be lost in space like I usually am =( 
hm... i like keeping grid to 16 when i'm working on major brushwork, but if i'm doing lots of details or working with strange shaped brushes, i like to turn the grid all the way down to 1 to get as much control as i can over the vertices. it also makes working with vertices easier in gtkr for me. 
Starbuck: 
that explains a lot :) 
More Pro Tips 
also metl, i've noticed that many of your maps are very small in scale.... if you're in doubt whether your map is big enough, I find it's good practise to select the entire geometry and drag in the x,y and z direction. Better safe than sorry I say! 
I Ment Something Else... 
while trying to clip the textures on the brushes, I was conquered by the fact that in small polyhedrons one can align textures quit easily, but in big polyhedrons it screwed the last bit of patience out of me.

So my question was not the gridsetting of the working table of polyhedrons, but the one in the looking screen for textures.

By doing this for a few houres with less results, I was reminded of the commentary of texture misalignments in maps. And now I expierenced how hard it is to do it right!

So I wanted to shout out if anyone ever would have commands about texture misaleignment in maps, he had to try to clip a texture of a big small brush, and maybe I wouldn�t be so dissapointed after all that ungratefull work...

but than it would be my loss of patience and the wrong attitude, so my question once again

it seems the texture clip setting of the choosing texture view window doesn�t seem to be affected by the brush grid setting?

sorry for my pronounced way of explaining. 
I'll Join Shrek As Donkey 
because it seems the texture clip setting of the choosing texture view window is affected by the brush grid setting. 
Kinn 
As I said, I'm a beginner compared to many "pro" mappers here... And regarding my poor experience, I don't see cleraly why changing grid settings during mapping will improve my work... Anyway, sure you have good reasons.. but today I'm not able to understand it...

Sure for the geek test you will have a big score ;-)))

http://www.innergeek.us/geek.html 
Q1 Tools Update 
at http://user.tninet.se/~xir870k . Minor improvements and bug fixes in several tools and engine. Please see readmes for more details.

Any comments are welcome. 
18.73767% - Geek 
Sounds about right.

JPLambert: To understand the benefits of the grid - try sketching out large architectural features using high-ish grid settings, to get an idea of your level's layout. Once you've got the positioning of the main landmarks down, you can then go in at lower grid settings and start building the real brush work. I like to use big chunky brushes as 'placeholders' for stuff that I will go back and build properly later. The size of textures should also give you a clue as to what scale of brushwork you should be building, and thus what grid size is the most appropriate. 
Kinn 
15.58% geek for me... you are "geeker" than me ;P...
Anyway, I now understand why you change your grid settings during your mapping work... I do not build my map with this methodology today: I build it zone by zone, and as properly as possible from the first time... (poly placement, texture alignement, etc..etc..) so I just think it's a question of methodology for each mapper... and each mapper have its own one... Well, thanks for these explanations... 
11.4% Geekish Tendencies 
And back to our regular programming. 
Phait... 
... is cheater... for sure ;D 
Grid 
For me, changing the grid setting while mapping is like changing which foot my weight is on while walking.

Also:

grid settings of 7,19.5, and banana

Most of kdmw was built on a grid setting of banana.
You can tell, can't you? :( 
I Own... multi-sided dice
i'd like to see a one sided die...

13.4 ... O_o 
Necros 
Just make a moebius strip and mark a 1 on it. Throw it around to your heart's content. 
 
19.92
Round it off at 20.0 percent for taking an on-line test. 
16.765... 
...to be expecred, I guess.

Though the board seems to have a lowish geek factor. Nobody over 20 yet. 
the thing is there is a lot of stuff to know on there. half the questions contained things i had never even heard of. honestly, i like to see someone get over 75% questions right. 
25.44379% - Total Geek 
must be all the linux rapistness 
Wad Do I Wrong 
Although I searched in the manual of Quark64 for the facility of transporting new textures in the program, I just can't get it right.

Everytime I open a map with my own textures, the new 3D texture screen give me a lot -can't find texture..- 
As A 
17.357% geek 
MadFox 
You've got mail. 
Holy Shit 
~35.7%

Does that mean I win or lose? 
If You Take The Test 
you automatically lose 
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