Might Worth Looking At This Also...
#2186 posted by
xaGe on 2016/07/25 19:03:29
Some basic map info on the Quakewiki you might want to look at here:
https://quakewiki.org/wiki/Getting_Started_Mapping
You can get some very nice Q1 map compile tools from here:
http://ericwa.github.io/tyrutils-ericw/
We Really Need More Tutorials.
#2189 posted by
khreathor on 2016/07/31 17:34:59
Trenchbroom 2 Beta is super unstable for me, I would love to send crash report, but it crashes too :P
What I'm doing is snapping vertices on a 1 unit grid...
Vertex Snapping Will Improve In Next Beta
Are Those Improvements Available In Repo?
#2191 posted by
khreathor on 2016/07/31 19:11:35
No, Still Being Worked On.
Rock Primitive
#2193 posted by
Qmaster on 2016/08/15 04:31:05
Feature request! :) Rock primitive like J.A.C.K. Pick your number of faces, randomly generate valid brush.
Such Requests Go On Github Please ;-)
SleepwalkR
#2195 posted by
mjb on 2016/08/23 15:54:45
I just want to say, thank you for convex merge. <3
;-)
Be sure to play with CSG subtract, too. It's pretty smart.
Fun Times
#2197 posted by
PRITCHARD on 2016/08/24 13:18:12
https://www.youtube.com/watch?v=3x2p2ZD4vWg
This happened to me a while ago now but I never filed a report as the video was all I had. I was somehow able to select a group while it was hidden and this mess of lines happened.
Should I make a bug report anyway? Doesn't seem like much help, i can't recreate it or anything.
Thanks Pritchard
really want to eat strawberry laces now
Yes Please Do
But I have seen this before. Did you send me an email?
#2200 posted by
PRITCHARD on 2016/08/24 16:27:42
Yeah, I did. I wasn't sure if you got that! I'll file an issue, but all I can include is the video... I don't even have that version of the map any more.
#2202 posted by
lpowell on 2016/08/27 01:46:56
"Due to how incredibly buggy TrenchBroom is I spend more time trying to work around the bugs (hello non-integer's)"
Ruh-roh. Is there actually an real issue with non-integer coordinates? I have these all over the place due to clipping tool (ab)use, but they never prevented me from compiling and playing the map I'm working on. Haven't run vis, though.
Be More Precise
Non-integer vertices are not so problematic per se. Non-integer plane points can be, but if you're using the clipping tool more than the vertex tool you might not have too many of those. Also depends on which brushes are affected and how.
Vis
#2204 posted by
PRITCHARD on 2016/08/27 09:47:52
I used to be very sloppy with my brushwork and had a lot of non-integer points/planes, and that never caused an issue with map compile. What really caused issues was vis, which would fail and would generate path files that went straight through solid brushes.
Not every "malformed" brush will cause this, but it's something that you need to be wary of, and test for as often as possible. You can then either fix the brush in question, or create another, simpler brush to cover the gap and help vis succeed.
Yup
Best keep the brushes simple and clean.
#2206 posted by
lpowell on 2016/08/28 01:31:31
Thanks, that answered my question.
#2207 posted by
Hai on 2016/08/28 11:18:08
In a perfect world, math would be much different so there would be only one set of parameters for a numerically stable representation of a brush plane, and not an infinite amount that makes it hard to pick. This is what I really envy from mesh-based modeling. :P
Vis Leak Through Olid Brush Face
#2208 posted by
Qmaster on 2016/08/28 20:48:16
Mesh-based modelling still suffers from non-planar quads, yet quads are recommended since because edge loops.
I've found that having large brush entities (even func_detail's) that extend into the void can cause the weird vis bug where a leak goes straight through a solid face. I found that enclosing the end point of the pointfile tracer with a solid world brush eliminated the leak. Enclose the end point that is in the void (blue end in JACK I believe).
SPAM
#2210 posted by anonymous user on 2016/09/03 11:26:50
DONT FOLLOW THAT LINK