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Try
#2426 posted by aguirRe on 2004/08/23 07:00:41
opening e1m7 in QuArK and inspect the relationship between the buttons and lightning mechanism. Although that lightning is also just a short time, maybe you can't have a permanent effect? AFAIK, it bogs down engines too.
AguirRe
#2427 posted by JPL on 2004/08/23 07:36:57
Thanks for this advice... I will take a look this evening...
During the game I am able to generate a lightning between two doors (like in e1m7, so i think I build it correctly), but the effect is not permanent, and that's what I would like to have... hhhmmm maybe in Quake C code I can find event_lightning processing and find how to build what I want...
.... I've just took a look at http://www.gamers.org/dEngine/quake/Qc/ and it seems that event_lightning time is limited, but nowhere I found its limitation... the more I'm not very good in C programation... Sure someone else will have less problem than me, so is there a noble man to help me, just take a look, and tell me something interseting can be found please ??
Thanx...
Re: GTKR 1.5
#2428 posted by nb on 2004/08/23 08:40:16
I switched from WorldCraft 1.6
Ah, that would explain it. Overly modal interfaces are not among my favourite things. D3R adds a nifty feature - you can obviate the clipper mode entirely by using ctrl+rmb to drop clip points.
JPL
#2429 posted by R.P.G. on 2004/08/23 09:19:53
I'm sorry to tell you, but I don't think you can have the event_lightning constantly on.
RPG
#2430 posted by JPL on 2004/08/23 09:25:21
Unfortunately, that's what I suspected... And it means that I need to change my map design.... gggrrrrrr....
Thanks for your opinion...
#2431 posted by - on 2004/08/23 14:46:54
I used GTKr 1.5 after years of using Q3/GTKr for my Quake3 mapping and WC 1.6 for for Q1 mapping. I've found it's UI to work fine and seriously don't understand what people's problem is with it. Once you get used to it, you'll be just as fast as you were with old style radiant.
For referance, my final few q1 speedmaps were done using GTKr 1.5.
As for it's use in d3... well, it's still pretty limited, and for all it's nice points, d3edit's ability for realtime rendering and all it's other features tied into the engine make it the clear choice atm. Time will tell how well it'll be updated.
...
#2432 posted by necros on 2004/08/23 14:59:30
is there a way to stop d3edit from screwing up my desktop's colour/gamma settings then? that is the main reason i don't want to use d3edit because everytime i'm finished with it, and close it, the default gamma setting is set too high, and even if i change it back in display properties, as soon as the screen is switched to full screen (from any game) back to windows mode, the gamma is back up high like before...
i use Doom3.exe +r_fullscreen 0 +vid_restart +wait +wait +wait +wait +editor to get a windowed mode.
JPL
Try these:
1. Some triggering thing with
"target" "A"
2. trigger_relay with
"targetname" "A"
"target" "B"
3. trigger_relay with
"targetname" "B"
"target" "A"
"delay" "1"
4. event_lightning with
"targetname" "B"
and any other fields required.
What happens is that your button or whatever trips both the lightning (at the start) and starts the two trigger_relays into repeatedly triggering each other. Doing so repeatedly fires the lightning.
Necros
#2434 posted by pushplay on 2004/08/23 15:24:10
NaturalSelection came with a resetgamma.exe file. I didn't play the mod for so long but I still cherish the gamma hack for the rare times q3 crashes or something. Find me in #tf >4hours from now and ask me for it.
Or Use Setgamma
#2435 posted by metlslime on 2004/08/23 18:21:26
Or Use A Couple Of Commandline Thingamajigs
#2436 posted by czg on 2004/08/23 18:43:48
For instance,
+r_gamma 1 +r_brightness 1
Lies
I'm happy you seem to be able to use 1.5 easily (personally I consider it unuseable after earlier versions). But the simple fact is, some tasks take longer or take more steps. It was unecessary to change the brush manipulation stuff (if it ain't broke, don't fix it!). The new brush controls might make it easier to learn the editor or might make it more comfortable for maya/wordlcraft/whatever users to adjust...
...but for experienced radiant users, it just plain sucks. What GtkRadiant had over other editors was the sheer speed and efficiency with which you could manipulate brushes (create, re-size, edge & vert manipulation, etc).
Once you get used to it, you'll be just as fast as you were with old style radiant.
Its simply not true. In 1.5.x, you drag and edge or a vert, you have to select the brush, then turn on edge/vert mode, then select the vert/edge, and then drag it. In older versions, you just select the brush, hit edge mode and drag the vert straight away. 1.5.x adds the unecessary step of having to manually select the verts you want to move before moving them. Therefore it will always take longer to perform basic operations like dragging verts and edges. Therefore mapping time increases substantially over the course of a project. The sole benefit that the new 1.5 method brings is that you can select more than one vert at a time to drag... but considering you probably only want to do that at most 1-5% of the time, you lose more time than you save.
Basically all the new brush manipulation stuff is pants. Most especially the texturing. OMG having to select the brush, then hit face mode, then select some shitty handle on the face you want, THEN you can finally apply a texture to it? I mean what in the flying fuck... Radiant had an awesome texturing system, you could do so much cool stuff quickly, why change it?
New methods of doing stuff is fine and good but make it an option and put the traditional Radiant style editing back as the default. There are a few new things that work well and should stay (eg the Maya style handles for rotation of brushes only, but the new stuff should be optional and the old stuff should be restored as the defaults. Come on SpoG, at the very least put an option in there for old style editing that actually works.
I Pretty Much Agree With Frib
#2438 posted by metlslime on 2004/08/24 01:03:31
yeah.
And Me
#2439 posted by Vondur on 2004/08/24 01:10:31
i actually hate this change in radiant
Fat Controller
#2440 posted by JPL on 2004/08/24 02:22:11
I will try it this evening, thanks a lot for this advice: it's a very good idea !!!
Just a few question: have you tried this method with lightning in one of your map before ???
GTK 1.5
#2441 posted by VoreLord on 2004/08/24 03:05:44
You can hit the magic "q" key, and have the brush resizing etc the same as in previous versions of GTK. But yes, I prefer to use 1.4 myself, and for DooM3, I am quite liking the built in editor, although there are things i wish were different, and more GTK like, but oh well.......................
Having an option to either have the new style, or the old style (with selected improvements) would be nice
Gtk Stuff
Vorelord: that's nice in theory, but in practice it actually does not revert back to the original controls if you press Q. It does allow you to do old-style brush moving and resizing, but, you still have to switch modes back to the new stuff to do vert/edge manipulation. And of course you still have to switch to face mode to texture stuff.. etc.
The fact that radiant editing features mostly were not broken up into different modes (eg face mode, move mode, select mode.. etc) is the main thing that set it apart from the other editors, and one of the big reasons Radiant was the editor of choice even for games like Quake (which it didn't natively support).
I don't mean to bitch so much... I do appreciate the efforts of SpoG and everyone else who has contributed to GtkR. I'd really love to be able to upgrade to 1.5.x as there's some cool new features and improvements, however on the balance of things it is not worth upgrading because of the big backwards step in editing speed and efficiency.
Yes
#2443 posted by VoreLord on 2004/08/24 06:53:40
It's not a "fix" to revert to the old, it just gives you some of the old ways back. I prefer the old way myself, IMO, it was far more intuitive.
Gtk 1.5
#2444 posted by Kell on 2004/08/24 11:14:08
I haven't used it, but I have been using an older version of GtkR for Q1 mapping for some time. Based on the very detailed rants by Frib, I can totally agree with what seems to be the general opinion: it wasn't broke => it shouldn't have been fixed.
Piling On
#2445 posted by pushplay on 2004/08/24 13:19:51
I've been forcing myself to use GtkRadiant 1.5 while working on my q3 map and here's what I've noticed...
-middle mouse for copying textures was a priceless feature, and yes I know it will be back
-using ctrl for skew was really fast when vertex manipulation is overkill
-face selection mode is good for texturing a lot of faces at once, but for doing a single face the old method was 10x faster. There's no reason the shift-ctrl method should have been removed
...
#2446 posted by necros on 2004/08/24 13:36:35
is the new method faster for selecting multiple faces than the old shift-ctrl-alt method? O_o
Re: GTKRadiant 1.5
#2447 posted by R.P.G. on 2004/08/24 13:57:06
necros: no.
And I agree with all general comments that texturing and skewing was a lot faster in GTKRadiant versions before 1.5. I can understand trying to unify the interface, but making something slower and then not listening to your testers when they ask you to make it faster is just not a good policy.
Frib: out of curiosity, what version of GTKR do you currently use? I have 1.4.0 from Dec 21, 2003 and there are a few bugs in there that really get me annoyed (b0rked edge selection and clipper preview are the big ones).
Well,
#2448 posted by Kinn on 2004/08/24 13:59:07
I've made it clear that I'll be using GTK for the first time when I start my third map. Taking in all these comments, I'm pretty sure I'll use the 1.4 version.
Two reasons: It will be a Q3 bsp, so I don't need 1.5's native Q1 support.
Also, am I right in assuming that 1.4 is more similar to DoomEdit than 1.5? I'd imagine that would be handy when (if) I start D3 mapping.
But mainly, all this talk of 1.5's clunky interface has really put me off.
Frib:
Check the latest beta from www.qeradiant.com, it has old-style vertex/edge dragging...
#2450 posted by - on 2004/08/24 18:59:40
necros: Not faster no, but when you attempt the scale multiple brushes along a common plane, I find it's very handy to be able to drag in only 1 direction, rather than the old style where it'd be common that you'd accidentally pulled a bit to another direction and ended up with one of the brushes with a side moved that you didn't intend.
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