You Can Delete Them At Once I Hope
Other than that, no.
Vertex Mode (Edge Mode, Face Mode)
#2527 posted by Kinn on 2017/02/26 17:50:29
Hi, unless I'm missing something I don't seem to be able to go into edge mode without going into vertex mode first (press "V")
This means to manipulate edges in the 2D view I have to go into vertex mode, then click on an edge in the 3d view to enter edge mode, and then the edge manipulation works in the 2D view.
Ideally, as well as "V" I think there needs to be two additional shortcuts that go straight into edge mode, and face mode - this would make edge manipulation in 2D more immediate.
Thoughts?
Other Bits
#2528 posted by Kinn on 2017/02/26 18:09:44
1) would it be possible to set the grid opacity of the 3D view independently of the grid opacity of the 2D view?
2) I can't find a way to change the WASD flymode speed - is there a way?
3) Can grid size please go subinteger, down to 0.125? (So, additional 0.5, 0.25 and 0.125 grid settings a la radiant) For thin trims that need to be a constant thickness as they go round certain curve configurations, the trim sections often have to meet on a subinteger grid.
And One More For Luck
#2529 posted by Kinn on 2017/02/26 18:45:06
I can change the background colour but can't seem to change the grid colour or brush outline colour.
I have a pretty nasty case of palinopsia which means I can't deal very easily with thin light lines on darker backgrounds :{
#2530 posted by muk on 2017/02/26 18:53:36
Hi, unless I'm missing something I don't seem to be able to go into edge mode without going into vertex mode first (press "V")
Thats just how edges are presented in TrenchBroom. I dont see how adding some other shortcut for edges would be any different than pressing V and selecting an edge that way.
Maybe a video would better explain your issue?
3) Can grid size please go subinteger, down to 0.125?
something i desire, myself.
#2531 posted by muk on 2017/02/26 18:54:26
#2532 posted by Kinn on 2017/02/26 18:58:06
Thats just how edges are presented in TrenchBroom. I dont see how adding some other shortcut for edges would be any different than pressing V and selecting an edge that way.
To move an edge in 2D view, I have to go into vertex mode, then in the 3D view carefully pick the edge I want, then go back into the 2D view to move the edge.
Why not cut out the middleman? Shortcut "E" (or whatever) straight into edge mode, start moving it around in 2D. So much quicker.
#2533 posted by Kinn on 2017/02/26 19:11:36
as for your suggestions, take them over to https://github.com/kduske/TrenchBroom/issues
Cheers I will in future.
#2534 posted by muk on 2017/02/26 19:22:46
I played around with this and:
Doing a drag to create a box and select the edge nodes isnt working properly in 2D view, it seems.
Otherwise, you can select a single edge node (in 2D view), then create a "bounding box"(still in 2D view) and itll select the node below it.
is this what youre referring to?
#2535 posted by muk on 2017/02/26 19:26:28
Well actually now i feel like a dummy. I was only thinking of one type of edges. I neglected edges the "exist" between vertices.
Yeah, I can +1 different shortcuts for Edge, Vertex, and Face selection in regards to the 2D view.
Nice
#2536 posted by Kinn on 2017/02/26 19:32:56
yeah I'm just coming from NetRadiant and it's really about streamlining all this stuff for "power users" (god that phrase sounds so smug). I'll be adding a lot of these sorts of requests to the issue tracker :)
#2537 posted by muk on 2017/02/26 19:58:58
At the moment, I can see two ways to implement this:
Separate shortcuts for Face, Edge, and Vertex selection.
This might be limited with how Sleep likes to utilize ctrl, alt, and shift.
- OR -
Retain the current shortcut to display Face, Edge, and Vertex nodes.
While in this mode, perhaps CTRL, ALT, and SHIFT will display only Face, Edge, or Vertices respectively.
A complication to this is, while in this mode, how would a user select multiple brushes if CTRL is for displaying a certain type of node?
The user would likely have to back out of Vertex mode, select their desired brushes, and go back in Vertex mode.
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This is just right off the top of my head for the sake of starting the conversation. Please dont berate me for any undersights :P
#2538 posted by Kinn on 2017/02/26 20:10:36
I much prefer the first option. Seems to be simpler and quicker from the user's point of view. It's all about less clicks to get to where you want to be.
As A Rule Of Thumb
#2539 posted by Kinn on 2017/02/26 20:18:40
the question to always ask is: "what's the implementation that uses the least number of clicks / key presses?"
Kinn
Very much appreciate the input from you. Most of these things won't make it to 2.0 final, but I'll do them right after. Unfortunately I'm in the middle of moving houses and have almost no time for TB for the time being.
Nice One
#2541 posted by Kinn on 2017/02/26 20:54:22
I really appreciate the support!!
#2542 posted by PRITCHARD on 2017/03/11 04:47:44
I was just thinking today that it could be convenient to have TB play the windows "error sound" or something when you try and use a hotkey in the wrong context. I was shift-clicked on a face to edit its texture and tried to isolate it with ctrl-i, and it took me a little moment to remember that you need to have it selected normally for it to work... some better feedback than "nothing happens" would be good.
That, or make such functions work in more contexts...
I'm Considering A Second Monitor
And think it would be awesome if tb supported it.
#2544 posted by PRITCHARD on 2017/03/11 12:18:20
I have three monitors. Sometimes TB decides that when it starts up it wants to be stretched across all three. You get a really strong fisheye effect with that, kinda neat.
In all seriousness, I'm assuming you're talking about a floating inspector pane, right? I'd love to see that happen too, but I think it's been discussed before and nothing has been done...
I Think
I would like the option of orthographic views in one window or a larger texture window
#2546 posted by PRITCHARD on 2017/03/12 07:24:43
Y'know what'd be cool? Comment entities. That way I could leave myself little TODOs etc. and not forget about them so much...
Textures
#2547 posted by Vseznamus on 2017/03/18 11:23:37
So I downloaded quake.wad, opened 'Face' section and added the wad (via '+' button), but friggin texture browser is still empty! The entity browser is full of stuff by the way.
Help me solve this problem please.
#2548 posted by PRITCHARD on 2017/03/18 14:12:59
Another cool thing: clicking on the name of a texture to automatically search it in the texture browser.
#2549 posted by PRITCHARD on 2017/03/18 14:43:51
Aaaand... can we get the rest of the texture controls added as hotkeys? I feel like making an issue on github for this one, since it feels more like it's something that's been left out rather than a simple suggestion. Not being able to reset a texture with my keyboard sucks.
@Vseznamus Just a shot in the dark here, but could it be that you have the " Used " button turned on, and as such are seeing no textures because none have been used yet? This has happened to me on a couple of occasions making me wonder what the heck is going on and just starting a new map or restarting TB as a result.
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