Feature Suggestion: Relative Light Adjustments
I posted this on Github but thought I'd share for discussion.
I'm an video editor and in my editing software I can raise audio levels relative to each other. So if one track is -5dB and another is 5 I can raise them both simultaneously by 2 dB to make them -3 and 7. A real time saver when mixing audio. This gave me an idea for TB. It would be great to be able to select multiple lights and raise their values relatively as opposed to just absolute values. I'm not sure if this would apply to any other key/values. Nothing else comes to mind. It would be wonderful to tweak lighting in large areas in one operation. Just an idea!
Door Angles
#2590 posted by
Ilpadrino on 2017/06/25 04:26:08
Is there an easier way to set door angles then entering numbers? Just looking for some TB tutorials.
Door Angles
#2591 posted by
Ilpadrino on 2017/06/25 04:26:08
Is there an easier way to set door angles then entering numbers? Just looking for some TB tutorials.
Door Angles
#2592 posted by
Ilpadrino on 2017/06/25 04:26:10
Is there an easier way to set door angles then entering numbers? Just looking for some TB tutorials.
Door Angles
#2593 posted by
Ilpadrino on 2017/06/25 04:26:13
Is there an easier way to set door angles then entering numbers? Just looking for some TB tutorials.
Door Angles
#2594 posted by
Ilpadrino on 2017/06/25 04:26:16
Is there an easier way to set door angles then entering numbers? Just looking for some TB tutorials.
@Ilpadrino
Not really. But entering numbers is pretty simple once you get used to it. If you are looking to easily figure out the correct angle just add a monster near your door and turn him facing the direction you want to door to move, note his angle and use this value. I am horrible with this stuff so I had to come up with little tricks like this.
See example
here
Also up is -1 and down is -2 in the angle key/value.
I Plan On Doing Some Video Tutorials BTW
Won't happen until after MapJam 9999 but if you need help post here. I am on here multiple times a day.
@dumptruck_ds
#2599 posted by
Ilpadrino on 2017/06/29 03:00:50
Thank you for the tip! Still learning and teaching myself as I go. Also is there a way to say draw custom brushes in the editor instead of say a four sided box? Thanks for the info though!
@Ilpadrino
There are no "stock" primitives (triangles, columns, etc.) as in other editors but take a look at the Brush tool (tap B). You can click and edit points and then extrude them into custom shapes. It's very powerful.
I made a quick video that makes it clear. Hold Shift to drag out the shape and hit enter to create the shape.
https://drive.google.com/open?id=0B-xkqcrQhLm7NEVDbEJ1TFZlajA
@dump Truck_ds
#2601 posted by
Ilpadrino on 2017/06/29 04:53:55
Oh thank you for the video and info! I am learning and testing. I have never mapped before so this is an adventure in itself.
@Ilpadrino
A couple of words of advice for all beginners: Start small. Don't do anything too large or complex for your first map. Have people play your maps before you release. You don't want to release a broken map and then have multiple copies out there. Enjoy!
And also: "Go map!" is a good saying here on func_msgboard.
I Can Dream Can't I?
Wow
#2604 posted by
Qmaster on 2017/07/12 22:29:29
That's enough to make me switch right there if the alt+right click texture applicator was added too.
New Version
#2605 posted by
Ilpadrino on 2017/07/19 14:17:53
Has there been any news about a newer version of trenchbroom?
Entities Disappearing
I've been creating some info_null entities and changing their classname to "func_illusionary", in order to make corpses, but TB seems to make the entities disappear after I deselect them. They still compile and appear in-game, but there is no way to edit them or find them again after creating them.
Any idea what might be causing this?
They Are Moved To The Origin
I think.
#2608 posted by
adib on 2017/07/19 18:51:47
Today I decided to man up and start to use Trenchbroom. Loving it so far. Feeling proud of myself.
Sorry, continue.
Cross Post
as soon as I deselect the func_illusionary entities they seem to disappear...
Check the View menu upper left side of 3d window. Make sure you somehow didn't accidentally uncheck func_liiusiionary.
Aside form that you could edit the FDG to include a func_illusionary point entity... but I have no idea how to do that and it could mess up brushes.... gah! I will add a request for this on the TB2 Github because a lot of hack need this type of functionality. Or @ericw might have a suggestion on a workaround?
#2610 posted by
ericw on 2017/07/19 19:32:26
I just filed a bug:
https://github.com/kduske/TrenchBroom/issues/1805
I'm not sure if TB will deal with a classname appearing twice in the fgd (point + brush), it's worth a try though.
@HexenMapper
#2611 posted by
Spud on 2017/07/19 20:07:33
I've run into the same issue myself while doing the same thing (using func_illusionaries to display models) and was actually just about to post it- what's happening isn't that the entities are disappearing, it's that Trenchbroom is hiding brush entities with no brushes included. You can find the missing entities by going to the Issues tab below the map view- look for entries that say 'Entity 'func_illusionary' does not contain any brushes.' If you have a bunch of illusionaries- or a bunch of other, unrelated issues, like brushes with non-integer positions (i.e. you were doing a bunch of clipping at grid level 1), it might be difficult to find the entity you want.
Click the issue and the purple box for the func_illusionary will show up as the entity is selected and you can edit it in the Entity pane, but it'll disappear again once you click on something else in the map view. So far as I remember this bug/feature wasn't present in older versions of TB, I only saw it happen once I moved to the latest 2.0 release candidate (RC4). Word of advice though, so far as I can tell using that method to show models/corpses/etc. means they'll always be aligned to face 'forward' (0,0 by viewpos) so if you want your dead bodies to be positioned more imaginatively, it's better to use info_notnulls with the proper modelindex and model fields filled out instead.