Negke
Would you be so nice? Just send me the definitions in an email so that I can add them to both FGDs.
Orbs
It requires OpenGL 2.1 and GLSL 1.2. I should do a better job of detecting these things and not crashing, though.
AFAIK
#257 posted by ijed on 2013/03/05 21:39:26
These should work;
@PointClass size(-8 -8 -8, 8 8 8) color(0 255 0) = misc_noisemaker : "debug entity" []
@PointClass size(-8 -8 -8, 8 8 8) color(0 255 0) = viewthing : "fake player" []
Thanks!
Should They Have The Appearflags Baseclass?
The Appearflags base class adds spawnflags for skill levels. Or should they have any other properties?
Also, should they also be added to Quoth2.fgd?
Ah
#260 posted by ijed on 2013/03/05 22:55:26
I cobbled those together, removing the baseclass since the fgd I took the syntax from has more involved baseclass' for various things.
I'm guessing you want these for entity hacks negke?
Excuse My Noobiness
#261 posted by Orbs on 2013/03/06 00:23:44
I kind of know what opengl is, i dont know if my card supports 2.1 though, how do i find this out, should the manufacturer list this? Never heard about GLSL at al, same kind of thing? Something your gfxcard either can handle or not?
@Orbs
#262 posted by quaketree on 2013/03/06 01:28:37
Basically if your cards original specs say that it can handle games with Shaders v2.0 then you "Should" be able to run this. It won't break anything to give it a try and see if this will run on your PC. In my case it stopped right after the console said something about loading shotgun.mdl.
You may need to update the video card drivers so that the card can handle Shaders 2.X but that's a software upgrade and I can't think of a reason why a 2.0 piece of hardware wouldn't be able to handle 2.X with the correct drivers.
Without more information this is as good as it can get as far as help goes. If you have a year of manufacture, make and model number of the original PC (2005 Dell abc201 for example) then maybe you can get more assistance here. If you added a gfx card on your own then you need to go to their web site and find the latest driver package applies to that card. Note that it will probably be either Nvidia or ATI\Radeon based so even if you get a card from a third party they should still be able to use their drivers (but perhaps not their consoles but that's usually not a problem as most installers give you the option to not install those anyway and just install the drivers instead).
2D Overview
#263 posted by Lava Croft on 2013/03/06 12:27:43
I am loving the editor so far, but the lack of a 2D overview like in for example Radiant is annoying the hell out of me. There is no way to keep oversight on a big, complicated map with just the 3D view.
I think a 'free flying' camera mode was already suggested, so I'll not mention it. (Lies!)
Thank you once again for this editor, after years of dealing with either shit like WorldCraft or shit like Radiant, this is just so awesome.
Not Tried Yet But...
#264 posted by than on 2013/03/06 13:03:12
One of the things I like most about Worldcraft is that to copy stuff you just shift + drag it to the new location. I find that so much better and more efficient than duplicate in place like in Maya, or duplicate with offset like in Radiant. It also has duplicate special that lets you copy and paste in place, or set rotations and offsets that accumulate from each copy (I never use this though, though I do in Maya.)
Lava, Than
I'm aware that 3D only is bad for overview and I'm thinking about ways to improve it.
Than, drag-duplicate is on the feature list for 1.1.
Not Needed 2D Views Yet..
I think I find the opposite of what Lava Croft said is true, on bigger maps the 2d views simply become like muddled spaghetti, doing everything in 3d is making everything so much simpler (and fun, I'm enjoying every minute of mapping!).
Also, Than, you should try it. (I emailed you ages ago and I know you said you were going to take a break but this editor is so addictive, I'm not even going to reinstall Worldcraft).
SleepwalkR
I had an idea, if you want to bash in a 2d mode why not have the 1,2,3 and 4 keys cycle through each grid plane? (that way you don't have to give up the real estate offered by a single window).
In Quark
#268 posted by Spirit on 2013/03/06 13:35:10
2d views are fairly easy since it will grey out brushes that are not also visible in the other viewports.
I miss a 2d overview in tb too, especially if you want to quickly draw some floor plan. hotkeys would rock.
Floorplans, Relative Positions
#269 posted by Kinn on 2013/03/06 13:40:15
Yeah, I think some sort of 2d mode is essential when blocking out.
for example I always need to bang down a load of brushes at precise relative positions from each other. Currently, let's say you have 2 brushes at arbitrary positions - in radiant it's really easy to set their relative positions just by looking at them in the 2 views. In TB I can't really do this sort of positioning...unless I missing something obvious?
Blah
#270 posted by Kinn on 2013/03/06 13:42:06
looking at them in the 2 views
that should read:
looking at them in the 2D views
2D Mode
The 2D mode would be a mini map that is either overlaid on top of the 3D view or shown in a separate window. It would not be used for editing at all, only to get an overview and for navigation.
Kinn, if you drag a brush, you will see laser beams coming from its bounding box. Those beams should help you to position brushes relative to each other. They are not useful for measuring the distance to other objects, but I can add that and show the distance to the closest object hit by a laser beam.
#272 posted by JneeraZ on 2013/03/06 14:25:35
What's funny is that I thought the laser beams were just graphical sugar at first but then I started leveraging them for positioning and aligning stuff and they're just absolute GOLD now.
Laser Beams
#273 posted by Kinn on 2013/03/06 14:41:17
yeah, I don't really find the laser beams help that much tbh.
What happens is i have to set a camera view, then move the brush so the laser beams appear to be lined up in that view. Except, chances are they won't be actually lined up, and i have to change camera view, then rinse/repeat until i've actually got them lined up.
e.g. view 1: they look kinda lined up here:
http://i.imgur.com/oaGALu6.png
move the camera a bit though and see they are actually off in all 3 axes:
http://i.imgur.com/LSijyg8.png
I still think if you're going to implement 2d views you should bind the main viewport to cycle the axis using keys 1-4... hopefully this will be possible using custom key binds. I'm getting along fine right now without 2d, but it would help on the odd occasion that I need really fine-control over what I'm doing.
Kinn & FifthElephant
I agree that positioning brushes like this is cumbersome in 3D. It gets easier once you have more brushes, but if you're in the void, it doesn't work very well. Will have to think about that.
Cycling through 2D views - what for? The 2D view, as it is planned now, is only there for orientation. I specifically don't want to give the impression that you can use it for editing. I want to avoid that people try to click and drag objects in the 2D views. That would mean that the 3D only approach has failed.
If eventually it turns out that you really can't map without fully functional 2D views, I'll reconsider them, but only as a last resort. Or maybe this editor isn't for everyone. Let's give everyone some time to get used to it, and then we'll see what happens.
Meanwhile, if anyone has any ideas about how to improve the problems that Kinn is describing in post #273 WITHOUT falling back to 2D views, let's hear them!
Afterthought
So, maybe you didn't notice it yet, but the laser beams leave a mark if they hit something. So if a laser beam hits a face, there will be a red dot where the face is hit.
But I think this doesn't work well if the laser beam hits face at an edge or vertex (sometimes the mark is shown, sometimes it isn't).
If I were to improve this so that the hit mark is shown reliably, would that improve matters? I guess it will still be difficult to know where to move the brush if it isn't aligned, though.
necros suggested freely positionable grid planes at some point. That would be a possible solution. The idea is that you can tell the editor to show a grid plane (either XY, XZ, or YZ) at a specific position which you can change with the mouse. Then you could basically just drop a grid wherever you need it and disable it again later.
2D Mode
#277 posted by Lava Croft on 2013/03/06 15:23:32
The oversight is the most important factor for me, the ability to edit in 2D can be missed.
SleepwalkR
I personally think the editor is very good, but if you were to include a 2d view then I think it'd be fairly sweet if you could use the number keys 1-4 to cycle through the various 2d grids (and 3d viewpoint) kind of how the Opera browser allows you to cycle through open tabs using the 1-4 keys.
That being said I really am doing *very* well without the 2d grid. I'm about 75% complete on the geometry of my first TB map, even managed to make some lovely curved wall templates. :)
#279 posted by JneeraZ on 2013/03/06 15:32:28
Or maybe this editor isn't for everyone
Yes, THIS. :) Software becomes bloated and awful when it tries to be everything to everyone. Focused design is key to awesomeness - even if it leaves some users behind.
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