Give This A Whirl Last Night
#676 posted by rj on 2013/03/15 10:43:37
a few minor glitches i'm getting; after 674 posts i can't be 100% sure they haven't occurred for anyone else and are being looked at!
1. the 'X' button on the view and texture filters don't seem to work; they select the text in their respective fields but don't remove anything
2. the keyboard shortcut for rotating a texture 90 degrees does nothing for me; i can do it by holding ctrl and clicking on the spinner, and can also press shift-pgdn to rotate it one degree, but nothing for ctrl-pgdn/pgup
3. the increase/decrease grid size shortcuts only work on the -/+ keys next to backspace, not the num pad ones (which are far easier to access without looking!)
also some minor interface suggestions:
1. it would be nice to have some visual indication of texture lock being on or off without having to check the edit menu. and definitely a shortcut to toggle it :)
2. same goes for current grid size; i remember you saying you were considering an alternative to a status bar though so assuming this is being considered already.
3. pretty much second DaZ's thoughts about the entity window in his video. you may have already figured out a solution but i think it would be cool being able to add field names by right-clicking and selecting from a little menu based on the fgd/def info for that entity
lastly, a question: is there a keyboard shortcut to switch between the entity/face/view tabs?
Eesh
#677 posted by rj on 2013/03/15 10:48:33
a few minor glitches i'm getting; after 674 posts i can't be 100% sure they haven't occurred for anyone else and aren't being looked at!
1. the 'X' buttons on the view and texture filters don't seem to work; they select the text in their respective fields but don't remove anything
Rj
1. the 'X' button on the view and texture filters don't seem to work; they select the text in their respective fields but don't remove anything
That's a bug in the GUI library I'm using. Not much I can do about it right now I'm afraid.
2. the keyboard shortcut for rotating a texture 90 degrees does nothing for me; i can do it by holding ctrl and clicking on the spinner, and can also press shift-pgdn to rotate it one degree, but nothing for ctrl-pgdn/pgup
There is no such shortcut AFAIK. What exactly are you trying to do?
3. the increase/decrease grid size shortcuts only work on the -/+ keys next to backspace, not the num pad ones (which are far easier to access without looking!)
You will be able to assign the keyboard shortcuts in 1.1.
1. it would be nice to have some visual indication of texture lock being on or off without having to check the edit menu. and definitely a shortcut to toggle it :)
Others have request this, too, and it will probably go into the toolbar.
2. same goes for current grid size; i remember you saying you were considering an alternative to a status bar though so assuming this is being considered already.
Ditto.
3. pretty much second DaZ's thoughts about the entity window in his video. you may have already figured out a solution but i think it would be cool being able to add field names by right-clicking and selecting from a little menu based on the fgd/def info for that entity
Yes, entity editing will be improved a lot in 1.2.
lastly, a question: is there a keyboard shortcut to switch between the entity/face/view tabs?
Not yet, but it's on my todo list.
Thanks for your feedback!
#679 posted by rj on 2013/03/15 11:54:06
There is no such shortcut AFAIK. What exactly are you trying to do?
following the guide here: http://kristianduske.com/trenchbroom/docs/working_with_textures.html ('Texture Rotation' heading)
Thanks for your feedback!
thanks for your editor!
#680 posted by necros on 2013/03/15 12:00:56
Is the viewport the current active window?
Yup
#681 posted by rj on 2013/03/15 12:05:12
the other texture shortcuts work fine. it's just that one...
In Fact, That Reminds Me
#682 posted by rj on 2013/03/15 12:14:12
another suggestion i forgot to mention. it might make everything a little bit quicker to use if running the cursor over a window/region made it 'active' providing a button isn't being pressed during mouse movement (i think this is how WC works)
sometimes i have to click in the viewport before being able to select a brush after working in the side panel, and other times i don't. not noticed any correlation yet though
Rj
So you're shift-clicking on the little spin buttons next to the rotation field? Does Shift+click work for buttons next to the offset fields?
Regarding the focus issues: The 3D view has a focus rectangle drawn around it, and if you focus any other controls, you have to return focus to the 3D view by clicking on it once. Is the focus rectangle visible on your system? I have noticed that it is sometimes hard to see on Windows.
#684 posted by JneeraZ on 2013/03/15 12:55:56
What might help there would be to do what 3DS Max does ... the first click in an inactive viewport, simply makes it active. The click doesn't count. That way you can set focus without changing your selections or clicking something by accident.
Original Quake.map Source Wont Load?
#685 posted by Skiffy on 2013/03/15 12:56:11
Hello SleepwalkR,
I was curious to check out the original source files inside Trench from quake 1. And from the looks of things they wont load?
http://planetquake.gamespy.com/View.php?view=Quake.Detail&id=343
Here is the original Map files from ID software. I guess that the .map format has changed or something from back then?
Cheers!
Willem
That's what it does right now?
#687 posted by Spirit on 2013/03/15 12:58:28
They load find for me, can you be more specific?
Skiffy
TB 1.0.4 is a turd that has several issues with loading maps. 1.0.5 will fix this.
#689 posted by Spirit on 2013/03/15 13:00:01
How do you guys organise your wad files? TB always opens the "Quake directory" when I want to load wads. I would much rather have it always open the dir I lastly picked a wad in. Opinions?
Spirit
I have no control over what directory the dialog opens in. It's a wxWidgets issue AFAIK.
Defs/fgds
#691 posted by ijed on 2013/03/15 13:28:38
Ah, ok. When you said 'defs' before I was too literal.
The time difference worked against me, so hopefully I'll be able to do them tonight instead.
I was going to go with what Rubicon2 has defined, but I don't agree with everything there since some of the elements are mixed.
I prefer to group things by colour, how does this sound;
Player (all types of starts and tele destinations)
Monsters
Lights
Misc objects (fireballs, barrels etc)
Fx (sound/visual)
Path / Logic (relay, path_corners)
Collectables (Health / Armour)
Weapons / Powerups
Traps
What colours each one will be depend on visibility in the editor. I'll stick to precedents like monsters being red, although some things won't make sense - both lights and the player being green, for example will mean lights changing colour because the player should take precedent.
Make It Easier To Edit Doors!
#692 posted by hakkarin on 2013/03/15 13:39:05
You really have to make it so that you can easily edit the angle of which doors open. Having to always manually set the angle by typing a number is really annoying and makes the whole process much more time consuming and annoying then it has to be.
In fact, having to manually type in all the values in the first place is annoying. Create some buttons for christs sakes!
#693 posted by rj on 2013/03/15 13:52:23
So you're shift-clicking on the little spin buttons next to the rotation field? Does Shift+click work for buttons next to the offset fields?
shift-clicking on the little spin buttons works fine. i'm referring to the keyboard shortcuts section:
Texture Rotation
For rotating textures, the PageUp and PageDown keys rotate the texture clockwise and counter-clockwise at 15� intervals. As with the spinner controls detailed previously, the Shift modifier key increases the rotation interval to 90� and the Ctrl modifier key decreases the rotation interval to 1�.
the ctrl modifier works, but the shift one doesn't.
Regarding the focus issues: The 3D view has a focus rectangle drawn around it, and if you focus any other controls, you have to return focus to the 3D view by clicking on it once. Is the focus rectangle visible on your system? I have noticed that it is sometimes hard to see on Windows.
yep, can see it ok. i'm assuming it should work thusly:
1. click on the side-panel, viewport border disappears;
2: click back on the viewport once, border reappears;
3: click in the viewport again, object is selected.
..however in most cases, the border only reappears at step 3. and in maybe about 25% of cases, step 2 is skipped. it's a bit temperamental.
i think avoiding step 2 altogether would be the best solution, minimising clicking. the border could pop up whenever the mouse hovers over the window and let you select anything with one click. no idea whether that's possible with the GUI library though?
I Just Created A Site To Review Quake Maps!
#694 posted by hakkarin on 2013/03/15 14:25:43
I just created a website for the purpose of reviewing Quake maps called QuakeBlast.
http://quakeblast.webs.com/
If anyone is interested then they can send me the maps that they create with SleepWalkR's new editor :)
Ijed
Please make sure to use red sparsely because it's hard to differentiate selected entities from unselected entities that have the color red.
Rj
Texture rotation: Okay, got it - will fix in 1.0.5.
Focus: Looks like it's a big buggy. I'll look into it. I won't change it though as otherwise, you will inadvertedly select / deselect stuff a lot.
Hakkarin
Better support for entity editing incl. a smart entity editor for angles is planned for 1.2.
Cool site, I hope there will be many maps to review soon.
#698 posted by JneeraZ on 2013/03/15 15:20:42
That's what it does right now?
Haha ... OK, I just experimented with it and it DOES do it. However, the focus border doesn't redraw on that first click so you don't know it worked. It looks like it didn't. On your second click, the border appears.
So it IS working but there's a redraw issue.
#699 posted by JneeraZ on 2013/03/15 15:21:02
Windows 7, Geforce 670, for reference.
#700 posted by deqer on 2013/03/15 15:24:50
Understanble, SleepwalkR. I know you mentioned earlier that there is more to "it" than just a .def file. So, I'll leave it be for now. Quake should be the focus, for now.
lastly, a question: is there a keyboard shortcut to switch between the entity/face/view tabs?
I don't think so, but, on Windows when I pressed SHIFT+RIGHT_ARROW, it switched over to those tabs and switch through those tabs each time I pressed SHIFT+RIGHT_ARROW.
I just created a website for the purpose of reviewing Quake maps called QuakeBlast.
We have lvlworld.com for that. They've been around for over 10+ years. I doubt you want to try and compete with that? Even if you did, you would want quakeblast.com as your domain name, not quakeblast.webs.com.
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