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QuakeEd 3.1 (build 102) *New Level Editor For Quake*
Before I explain everything here, I need to upload the file (preferably to Shub-Hub), but according to the rules there, I need a password to do so.

If someone would be kind enough to provide it, I can upload the file and then complete this post.

Thanks, in advance.
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Hmm 
Damn.

403 error. 
Texture Browsing 
What I think would make handling large amounts of textures easier are tags. Since meta information isn't possible in the file formats (at least I'm pretty sure they aren't flexible enough to support them) you'd need to save that in an additional file but if the editor supported adding and removing tags it should be able to work pretty smooth.

The editor could automatically assign "width" and "height" tags and then the user could add whatever they want such as thematic ones ("base", "medieval"...", material ("stone", "wood"...), type ("trim", "wall", "floor", "light") and so on.

Then you could use these tags (and partial name matches too) with different logical combination for some very powerful filtering cababilities :) 
Even Better 
would be to be able to share your tags with others in some way. There's no use in everyone tagging the same textures with the same tags - it would be cool if texture packages came with tags already. 
Well 
you could do an online database but you'd need to keep be able to handle same texture names in different places and different versions of textures and so on.

I think what I was originally visioning was something simple (for quake anyway) like "wadname.tags" in the same directory as the .wad so if you put a .wad up for dl you could provide a .tags file along with the .wad 
 
I was hoping to come back to some more feedback on bugs/feature requests, but I guess there may not be much interest in this editor or those who do want to help just haven't had the time, which is completely understandable.

Those who are interested in helping, I suggest contacting me through email to keep from bumping this thread.

Lunaran: If you still want to help code, let me know what you plan to do so I don't end up do something similar.

And thanks to all who gave it a try, I'll probably still upload new versions to Shub-Hub when I can. 
 
Remember that the Quake1 mapping community is microscopic and those who remain already have editors that that know and love. You'll have to add some bad ass features to lure them away from the editors that they already know. 
That's It 
Really. I never learned to use Radiant so can't really help.

Don't be put off though, guaranteed that there's lots of people who know about your editor and use it, but won't post here. 
 
Don't get me wrong. I'm not bitching or complaining nor am I expecting people to just drop their current editor for this. All I was looking for was some help. For a few people to just to try it out and post the pros/cons/bugs/whatever, and I figured if there is any one site to get that kind of help it would be here. I'm more surprised then anything, but I'm not bothered by the lack of interest nor will it deter me from continuing my work and releasing future versions. It'll just be an editor that will cater to my preferences and that's not what I was hoping for. 
I'm Not Sure.. 
..if this has already been brought up, but does it have some kind of function where the user can determine their own shortcut keys for just about any command? and if not, how feasable would it be to implement it?

i'd be much more inclined to give it a proper go if i could tweak it to feel as close to worldcraft as possible! 
Hm 
I was going to just poke around and see what I could come up with. I have a hankering to move all settings to one .ini file and mirror them all in one preferences dialog. because I'm ANAL RETENTIVE. 
Does It Have A Good 
texture lock feature? Is there a button which will "fit" a texture to a face? If so I may well try it... 
Like I Said Earlier, 
it's nice, but not being able to have the traditional 4 window setup pretty much makes in unusable for me. :P 
Necros 
4 windows ? I have only 2 (top/bottom view, left/right side view), and it is IMHO largely enough to have a correct idea of the 3D stuff I'm doing..
Anyway, it is just a habit I guess... and don't tell me it explains why maps suck :P 
 
sikkpin, good job! ;) 
 
sikkpin add the new ficture that Quark is adding... the real light in editor!!! but still suck a lot... 
To... 
rj: Not yet. Right now it is all hardcoded but it is definitely on my TODO list. My plan was/is to implement text file usage as apposed to relying on the registry for saved settings and in turn have customizable keys. Mouse commands will remain hardcoded.

RickyT23: Yes, but I don't know what you mean by good. What editor has "bad" texture lock capabilities to compare with? Right now, it is either on or off for both Move & Rotation and behaves like Radiant as the code (the rotation part, I believe) was taken from it.

necros: It will happen, eventually. Even though you are a seasoned mapper and a damn good one at that, I highly recommend using just the one XY view with Z & Cam. I used to love the 4-view because of starting with WC until I learned Radiant and came to realize how much screen space is wasted on redundancy. And really hitting Tab to cycle views is not that much of a slow down as you might think.

eerie: I sent you an email some months ago (two emails, actually, because of a bug that was in the first one) and was wondering if you received them? If not, I had asked for your permission to release what I had been doing. I never heard back so I assumed you didn't care.

I hope it doesn't bother you at all and your name will be first in the Credits (well, second, id deserves first, really) when I write a proper readme.

Trinca: That's something I wanted to do from the beginning but unfortunately would require a good understanding of OGL which I don't have. You'd have to wait for either me to do a lot of reading or for someone with the knowledge to lend a hand. There is a rudimentary light radius view, though, with CamWindow support on the way. 
WC1.6 
has shitty texture lock features 
 
sikkpin dont ask me :)

i just map and not very good...

average!!! 
Mail 
sikkpin, last two or three months, my mailbox on anarxi was pointed to /dev/null because chinese spam-attack ;)
now it's work

I started this project for my own use and it's pleasure for me, that you continue development

(my english so bad, sorry ;) 
i use 4 window setups on all the 3d applications i use.

the thing i dislike about 1 window editing is it is disorienting when you switch from one view to the next. also, having 2 views showing the side helps me to make sure of what i'm building. i can't stand that stupid z cam thing, i'd have to actually check #s on the grid that i'm on since it doesn't show any other brushes in relation to the current selection.

anyway... just saying this is what i like. :)
if i'm the only one here, then don't make it a priority since i'm not mapping much these days and i can always make do with gtkr 1.4 if need be 
Your Not The Only One Necros ;) 
I myself need 4 windows, aerial view, 2 side views, and the 3d window. 
And Me 
 
Me Too 
I was taught first-angle projection. You probably don't even know what first-angle projection is. Which is perhaps the point.
I was also brilliant at it, and it's certainly contributed to the quality of my mapping.

You don't have to use a four window set-up if you don't want to. But I do want to. And it'd be me making my maps with your editor, not you making them.

This is not an ultimatum or a threat or anything, it's just a statement of fact. If you don't design your editor in a way that suits users, they won't use it.

http://www.technologystudent.com/designpro/ortho1.htm 
I Actually Prefer 8 Windows... 
...top, left, right, bottom, front, north, 3D, and one window that shows the future. I use the last window to figure out what year my map will be released. 
Metlslime... 
.. is winning ! 
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