 Worldcraft 1.6a
#8253 posted by than on 2012/03/19 15:26:59
I still use this ancient editor because it was remarkably full featured and easy to use and I'm too lazy to set up hammer to work with Quake. Anyway, aside from having absolutely shitty broken texture lock (works on non-rotated textures on brushes that are translated, but nothing else works) it does actually have some nice texture dialogue features that don't seem to be standard in all editors.
You can select as many faces as you like with multiple textures and any parameters that are shared across all faces are displayed, those that have differing values are shown with a blank box. You can then edit individual parameters across all faces without upsetting any other settings. I don't know if this was possible in radiant, which I used to make a pretty big Wolfenstein MP map, but I only remember being able to set all parameters at once across a multi-face selection, which is a bit shit. Not sure how TrenchBroom works, but some flexibility in this regard would be nice if it is not already supported.
Obviously I would comment further if I could run it :) I should try on my gfs Mac like I said I would.
 GTK
#8254 posted by sock on 2012/03/19 15:34:37
Does let you select (tool name - paint select) multiple faces but all changes affect/reset all selected faces. This does work different for patches, you can shift/move stuff around without resetting every face selected.
@than, I know what you mean about editors, I still use the SD version of GTK because it is stable and has all the tools I need. I was going to upgrade, but a programmer decided to change the selection process of groups in 1.4+ and ruined it for me. It is surprising how one small change can interrupt the workflow so much. I think I remember your wolf MP map, did you ever show it to SD?
 Than
In TB you can also select multiple faces and edit their properties using the face inspector. No problem, if the values differ, it displays <multiple> in the text box.
#8256 posted by necros on 2012/03/19 18:00:58
damnit. now i REALLY want to see trench broom. :P
 You Will
I'm in the process of porting it to C++. Once that's done I can get going with the Windows and Linux versions.
 Yeah!
#8258 posted by Drew on 2012/03/20 02:50:38
 Gtk 1.4
Same here, I can't upgrade from 1.4 and I know it's the same for some of the other ladies here.
1.5 onwards was such a huge step backwards in terms of speed and productivity that I couldn't possibly accept it despite the other enhancements it brought to the table.
I've no idea what it's like these days, for all I know it has been completely revamped once again. Is it even still in development?
 Frib
#8260 posted by Vondur on 2012/03/20 12:06:56
netradiant is what i currently use, they still support it and upgrade it.
http://dev.alientrap.org/wiki/7
 Netradiant
Hey V, are the basic brush manipulation controls like 1.4 or 1.5 (or something else?)
Of course, I can and should try it myself, just wondering what your take is on it.
 Yea F
#8262 posted by Vondur on 2012/03/20 12:20:14
it's pretty much like original radiant. works fast and smooth. no probs with it at all.
 Nice
Sweet like a sweet thing. I'll have to give it a shot one of these days. Thanks!
 Offtopic
#8264 posted by RaverX on 2012/03/20 12:41:11
I don't want to upset anyone, but shouldn't those discussion go to the "Mapping Help" thread? I'm happy when I enter here and I see everytime 5-6 new posts and I always hope to see at least one screenshot, but then I see only this discussions about map editors :(
#8265 posted by anonymous user on 2012/03/20 17:09:24
yes, and kinn's screenshot in othergames should be here too. :P
#8266 posted by necros on 2012/03/20 17:09:50
god damn, keep forgetting to put a name in. :P
 Well My Shot's Not Really A Pimp Shot
#8267 posted by Kinn on 2012/03/20 17:18:38
there's all sorts of little wip-py stuff in that shot i need to finish before i'd present it as pimpable :}
 Top Offic
#8268 posted by madfox on 2012/03/20 21:41:54
ok, here you shotscreen...
http://members.home.nl/gimli/torro.jpg
and here's the fool who�z watching the screen for three days now on testlevel +4 without getting shot while seeing no changes in ...
Full: 96.15%, Elapsed: 58h 20m, Left: 6h 37m, Total: 64h 58m, 89%
Is there life after vis?
 65 Hours Is Long
#8269 posted by negke on 2012/03/20 23:19:05
But not too long to return to the map and fix those very obvious misaligned textures in the screenshot and elsewhere. I take it you're not using multithreaded WVIS? This should or would have made it much easier, well faster.
Protip if you're enjoying watching progress updates: run vis with -verbose. Woot
#8270 posted by necros on 2012/03/20 23:47:19
i'm pretty lazy, but it kind of bugs me that you've posted screenshots several times of those curving pipes yet have never aligned the textures. :\
 Onions
#8271 posted by madfox on 2012/03/21 02:44:02
@negke - The map was made playable and only had the textures unfixed. Last testlevel4 was 12 houres, so I thought it would be a short job. After three days today there's no change.
@necros - I almost pearced my eye out getting textures fixed, but I howl on a 3d fucking quark viewer.
I remake the pipes in QRadiant. It seems a pretty sharp carve editor. The more I use it the more I get frightened from Quark.
 I Think We Can All Agree It Would Be For The Best
#8272 posted by Drew on 2012/03/21 03:09:09
except Trinca maybe. And Spirit?
ps - I'm a luddite too, stuck on WC.
#8273 posted by [Kona] on 2012/03/21 05:30:50
someone seriously needs to build a faster vising program. 65 hours of having that shit running on your computer is enough to put off any newbie mapper.
#8274 posted by [Kona] on 2012/03/21 05:31:18
someone seriously needs to build a faster vising program. 65 hours of having that shit running on your computer is enough to put off any newbie mapper.
#8275 posted by JneeraZ on 2012/03/21 10:25:10
Or someone needs to get better at mapping. 65 hours, to me, means the map was built in an incredibly non-Quake friendly way.
 So...
#8276 posted by JPL on 2012/03/21 11:57:17
.. I am the most friendly-less mapper ever... (i.e ref to CDA) :P
#8277 posted by JneeraZ on 2012/03/21 13:44:34
If your map takes days and days to VIS, using a modern VIS program and a decent machine ... then I'd say, yes, you're not building in a Quake friendly manner. :) Just seems logical...
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