#821 posted by gb on 2013/03/29 02:48:57
actually, extrude doesn't duplicate the extruded face - brainfart on my part. It creates new faces when the extruded face is pulled out.
 Gb
Ok I'll not this for a later release.
 "Brainfart On My Part"
It's got a certain poetic, romantic flavour. Most exquisite rhyming couplet... (sips tea)
 MSVCP100.dll
#824 posted by deqer on 2013/04/03 07:39:06
I'm getting same problem as FifthElephant, on a different box.
This file is missing, and says to try re-installing the program--even though it was never installed to begin with; it was extracted from a zip.
I'm on windows7 x64.
I installed the vcredist_x64.exe, but I still get this error message.
using nvidia geforce gts450, latest drivers.
there is TrenchBroom.log file, but it was not updated with any information for today, probably because the program doesn't even have a chance to open up, because i immediately get this windows prompt window error message of this missing dll file.
 Tb Is 32bit
So maybe you need to install a 32bit version of the redistributable?
 Edgeloop /extrude
#826 posted by slap map on 2013/04/03 13:04:21
edgeloop = clip tool
and since brushes are convex volumnes defined by planes, you wont ever have ability to freely create new edges like in polygonal modelling
extrude = clone+drag for planar faces
for non-planar its not that simple
and actually this could be doable new editor feature: draw new brush based on a selected face and normal
 Split Edgeloop = Clip Tool That Keeps Both Halves
#827 posted by Spiney on 2013/04/03 13:28:51
which could be a very feature useful to have.
eg. boxing out rooms and the using the clip tool to cut out the doors. Just do 3 quick splits and remove the unwanted brush. Do another split above the door for instant trim... Could allow for speedy mapping in combination with csg-hollow.
Implementation could be hitting shift+return instead of just return. Or something among those lines.
 Decided To Re-read The Docs...
#828 posted by Spiney on 2013/04/03 13:39:42
Okay, tab works like magic. Lol.
Think I'm gonna use that a lot.
/noob
 Deqer
I don't remember getting that error, mine has been working for a month. I do remember that I had to update my graphics card drivers to the latest version to solve the problem I had. (I was using a fresh out-the-box install of Windows 8)
 Extrude
#831 posted by deqer on 2013/04/03 15:37:06
Yeah, FifthElephant, it was one of the first 25 posts of this thread. Google remembers.
SleepwalkR, yah, vcredist_x86.exe works now.
Spiney, now I know you didn't watch my trenchbroom video on clip. :)
---
Extrude could be powerful, and therefore seems worth it for the programmer to make it. However, I disagree with edge loop.
EdgeLoop though seems like a feature for lazy people that couldn't just simply just press C and clip several times, therefore wouldn't be worth it to the programmer to make this.
Also, it's probably not often you'd use this feature anyways.
But since Clip already exists, then I suppose it would be somewhat easy for the programmer to take that and make an EdgeLooping function.
#832 posted by JneeraZ on 2013/04/03 16:34:52
Edgeloops don't split the brush - they add an edge loop. Don't call people lazy when you don't even understand what's being proposed.
 I Still Don't Understand It Either
What exactly is it? Is there a video somewhere?
#834 posted by JneeraZ on 2013/04/03 18:06:13
This covers the Max version pretty well:
https://www.youtube.com/watch?v=3rJdMLmQRiE
It's a standard modeling tool. I'm not saying it's something that TB needs but I took issue with it being called the same thing as a clip. It isn't. :)
#835 posted by slapmap on 2013/04/03 19:13:29
In a world of quake bushes it is essentially a clip tool. The edges are planes intersections, you cant have overlapping planes of the same brush.
#836 posted by JneeraZ on 2013/04/03 19:16:19
This is why I said that it wouldn't work in TB as it's currently coded because the added edgeloop would be optimized away the frame after it was created. The only way edgeloops are useful is if TB will leave the brush alone until some point when the user "commits" the change.
It's probably more work than it's worth, to be honest.
But it's not a clip tool. :)
 Edgeloop Only Works With Quads
#837 posted by Spiney on 2013/04/03 19:49:08
And yes clipping is different, but it serves the same practical purpose.
 Edge Turning
#838 posted by necros on 2013/04/03 20:19:36
flipping edges would be interesting, but i'm not sure how that could be done in TB since each brush exists on it's own independently of it's neighbours.
 What Is Edge Turning
You guys have to remember that I'm not familiar with any 3D modeling package ;-)
#840 posted by JneeraZ on 2013/04/03 20:49:19
Basically, if you have a quad broken into 2 triangles, edge turning turns the quad so the triangles from the other corners.
So
|/| becomes |\|
Useful for correcting shading and lighting errors on 3D stuff.
 Thanks
Since TB merges coplanar faces automatically, it doesn't seem to be useful.
 Sleepwalker
#842 posted by gb on 2013/04/03 23:42:44
@ the extrude image: Yeah, that was about what I meant. Pull the new brush out along the face normal. Usually followed by moving the "new" vertices to where one wants them, then extruding again (typically used for quickly blocking out shapes, like for example curves).
Edge loop is clip:
Not quite. In terms of brushes, it would do much the same thing, but clip isn't as user friendly or intelligent.
If you can make the clip tool able to do multiple parallel clips in one go, and intelligently choose the clipping plane according to the position of the mouse cursor and keep all the new brushes after the clipping, and let you slide the clipping plane(s) along the brush with the mouse, then it might get close.
slapmap: Anything that speeds up the workflow is a good idea, IMO.
It's up to Sleepwalker if he considers any of this useful, of course.
Regarding edge turning, it would probably also give the mapper some control over which way the quads are split in the BSP process. For outlying terrain at least. Smooth triangle strips, all tris going the same direction, render faster, afaik. But then, inside a complex map, this wouldn't be enough to control the splitting, of course. Now if you had triangle terrain and you turned it into detail brushes, then you might be able to influence the splitting.
 840 + 841
#843 posted by necros on 2013/04/04 00:36:03
Sorry, yes it's what Willem said, however, there is an application for it in TB.
You have 2 brushes with 2 adjacent 3 sided faces forming a 4 sided surface. The 2 3 sided faces are not coplanar.
You want to change the split between the two brushes while preserving the position of the vertices: http://necros.fov120.com/temp/trenchbroom/edgeTurning.jpg
 Edge Turning
#844 posted by than on 2013/04/04 02:05:49
I think this would be useful on a terrain mesh. Using it would flip the dividing edge between two triangular brushes, which allows you to smooth out surface geometry of a terrain without adding more tris, but simply by optimising the flow of the edges in the mesh.
http://openmesh.org/Documentation/OpenMesh-2.0.1-Documentation/mesh.flip.png
I often do this manually when modifying terrain in Worldcraft. Terrain is about the only place I think I would use it though.
#845 posted by necros on 2013/04/04 02:07:17
yeah, it's of somewhat limited use, but where it is useful (terrain), it's powerful.
so it's kind of a toss up really.
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