#885 posted by JneeraZ on 2013/04/08 20:33:07
"Sometimes Maps Open With Camera Pointing Away From The Geometry."
If that's the case, a common practice in other editors is to drop the camera at the info_playerstart position ...
 I Changed It
so that the camera is outside the map, pointing at it, and zoomed out so far that the entire map is visible in the 3D view.
 Rotate Tool
seems to be acting weird in version 1.07... every time I try and hover over the grabby-thing (dunno what they're called) they disappear, and when I move my cursor away they reappear. It's like the editor is trolling me!
 Grid Lines
also I really dislike the "major grid lines" always showing, I find them really distracting plus it makes using smaller grids unusable IMO.
 Fifth
Will look into it.
#890 posted by deqer on 2013/04/10 21:03:49
Just want to say that for any feature that is requested to be removed, or hinted towards the idea of being removed, that I'd like to recommend that it not be completely removed, but rather add it as an option in Preferences that can be enabled/disabled.
I realize that this may sound like a redundant statement. But, I've never said it before, and just wanted to say it now. Now that I have, I'll never say it again.
I've not played with 1.07 yet, because been busy catching up certain things in life. But, I'm sure I will have a use for the 'major grid lines' feature, once I find time to start mapping again.
#891 posted by JneeraZ on 2013/04/10 21:55:25
Features are removed for a reason. Adding a checkbox just clutters up the code base. IMO...
 Agreed
however I think having really thick distracting grid lines that don't scale down with smaller grid sizes is a hindrance. Besides, I made a map perfectly fine without this feature, I can't think of an instance where I would have needed it.
 Feature Request...
Is it possible that when you make a brush entity and you decide to change it from one type to another that it retains all the values and keys if possible?
 Fifth
Could you please post the feature requests and bugs to the issue tracker?
 SW
Sorry dude I keep forgetting (mostly because I haven't bookmarked it)... I'll try to remember in future. (I see you've already posted them there?)
 Not The Last One.
#897 posted by deqer on 2013/04/10 23:34:59
I'm just saying, don't remove a feature simply because 1 person cries about it; regardless that he/she was able to map without it.
I want the major gridlines, therefore leave the feature intact and put an option for it in the Preferences to disable it.
There's a reason this feature exists, and a reason it exists in other 3D programs as well. So, don't remove it just because 1 person cries about it.
Thanks.
#898 posted by JneeraZ on 2013/04/10 23:39:18
Sure, that's a different situation.
 I Won't Remove It
I'll just make it so that it works better at small grid sizes.
 Deqer
I'm not crying about it, I gave valid reasons as to why I thought it wasn't necessary to have them. Can you stop being a prima donna? Thanks.
#901 posted by JneeraZ on 2013/04/11 01:44:12
Guys, please. Just let it go.
 Mexican Soap Opera
#902 posted by ijed on 2013/04/11 02:00:03
#903 posted by gb on 2013/04/15 15:10:18
Does someone have a Linux x86 build they'd be willing to share?
#904 posted by Spirit on 2013/04/15 18:17:41
I am on 64 bit but if it is easy to crosscompile I could do one for you.
 Gb
You can try this: https://dl.dropboxusercontent.com/u/7009168/TrenchBroom.tar.gz
It was built on Ubuntu 12.04 32bit. You can unpack it to /opt so that the executable is at /opt/TrenchBroom/TrenchBroom. You can then just copy the .desktop file to ~/.local/share/applications/
If you don't put it into /opt, you'll need to adapt the paths in the desktop file. Let me know if it works!
 One More Thing
TB uses the ALT key for some things such as moving objects vertically. This collides with some window managers, and you might have to disable the ALT key for your window manager. I have rebound it to the windows key on my machine. See this for Ubuntu: http://askubuntu.com/questions/80623/how-to-disable-altclick-from-moving-windows-in-unity-2d
#907 posted by gb on 2013/04/16 04:56:18
Thanks, I will try this tomorrow.
By the way, I found the difference between Hexen 2 and Quake .map formats. It is downright trivial. The other things that would need doing are a Hexen 2 .ent file, which I could provide, and perhaps support for the H2 palette. The wad format seems to be the same. Hexen 2 .mdl is slightly different, but of course bounding boxes would do. I'm working on H2 related tools coding at the moment. I have AguirRe's light mostly working. The change is trivial as well. QBSP changes are only slightly more involved. Hexen 2 has more hulls.
The .map file change is indeed so trivial that any Quake 1 .map file can easily be converted to Hexen 2 format by just some search and replace.
 I Know
But what does the extra face attribute mean? No one seems to know. Also, can you say what the differences in the mdl format are?
 @SleepwalkR
#909 posted by Spike on 2013/04/16 08:35:16
The qbsp code refers to it as 'Light'. It copies it around, but doesn't actually do anything with it. I assume they were going to use it for radiance but never actually did, So writing out a dummy value of -1 should be fine.
The mission pack uses a different mdl format, but the core game merely uses q1mdl with additional flags (stick to the 'data1' directory and avoid 'portals' and you should be fine)...
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