#9444 posted by JneeraZ on 2010/02/23 21:11:16
They aren't UnrealEd's controls, basically. :)
I just have to get used to them I guess. Most Quake editors have clunky 3D camera controls. Any time you require me to use the keyboard to navigate, it's kind of a fail.
Willem
#9445 posted by Mike Woodham on 2010/02/23 21:38:49
Not sure which version you are using (I use 96b because they dropped support for BspBuild after that) but mouse scroll wheel for movement, and Alt+mouse for 360 looking work fine. I use Shift+ Left Mouse for texture alignment, CTRL + Left Mouse for texture sizing on the fly; and the mouse controls are fully configurable anyway.
#9446 posted by JneeraZ on 2010/02/23 21:42:09
ALT, huh? Will try that (right now it's my middle mouse button). I JUST picked it up last night so I'm definitely open to learning whatever I can about it.
Oh Yes...
#9447 posted by Mike Woodham on 2010/02/23 21:56:22
...and I use CTRL/Alt Left Mouse for texture rotation; especially good for aligning wood textures on spiral staircases.
Ricky !
#9448 posted by Drew on 2010/02/24 00:36:40
I'm still having problems converting my wads into hlwads with the qconverter stuff. I gave up on trying to figure that out, but I'm tired of the vanilla textures lately...
Ricky, I remember a long time ago you offered to give me a few more .hlwads if I needed them.
could you send me the Half life and DOOM hlwads!?
An Important Note For Nvidia And Worldcraft 1.6 Users
#9449 posted by Orl on 2010/02/24 00:36:56
Since we happen to be on the subject of mapping editors, I feel I need to share this bit of info in case someone else encounters it. I probably am the last person using Worldcraft 1.6, but irregardless.
If you are using an Nvidia graphics card with the latest drivers, and are on Windows Vista or 7, you will experience a garbled 3d view in WC 1.6 that seemingly can't be fixed. This is because it's due to an Nvidia driver fault, and not because of Vista or Windows 7.
Worldcraft 1.6 uses DirectX, NOT OpenGL. WC uses the nvd3dum.dll which is Nvidia's Vista compatible D3D driver. This is the driver that causes the garbled screen problem, at least the current version of it does now. Any version higher than 182.50 of this driver causes the garbled screen.
So in order to fix it, you must copy the nvd3dum.dll from an older set of Nvidia drivers (182.50 or below) and place it in Worldcraft's main folder. This will remedy the 3D view problem.
I will gladly provide the old nvd3dum.dll driver that fixes the garbled screen problem, but again I'm not sure if anyone else out there uses WC 1.6 anymore. Still, I felt it was necessary to share in case someone does.
Drew
#9450 posted by RickyT33 on 2010/02/24 02:11:28
I'll see what I got ready.
The HalfLife one needs to be tinkered I think because its too big/has textures which are too big.
But I got the doom ones :)
#9451 posted by rj on 2010/02/24 02:12:21
but again I'm not sure if anyone else out there uses WC 1.6 anymore
i thought my post above kinda suggested i did :)
i have a nvidia card too, but am only on XP. useful to know if i ever end up getting windows 7 though.
just to clarify, do you mean the normal 3d view or hardware accelerated mode? the latter has never really worked properly for me (can never seem to select the right brush/face/item) so always stick with the standard
Rad
#9452 posted by Drew on 2010/02/24 02:32:24
thanks dude, I really appreciate it if you can, but no worries if it won't work out.
Rj
#9453 posted by Orl on 2010/02/24 04:19:23
just to clarify, do you mean the normal 3d view or hardware accelerated mode?
That's a good question. Yes, it only affects the normal software rendered 3D view. It doesn't garble the 3D view when using hardware accelerated mode, but you can't use that mode either because you can't select anything in the 3D view, as you said.
But since you use XP, you won't have the 3D view problem regardless. :)
We Want
#9454 posted by ijed on 2010/02/24 12:07:45
Open Source Worldcraft - because Valve can't be trusted to make it work.
#9455 posted by Rick on 2010/02/24 15:43:12
I'm using WC 1.6 on Windows 7 with hardware acceleration enabled and it works. My computer is an Intel Core2Duo and nVidia 8800GTS.
This is not the original WC I bought, but a version I downloaded from somewhere (my original WC wouldn't run on Windows 7, I found this one while searching for a fix). The .exe file does appear to be the same though. This version came with a Direct3D dll in the folder that apparently used to come with XP but is no longer supplied with 7.
The hardware acceleration is not perfect though. When selecting in the 3D view it will often select brushes off in the distance somewhere instead of the one you actually clicked on. Re-orienting the view slightly will usually fix this.
#9456 posted by JneeraZ on 2010/02/24 16:12:57
BSP is pretty nice now that I've spent a few hours with it. I really like having multiple window set ups at my finger tips - I've set one up for editing, one for texturing, etc. Slick.
The one thing I don't like is that I don't see a way to hide/show brushes/entities without using groups. That will slow me down once a level gets to be a reasonable size.
Another Little Problem ...
#9457 posted by Ron on 2010/02/24 17:12:04
I made a floor that disappears with a trigger_counter>killtarget>floor.
It works fine, but the bodies and items keep hanging in mid air.
Oh, and the floor was a func_wall, I don't know if that's relevant.
Any suggestions ?
#9458 posted by negke on 2010/02/24 17:17:40
That's the standard behavior when killtargeting funcs. If possible, turn it into a door that moves down quickly (and quietly), with a lip value that makes it move a few units inside the lower floor.
Thanks
#9459 posted by Ron on 2010/02/24 17:26:46
Why can't it ever be easy ? ;)
Almost Funny ...
#9460 posted by Ron on 2010/02/24 18:10:59
I had to make the door move to the side, I can't make it go down. It works fine, only now all the bodies are pressed up to the wall where the door was last.
I don't think I can win this one ...
Well
#9461 posted by ijed on 2010/02/24 18:15:05
like Negke says, the corpses will follow wherever the door goes.
I'm guessing it can't go down because you've got stuff there?
If there's items then just move them up a floor, if it's monster you can try spawning them in after the floor falls away.
#9462 posted by negke on 2010/02/24 18:19:53
Or prevent the monsters from walking onto the door, e.g. by placing 'soft' monsterjump triggers around it.
#9463 posted by JneeraZ on 2010/02/24 18:31:38
So IS there a way to hide/show individual brushes/entities in BSP without using a temp group? There has to be, right?
OR MOVE THE WORLD AROUND THE ROOM!
#9464 posted by ijed on 2010/02/24 18:32:18
Thanks Again
#9465 posted by Ron on 2010/02/24 18:38:11
Thanks again, some good suggestions.
But I don't know, maybe I'm bitching too much.
It looks a little bit silly, but it doesn't interfere with gameplay so, I don't know, maybe I'll just keep it like it is now.
Yes, there is stuff underneath, I could try the spawning thing.
The monsters need to be on the door too, it's sort of a battle ground with several layers.
#9466 posted by Ron on 2010/02/24 18:41:06
"OR MOVE THE WORLD AROUND THE ROOM!"
Haha, that would be cool !
I don't know if the old engine could take that much travel at one time though !
Have you ever done something like that ?
If so, please tell me where.
Sort Of
#9467 posted by ijed on 2010/02/24 19:20:02
In a Q2 Lazarus map. In it you can make a mirror plane, but the mirror will only reflect entities (monsters etc) not brushwork. So behind / inside the mirror you have to make a mirror image of your level to create the illusion.
Copying an idea from one of the test maps I made it so the player could break the mirror, at which point the fake world (func_wall) was deleted and the real room behind filled with enemies.
I tried a The Cube type thing once as well.
Neither got further than failed mod / test map.
I think Negke had a speedmap with rising water?
-->
#9468 posted by ijed on 2010/02/24 19:20:36
And moved the world, because id1 water can't move.
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