Not?
#9469 posted by madfox on 2010/02/24 19:42:52
OR MOVE THE WORLD AROUND THE PLAYER!
instead of teleporters..,
player not fixed, we can't do that yet.
Willem
#9470 posted by Mike Woodham on 2010/02/24 19:54:19
You can hide all entites - it's the icon below the Grid menu in the standard set up 'ent' with a line through it.
Next to that is the hide world button.
But, use Groups they will speed up your workflow once you get used to it.
For instance, here is a list of things that I would put in a Group:-
terrain lumps
lights
monsters
lava where there is a lot of different chunks of it
major building elements such as above ground/below ground; or dungeon/library
In fact I Group anything that I want to work on until it is finished and then move onto the next area and switch off the finished area.
I think the key to using Groups is that you can set them to hide what would otherwise be distracting brushwork in dense areas of the map.
Imagine working on this without Groups:
http://img707.imageshack.us/img707/7963/fmbnearlydone.jpg
Compared to:
http://img36.imageshack.us/img36/1206/fmbsameviewgroup.jpg
Entities off and just the Group I am working on.
Groups, they're brilliant!
#9471 posted by JneeraZ on 2010/02/24 21:25:02
Oh, I'm on board with the group train, believe me. That was an immediate win for me.
I was just hoping for a quick, "I want to work on these 3 brushes for a second". In ToeTag I had a thing where I could select them and with a keypress hide everything else.
It's also nice to be able to say, "This brush is right in the way of what I want to see." There's no way of clicking it and just hiding it quickly from what I can tell.
I guess I'll have to get ninja with the groups and deal with it. :)
Something Else About WC
#9472 posted by ijed on 2010/02/24 22:49:23
I have to use this utility:
http://www.quaddicted.com/tools/setgamma11.zip
With a number higher than 1 to not go blind with the 3d window.
#9473 posted by JneeraZ on 2010/02/24 22:52:46
That's something I don't like in BSP. It has the worst texture browser I've ever used. It's worse than Worldcraft's and that's saying something. :)
Texture Browser
#9474 posted by Mike Woodham on 2010/02/24 23:59:37
What kind of things would you do to the browser to improve it?
#9475 posted by JneeraZ on 2010/02/25 00:34:26
At the very least, display the textures in some sort of size relative way. Let a 128x128 wall be 4 times larger than a 32x32 floor piece. I really dislike how they all get crammed into the same size box.
That alone would make it more useful for me.
#9476 posted by Spirit on 2010/02/25 09:14:02
QuArK refreshes the textures each time you enter the texture browser. So if you have a big wad you will have to wait many seconds and then scroll down to your texture. Idiotic.
#9477 posted by JneeraZ on 2010/02/25 11:42:33
OK, haha, so it COULD be worse...
#9478 posted by JneeraZ on 2010/02/25 13:12:42
Mike
BSP questions.
1) Is there a way to manipulate verts in the 3D view? Like, drag them?
2) Barring that, is there a way to select a specific vertex and then go drag it in the 2D viewports? It's tough to do terrain with triangular brushes sometimes with the way I perceive this editor working.
Is In WC
#9479 posted by RickyT33 on 2010/02/25 15:40:36
sorry
you can select in 3D and then move in 2D. Very useful.
Heh - I never hide anything when mapping. Probably slows me down a lot. I just dont like the idea of having to be cautious about building into an area which already has brushes there because you couldnt see them.
You should see the 2D views from the side of my current map when zoomed out. White lines, black background, just like a big white blob.
I have to select things just to see where they are :O because when selected they show as red!
Im pretty sure that if I was working with a team of people that they would complain about it!
You Don't Use Visgroups Ricky?
#9480 posted by rj on 2010/02/25 15:42:02
They're Very Useful
#9481 posted by ijed on 2010/02/25 15:50:12
Not so much for slowing your pc down, but more for selectively getting stuff out of the way.
My maps tend to have visgroups set up like this:
liquids
doors
buttons
details
With adding to the list as needed - the show entities option taking care of the rest.
Makes it alot simpler to build recesses for moving stuff, set up triggers and their areas, block stuff out, etc.
Hiding whole areas I don't bother with so much any more.
#9482 posted by anonymous user on 2010/02/25 16:30:03
that a shity thing in Quark :| but i love the editor... :)
I usualy dont use big wads...
visgroups? how? never try!!!
AFAIK WC Only Visgroups
#9483 posted by ijed on 2010/02/25 18:15:31
Trinca, log in like normal people ;)
Willem
#9484 posted by Mike Woodham on 2010/02/25 19:39:52
Texture settings are in the prefs menu: in standard set up it is the tool bar icon, top row, 5th one in from the right (pref). Your settings are in there. If you look at my screenshots from earlier you will see I have textures just as you suggest.
Axedskullglow is 128 x 128 and azwall3_1 is 64 x64
Just...
#9485 posted by Mike Woodham on 2010/02/25 19:40:51
...select Textures from the drop down menu
#9486 posted by JneeraZ on 2010/02/25 19:56:26
Really? Hell yes! That will be great, thanks for the info!
But no love on 3D vertex manipulation?
Vertex Dragging In 3D
#9487 posted by Mike Woodham on 2010/02/25 19:59:01
I haven't seen that in 3D (not that I have looked) but I tend to select the face in 3D and then manipulate in 2D. The 3D window updates in real-time anyway.
I have a scroll wheel mouse so I select face in 3D, move the mouse over whichever 2D window is relevant, scroll to zoom in or out, right click and drag to move the view around, manipulate brush using this method.
I have been playing with terrain on and off for ages and I have no problems.
A Bit More
#9488 posted by Mike Woodham on 2010/02/25 20:06:05
Selecting a brush in 2D is just SHIFT and left click on the brush's centre x.
You can also change the selected face of a selected brush by left clicking close the the outside edge of the new face.
#9489 posted by JneeraZ on 2010/02/25 20:10:00
OK, just checking. I had 3D manipulation of stuff in ToeTag and it was hella useful. I'll just have to get used to this method for now then.
Thanks for all your help, BTW. It great to have someone to fill in the holes that I can't fill with the help docs.
Trinca
#9490 posted by JPL on 2010/02/25 21:28:47
Hammer visgroups are groups in QuArK... as far as I know ;)
#9491 posted by Trinca on 2010/02/26 11:54:55
thanks JPL
Documentation Wanted ...
#9492 posted by Ron on 2010/02/26 16:47:39
I was thinking of including some monsters from the mission pack(s).
Is there any documentation showing me what files I need to copy and how to write them into the WC fgd ?
I probably need to make a new pak then too, do I ?
If Anybody Is Up For It ...
#9493 posted by Ron on 2010/02/26 16:59:00
There is something I can't do at all and that is making new monster models. I don't want to learn it either, I think others can do a better job anyway. But I've got this idea of creating a really tall (bigger than the Shambler) version of an Ogre, carrying a large hammer or axe, that is really fast and crushes a player with one good blow. It would be cool to make him act hostile toward any non-Ogres. Not an end boss or anything, just an occasional annoyance. Dodging, shooting and staying alive would be the way past him.
If you like the idea, I would love to use your skills ...
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