#9644 posted by RickyT33 on 2010/04/03 14:39:06
Tyrlite 0.99e
You are allowed 1 sun, unlike AguirRe's tool which lets you have more than one sun.
As for the entity limit, someone posted a link to a hacked version that was made on my request (!) but I havent had a chance to use yet :O
I forget where it was too
#9645 posted by JneeraZ on 2010/04/04 16:10:47
OK ... am I missing this feature? Does Worldcraft/Hammer have a quick way to automatically link up entities via target/targetname? It must, right? I don't have to manually label them all, do I?
Yes
#9646 posted by ijed on 2010/04/04 16:57:54
Though there's copy paste.
#9647 posted by JneeraZ on 2010/04/04 17:03:06
Really? Huh. I thought that was a standard feature in Quake based editors these days.
Hammer
#9648 posted by Zwiffle on 2010/04/04 17:07:56
Is very cumbersome in many ways. In modern hammer (Source hammer) you can auto-complete a lot of the names if you have already named your entities, which is alright, but no shortcuts afaik for targeting those entities. Not sure about HL1 hammer.
It Has The
#9649 posted by RickyT33 on 2010/04/04 18:07:53
ability to have one field open in the enitity window and select point entities in the 2D biew in the background without having to shut the dialogue down.
Dont use it Willem.
I Find Entity Report
#9650 posted by ijed on 2010/04/04 18:32:01
Very useful, though it doesn't provide you any sort of graphical representation, like a trigger tree or anything.
Heh
#9651 posted by necros on 2010/04/04 20:53:48
i can't stand the auto targetting stuff. i used it a bit in doom3edit but when i'd go back and try to check entity links, i could never figure out where t73 matched and what the heck does t94 go to?? o.0 :P
but then, when i look at the q1 source maps, i saw (to some dismay) that id used that for all their maps. o.o
i guess it's just one of my weird things that i do, but i prefer to spend an extra second to name my entity 'mainRoom_bigDoor2_left' than 't44'. :P
Auto Targetting
#9652 posted by Mike Woodham on 2010/04/04 21:23:31
BspEditor allows you to highlight your trigger and then CTRL/left-click your target to auto complete, but like necros, I prefer to give myself (er, my map elements) meaningful target names.
#9653 posted by necros on 2010/04/04 22:23:41
i should mention that doom3edit does the auto targeting right at least. i learnt later than if you name your targeted entity first, then autotarget a trigger at it, it will assign a 'target' key that matches the targetname (instead of rewriting)
Doh...
#9654 posted by Mike Woodham on 2010/04/04 22:38:58
So it does in BspEditor. Well, you live and learn.
#9655 posted by gb on 2010/04/05 00:35:54
when i'd go back and try to check entity links, i could never figure out where t73 matched and what the heck does t94 go to?? o.0 :P
but then, when i look at the q1 source maps, i saw (to some dismay) that id used that for all their maps. o.o
Very annoying when you're trying to remake them. Not having to deal with that was a welcome side effect of finally (re)starting from scratch.
#9656 posted by JneeraZ on 2010/04/05 01:31:52
In just grew up used to it I guess since id had it in their editor and then QERadiant continued with the feature. I assumed it was a staple which is why I added it to ToeTag!
The only place it's going to be a hassle is when doing, say, a metal map where you have tons of spotlights to set up. Blah... Although maybe targeting an info_null isn't necessary anymore as I saw something in the light docs about giving a regular light an angle...
Spotlight Angles
#9657 posted by rj on 2010/04/05 02:03:14
have been pretty standard in most light apps for the past ~10 years or so!
In Quake Anyway
#9658 posted by rj on 2010/04/05 02:04:27
(not sure on hindsight whether you were actually talking about it)
I Think You Can Give Any Light An Angle...?
#9659 posted by grahf on 2010/04/05 08:56:09
and yeah, the key is 'pitch yaw 0'
(zero is placeholder, because rotating a conical light source doesnt really do anything)
#9660 posted by JneeraZ on 2010/04/05 14:00:34
"have been pretty standard in most light apps for the past ~10 years or so!"
Well, I've been out of the mainstream Quake editing world for over 10 years so ... new to me! :)
#9661 posted by rj on 2010/04/05 14:08:56
which light app are you using?
i'd recommend the one here if you aren't already using it: http://user.tninet.se/~xir870k/ (bundled with rvis)
#9662 posted by RaVeN on 2010/04/05 17:55:18
Darkplaces uses gl non power of two extension
RaVeN:
#9663 posted by metlslime on 2010/04/05 21:59:49
Ah, that figures. Since my card doesn't have it, it doesn't look very good for me :)
Sound
#9664 posted by madfox on 2010/04/07 06:28:49
I have a trigger_once, that triggers four teleporter monsters.
I made all teleporters silent.
I want to use this trigger silent, but the options show
1 secret
2 beepbeep
3 largeswitch
and 4.
I may be a nooblib, but should I fill in silent?
#9665 posted by necros on 2010/04/07 06:40:18
just leave 'sounds' set to 0 to be silent. (this is the default behaviour).
Button Textures!
#9666 posted by necros on 2010/04/09 03:55:57
anyone know of some good button textures? i'm looking for something that would fit in a quake medieval/metal theme.
tired of the metal Q button, copper pentagram and red dagger on sunburst buttons. :P
Necros
#9667 posted by negke on 2010/04/11 13:31:58
Knave cross button. Daikatana episode 3 buttons/tiles. One of the red rune tiles in metal.wad. Some distinct square metal panel with an interesting brush frame. Existing button texture remixed and rearranged with mirror/rotate.
Okay
#9668 posted by Drew on 2010/04/11 19:21:35
so I disabled UAC in order to allow for texture usage.
Now all of my rmf files are gone. And my Quoth game mode was gone from WC. wtf? I still have some of my .map files, but of course the textures are all fucked.
sucks.
|