Yes
#9719 posted by rj on 2010/04/21 13:25:50
at the moment i have to draw a selection box around the point and hit enter to move all of them at once, ultimately i'd like to just be able to click and drag (or hit an arrow key) to move all the vertices at that point
just wanting to save time/effort when doing lots of it
I Think
#9720 posted by ijed on 2010/04/21 15:37:46
3.3 Selects the singular vertex closest to the view.
Seems like there should be an option for this, aside from the middle points on/off thing.
Tronyn
#9721 posted by ijed on 2010/04/21 15:44:29
I had the same problem when you sent me your RWOP files ages ago - nothing in the active windows.
Probably the only workable option is to use the fix options inside of Worldcraft, but also figuring out a way for the map to stop eating itself with errors.
I've heard of this before but never of a solution.
Tronyn
#9722 posted by necros on 2010/04/21 21:31:30
could you copy and paste the line (and the whole brush) in question? maybe someone will notice what's wrong with the syntax.
( -1952 -1088 2368 ) ( -1920 -1056 2368 ) ( -1920 -1056 2336 ) metal5_60 31 63 90 1 1
here's a standard q1 format line in a brush definition.
3 xyz coordinates, followed by the name of the texture, then x offset for texture, y offset for texture, angle to be rotated, x scale, y scale.
Have To Say
#9723 posted by Drew on 2010/04/22 01:38:03
I pretty much hate 3.3 now.
I think I might go back to 1.6...
Well
#9724 posted by ijed on 2010/04/22 02:34:47
After starting with 3.3 I hated it. I thought about going back to 1.6a but then remembered all the little issues that version had as well.
They're both temperamental, at least with 3.3 there's proper texture lock.
Q: So Why Don't You Use An Alternate Editor?
#9725 posted by ijed on 2010/04/22 02:38:20
A: Because now all my maps are in 3.3 texture format...
And I like the interface still.
#9726 posted by Zwiffle on 2010/04/22 02:51:16
3.3 is better than 1.6 by a lot, but it's just so damn cumbersome compared to radiant.
I wish I had the balls to go make my own god damn editor with exactly what I wanted to work how I wanted it to work :(
If There's Hope For Him
#9727 posted by ijed on 2010/04/22 03:32:32
I've Found
#9728 posted by Tronyn on 2010/04/22 13:26:10
that one of the actual reasons why a lot of my new stuff is on a larger scale than my old stuff, is the ability to move the camera a lot more smoothly and quickly in 3.3.
Heres the data for the first offending brush in the map:
{
( 144 -144 -256 ) ( 272 -144 -256 ) ( 272 -160 -256 ) METALL BARS [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
( 272 -144 -384 ) ( 144 -144 -384 ) ( 160 -160 -384 ) METALL BARS [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
( 272 -160 -256 ) ( 272 -160 -384 ) ( 160 -160 -384 ) METALL BARS [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 272 -144 -384 ) ( 272 -144 -256 ) ( 144 -144 -256 ) METALL BARS [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 160 -160 -256 ) ( 160 -160 -384 ) ( 144 -144 -384 ) METALL BARS [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 272 -160 -384 ) ( 272 -160 -256 ) ( 272 -144 -256 ) METALL BARS [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
}
Could It Be...
#9729 posted by generic on 2010/04/22 13:58:17
Something as simple as the space in the texture name?
Just guessing.
Is That A Quake Map File?
Cause it doesn't look like one.
#9731 posted by spy on 2010/04/22 19:19:40
Cause it doesn't look like one.
yes, it's valve 'mapversion 220' format file
#9732 posted by necros on 2010/04/22 20:32:52
well, whatever it is, it needs to be converted into quake format.
you've got some strange syntax after the texture name (and i'm not sure you are allowed to have spaces either).
is that the enhanced texture positioning maybe?
Texture Names With Spaces
are a likely suspect. You should find & replace them with something else in a text editor and see if it works then.
Connecting Levels?
#9734 posted by sumguy on 2010/04/22 20:49:33
I'm certain this is a stupid question, but how do you link maps together so that the player can teleport to the next level(such as how it's done in the original Quake single player).
I know Half-Life used a "changelevel" entity, but I don't see that option available for Quake. Am I missing something?
Sorry if this is an obvious thing, but I can't seem to find an answer anywhere. I am using Worldcraft 3.3 with the Quake adapter if that helps.
Thanks in advance...
Trigger_changelevel
#9735 posted by rj on 2010/04/22 20:50:34
:-)
Durr...
#9736 posted by sumguy on 2010/04/22 21:03:56
That makes too much sense.
thanks rj...
Weird Format
#9737 posted by Preach on 2010/04/22 21:13:58
Some tools do accept hammer map format and produce a quake 1 map, but I'd agree with everyone about the space in the texture name.
Yes
#9738 posted by ijed on 2010/04/22 23:37:49
Those numbers are the extended texture format, and the compiler has no problem with them. Most quake map editors can't open maps with this extension, but if you're using the editor it was created by (WC3.3) then you'll have no problem.
Space in texture name sounds like the culprit...
Iris Doors
#9739 posted by ijed on 2010/04/23 00:23:03
How do they work?
Rotating? If so, screw it :)
I've seen them in Quake but can't remember where...
Bah
#9740 posted by ijed on 2010/04/23 00:25:31
Looks like it does work by rotating objects. Has anyone seen a non-rotating version?
Iris
#9741 posted by Preach on 2010/04/23 00:49:24
I wonder if you can cheat. If you had two pairs of doors, one opening vertically and the other opening horizontally directly behind them, you'd end up with a square hole as you opened them. If you extended this idea to four pairs (and presumably made the doors fairly thin) you could make an octagon which might look quite iris like.
Yeah
#9742 posted by ijed on 2010/04/23 01:01:46
that's kind of what I was thinking...
Will post any experiments that work.
Iris Doors...
#9743 posted by metlslime on 2010/04/23 02:33:00
don't need rotating, each slice just moves in a straight line. I think one of the IKBlue levels has this.
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