Quake3World.com Forums
     Level Editing & Modeling
        Question on func_group


Post new topicReply to topic
Login | Profile | | FAQ | Search | IRC




Print view Previous topic | Next topic 
Topic Starter Topic: Question on func_group

Veteran
Veteran

Joined: 23 Aug 2011
Posts: 174
PostPosted: 09-17-2011 12:41 PM           Profile Send private message  E-mail  Edit post Reply with quote


I was reading the definition of the func_group from the GtkRadiant manual because I wanted to use it for grouping some entities together and I discovered that I cannot group entities, just brushes so far. Okay, that answered my first question. But beside that the GtkRadiant manual simply say :

Quote:
func_group
Map Entity Color: Light blue
Dimensions: Determined by dimensions of map components.
Game Function: This is not an entity. It is strictly an editor utility to group world brushes and patches together for convenience (selecting, moving, copying, etc). You cannot group entities with this.


And I think I remembered reading somewhere that @ compile time, the func_group is ignored. But I found back an old word doc from Paul Jacquay about Terrain Construction for Quake 3 Engine Games, the doc was converted to html by astrocreep, it can be found here. I think that document was created from Team Arena and it looks like the func_group was created from there with the following def :

Quote:
ยท A variant of the func_group entity has been added to the game. When a func_group of brushes (only) is given a terrain key and a numerical value (an ID number for that terrain) and several other key attributes, it becomes a terrain entity and is treated differently than other brushes during the compile.


@ this place in the doc the func_group is an entity with keys and values for it, it's being used for terrain information.

Are the 2 definition true? I mean can I work with a simple group of brushes if I don't give the group any keys/values?




Top
                 

Old Skool'
Old Skool'

Joined: 02 May 2002
Posts: 5116
PostPosted: 09-17-2011 12:59 PM           Profile Send private message  E-mail  Edit post Reply with quote


What excactly are you asking? :P
You can apply stuff like _lightmapscale to func_groups for example.




Top
                 

Veteran
Veteran

Joined: 23 Aug 2011
Posts: 174
PostPosted: 09-17-2011 01:12 PM           Profile Send private message  E-mail  Edit post Reply with quote


Originally I wanted to group some brushes that would be transformed to func_bobbing entities and give it all the same values for a specific group and some others value to another group, but it seems that I cannot do that with entities for func_group.

And then I read from the other manual of Paul Jacquay that the func_group is being used as entities for terrain information in a Team Arena map.

In your example, is _lightmapscale an entity or not? I am a little bit confused on how to work with func_group.



_________________
DGhost
http://www.dghost.com


Top
                 

Old Skool'
Old Skool'

Joined: 02 May 2002
Posts: 5116
PostPosted: 09-17-2011 01:28 PM           Profile Send private message  E-mail  Edit post Reply with quote


_lightmapscale is a key that you can give to for example func_groups.
Can't you simply create the func_bobbing you want and duplicate it? Don't see why you have to group it.
Atleast in 1.5 you can't select all the grouped brushes anyway, you can only select one brush at a time so you don't save any time making it into a group.
Create a prefab if you wanna do something like that.




Top
                 

Veteran
Veteran

Joined: 23 Aug 2011
Posts: 174
PostPosted: 09-17-2011 01:49 PM           Profile Send private message  E-mail  Edit post Reply with quote


Ah okay! I thought that I could select the whole group with one click, I am using zeroradiant tough. I will have to check that. I though from the beginning that the func_group was only a feature to work with a group of brushes and that the entity was ignored @ compiled time, I never knew that it could also be used as a terrain entity and that we could applies keys on it.




Top
                 

Veteran
Veteran

Joined: 23 Aug 2011
Posts: 174
PostPosted: 09-17-2011 01:57 PM           Profile Send private message  E-mail  Edit post Reply with quote


In my case I cannot simply duplicate my brushes that are func_bobbing because they are all of different shape and size. You are right, I could have achieved what I wanted with a prefab, didn't though of that. But my brushes location would have to be right on spot with this method, which sadly, they are not at the moment. Not the end of the world, I'll just manage them individually.



_________________
DGhost
http://www.dghost.com


Top
                 

Cool #9
Cool #9

Joined: 01 Dec 2000
Posts: 36624
PostPosted: 09-18-2011 01:53 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Fjoggs, the _lightmapscale key is something that q3map2 reads, not Quake 3 itself.

func_group actually is an entity and Quake 3 recognizes it as such as well. However, Quake 3 dismisses the entity as soon as the map is loaded. So it won't have any functional effect in Quake 3 itself. Quake 3 actually treats func_group as if it were an info_null entity.

So for all means and purposes, func_group is nothing more than a way of grouping brushes together in the editor with the added possibility of specifying q3map2 specific keys. I think the terrain stuff Paul Jacquays wrote about is something that's handled by q3map as well.



_________________
Get mods & maps at Engines of Creation


Top
                 

Veteran
Veteran

Joined: 28 May 2010
Posts: 187
PostPosted: 09-18-2011 03:18 AM           Profile Send private message  E-mail  Edit post Reply with quote


Fjoggs wrote:
Atleast in 1.5 you can't select all the grouped brushes anyway, you can only select one brush at a time so you don't save any time making it into a group.

Oh yes, you can. Select one brush of the entity and press CTRL+ALT+E and all brushes become selected.



_________________
victorkarp.wordpress.com | the most comprehensive German Quake 3 mapping tutorials on the internet


Top
                 

Old Skool'
Old Skool'

Joined: 02 May 2002
Posts: 5116
PostPosted: 09-18-2011 03:51 AM           Profile Send private message  E-mail  Edit post Reply with quote


Gasp! I never knew that. Awkward hotkey though. :D
This actually makes groups useful. Cheers!




Top
                 

Veteran
Veteran

Joined: 23 Aug 2011
Posts: 174
PostPosted: 09-18-2011 05:58 AM           Profile Send private message  E-mail  Edit post Reply with quote


Ah ok, so this is working at least for group selecting, it was one of the main reason that I wanted to use it.



_________________
DGhost
http://www.dghost.com


Top
                 

Mercenary
Mercenary

Joined: 07 Oct 2009
Posts: 204
PostPosted: 09-18-2011 01:57 PM           Profile Send private message  E-mail  Edit post Reply with quote


PPL need to read before posting,mapping:

http://www.quake3world.com/forum/viewtopic.php?f=10&t=42049




Top
                 

Cool #9
Cool #9

Joined: 01 Dec 2000
Posts: 36624
PostPosted: 09-18-2011 10:44 PM           Profile   Send private message  E-mail  Edit post Reply with quote


Does such a hotkey exist in GtkRadian 1.4 as well?



_________________
Get mods & maps at Engines of Creation


Top
                 

Insane Quaker
Insane Quaker

Joined: 28 Dec 2009
Posts: 289
PostPosted: 09-18-2011 10:50 PM           Profile Send private message  E-mail  Edit post Reply with quote


Eraser wrote:
Does such a hotkey exist in GtkRadian 1.4 as well?

Tried it. Did not appear to work. Could not find it in the Shortcuts list either. Only way I know is by flipping through all them in the entities window "L", and when I find the right one, press Select button.




Top
                 

I'm the dude!
I'm the dude!

Joined: 04 Feb 2002
Posts: 10431
PostPosted: 09-19-2011 06:34 AM           Profile Send private message  E-mail  Edit post Reply with quote


Selecting all brushes of an entity:
1.5: CTRL + ALT + E
1.4/1.6: CTRL + ALT + LMB



_________________
GtkRadiant | Q3Map2 | Shader Manual


Top
                 

Insane Quaker
Insane Quaker

Joined: 28 Dec 2009
Posts: 289
PostPosted: 09-19-2011 06:41 AM           Profile Send private message  E-mail  Edit post Reply with quote


Wow, that's great. Thanks obsidian.




Top
                 

Veteran
Veteran

Joined: 23 Aug 2011
Posts: 174
PostPosted: 09-19-2011 07:53 AM           Profile Send private message  E-mail  Edit post Reply with quote


I'm using GtkR 1.6 - ZeroR and the shortcut for selecting all the same entities is not working for me, that is the CTRL+ALT+LMB. Anybody else with ZeroR can confirm this?



_________________
DGhost
http://www.dghost.com


Top
                 

I'm the dude!
I'm the dude!

Joined: 04 Feb 2002
Posts: 10431
PostPosted: 09-19-2011 08:05 AM           Profile Send private message  E-mail  Edit post Reply with quote


It doesn't select all the same entities, it selects all the brushes as part of that single entity (like a func_group of multiple brushes).



_________________
GtkRadiant | Q3Map2 | Shader Manual


Top
                 

Veteran
Veteran

Joined: 23 Aug 2011
Posts: 174
PostPosted: 09-19-2011 08:32 AM           Profile Send private message  E-mail  Edit post Reply with quote


Aaaah ok. thx!



_________________
DGhost
http://www.dghost.com


Top
                 

Insane Quaker
Insane Quaker

Joined: 28 Dec 2009
Posts: 289
PostPosted: 09-19-2011 08:59 AM           Profile Send private message  E-mail  Edit post Reply with quote


dghost77 wrote:
I'm using GtkR 1.6 - ZeroR and the shortcut for selecting all the same entities is not working for me


Try pressing Shift+A after you selected the first entity. I found this out from the link (above) by Theftbot.




Top
                 

Veteran
Veteran

Joined: 23 Aug 2011
Posts: 174
PostPosted: 09-19-2011 09:06 AM           Profile Send private message  E-mail  Edit post Reply with quote


Thx! :) Going through right now. I only read the func_group entry yesterday from it.



_________________
DGhost
http://www.dghost.com


Top
                 
Quake3World.com | Forum Index | Level Editing & Modeling


Post new topic Reply to topic


cron
Quake3World.com
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group