GTKRadiant 1.4

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

GTKRadiant 1.4

Post by Silicone_Milk »

Jeebus... that rotation function is really finnicky :icon27:
I have a corridor section Im trying to rotate 45 degrees and it will rotate the entire section but quite a few brushes get botched and become severely malformed. Damn shame that I have to go through so many brushes and remake the bad ones :tear:

I wonder if 1.5 solved the rotation function suckiness.
Shallow
Posts: 167
Joined: Wed Feb 09, 2005 1:58 pm

Post by Shallow »

The free rotate tool or arbitrary rotation type-in thingy have always been right up there with CSG subtract as things that get you on the fast track to a screwed up map. Vertices will be off grid and it's going to get ugly really quickly.

1.5 is probably better since spog added a lot of stuff to do brush cleanup on the fly, but whether it is worthwhile to switch will depend on whether you get on with it's love/hate interface changes.

Best solution: Build the corridor in place, at the desired angle to the grid, don't use rotate. Ths may be tiresome, knowing how to use the shear/skew shortcut helps (ctrl-click+drag outside the selected brush).

Alternative solution: Use q3map2 to convert the corridor section to an ASE model and rotate that. Downside is you then have to manually clip it which may take almost as long as building in place (every time you autoclip, God kills a kitten) and for best results you'll really want to use a modelling app to clean up the ASE. Google for more info, there's plenty of explanations of this around.
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