What is the limitation of this method?

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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a13n
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What is the limitation of this method?

Post by a13n »

When trying to quickly manipulate(find/replace) map file with script languages, what is the limitation?
For example, is it possible to extract each brush from func_group and merge them to worldspawn?
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Foo
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Post by Foo »

You can do whatever you like given enough skill and knowledge of the .map format/3d programming.

After all, Radiant is just a massive script operating on your .map file
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Silicone_Milk
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Post by Silicone_Milk »

What Foo said.
Take a look at the .map file in notepad. It's just text. [EDIT](im sure that's pretty common knowledge by now though heh)[/EDIT]
You can have a script do anything with that text if you wanted too.

I had to go in to the file and delete some brushes with notepad because Radiant couldn't find them to delete it but said they existed and refused to compile.
a13n
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Post by a13n »

*sigh*
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pjw
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Post by pjw »

a13n wrote:*sigh*
What script language or languages are you trying to use? Why are you trying to script a method to translate func_groups to worldspawn on a mass scale, rather than just ungrouping them via the editor? From reading the original post, I'm not quite sure I understand what you're talking about.

Maybe instead of sighing, you might try being a bit more specific.
I beat the internet; the end guy is hard.
a13n
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Post by a13n »

Right.
Kaz
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Post by Kaz »

:|
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Foo
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Post by Foo »

yep.
"Maybe you have some bird ideas. Maybe that’s the best you can do."
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seremtan
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Post by seremtan »

sounds to me like someone would like hammer, with its visgroups. doing this would be easy peasy
a13n
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Post by a13n »

I don't know what seretaman says but oddyly his post reminds me of what I've been forgetting to mention.

"Merging another map file which contains hint brushes, clip brushes or anything no longer necessary to edit into the target map file just before compiling"
4days
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Post by 4days »

Kaz wrote:Image
quality icon :icon14:

if i'm understanding the question - why not just save a version of the map with no clipping/hinting - or set the clipping/hinting to be hidden.
a13n
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Post by a13n »

4days wrote:
Kaz wrote:Image
quality icon :icon14:
Oh, yeah!
He is walking. :olo:
Shotgun plz!!!
if i'm understanding the question - why not just save a version of the map with no clipping/hinting - or set the clipping/hinting to be hidden.
Seems like out of point.
Fjoggs
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Post by Fjoggs »

You might want to start telling people what you're actually wanting to do, if you want any help at all. It sounds like we have to drag every tiny bit of information out of you.
wattro
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Post by wattro »

Sounds like he wants to isolate all the 'finished' stuff in his level into a separate map file... so that it doesn't clutter his 'unfinished' portions of the level. And then merge these things through an external process.

Though i think the visgroups that seremtan is talking about would be pretty sweet in radiant. Unfortunately i'm not much of a coder.

On another note, you can just filter some of the different common textures (like hints, clips, translucents, etc) from inside radiant.
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