Quick question for those of you that map with id tech

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
skinmaster
Posts: 102
Joined: Sat Feb 19, 2005 10:11 am

Re: Quick question for those of you that map with id tech

Post by skinmaster »

open the entity window and select the entity from the list..
"Racism isn't born, folks, it's taught. I have a two-year-old son.
You know what he hates? Naps! End of list." - Dennis Leary
User avatar
Eraser
Posts: 19175
Joined: Fri Dec 01, 2000 8:00 am

Re: Quick question for those of you that map with id tech

Post by Eraser »

Not something that allows me to select all brushes related to my current selection?
Thing is, my entity window is populated with more than 800 entities.
skinmaster
Posts: 102
Joined: Sat Feb 19, 2005 10:11 am

Re: Quick question for those of you that map with id tech

Post by skinmaster »

from the tips section...

Ctrl+Alt+LMB
Select func_group.
Last edited by skinmaster on Mon Dec 12, 2011 9:09 pm, edited 5 times in total.
"Racism isn't born, folks, it's taught. I have a two-year-old son.
You know what he hates? Naps! End of list." - Dennis Leary
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Re: Quick question for those of you that map with id tech

Post by o'dium »

Keep it up, I may be quiet but I'm noting a lot down so that I can do some stuffs :p
lightmill
Posts: 42
Joined: Sun Nov 27, 2011 11:27 am

Re: Quick question for those of you that map with id tech

Post by lightmill »

Coming from 3ds another simple but effective feature would be to allow 'locks' on geometry making it unselectable.

btw Select Whole Entities is ctrl-alt-click in 1.3.12 (cant say about 1.4 I never liked it for some reason I cant even recall heh)
[url=http://twitter.com/back2cccp]twit[/url]
[url=http://slapmap.wordpress.com/]blog[/url]
[color=#BFFFBF]¯\_(ツ)_/¯ ----------------------------------------------------------------
[/color]
^Ghost
Posts: 230
Joined: Tue Sep 08, 2009 3:35 am

Re: Quick question for those of you that map with id tech

Post by ^Ghost »

Eraser wrote:Perhaps a bit OT, but is there a function for selecting all brushes that are part of an entity in GtkRadiant 1.4?
ctrl alt left click
[url=https://github.com/Garux/netradiant-custom]NRC[/url]
[url=https://defrag.racing/]Defrag[/url]
[url=http://ws.q3df.org/]Q3 Map Archive[/url]
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Quick question for those of you that map with id tech

Post by obsidian »

o'dium wrote:Keep it up, I may be quiet but I'm noting a lot down so that I can do some stuffs :p
Curious: Are you planning on improving GtkRadiant or your Overdose tools?
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
deqer
Posts: 298
Joined: Mon Dec 28, 2009 6:30 pm

Re: Quick question for those of you that map with id tech

Post by deqer »

I think the biggest thing for me would be the ability to create chunks and store those chunks into a library and grab-and-drag a chunk onto the map. Similar to having a library of entities, and simply grab-and-drag an entity on your map.

For example, let's say you want to make a map based on strict grid guidelines where--for example--you know you'll always have 192x192 hallways, and therefore you would have a chunk(or group, or model?) of brushes+entities+more, and you grab a chunk of the hallway and snap it together. You would also have a chunk for a rounded corner(90 degress) of your hallway. You could have a chunk of doing an arch.

I think this is already possible, but I've never figured it out. I think it's called func_model. But I have a theory that func_model is not quite what I want. I would want a "Group" feature, and that "Group" container can be Opened, Closed, or Removed without affecting anything else.

Hard to explain, but think of something like "The Sims", where you have a library of objects that you place on a grid. That's what I want to start doing.

Aside from that, then you can manually customize parts of your map to be not so grid-like.
dghost77
Posts: 174
Joined: Tue Aug 23, 2011 8:28 pm

Re: Quick question for those of you that map with id tech

Post by dghost77 »

I agree with deqer, having a kind of library for group of brushes where we can store and save our creation with brushes would be really useful.
deqer
Posts: 298
Joined: Mon Dec 28, 2009 6:30 pm

Re: Quick question for those of you that map with id tech

Post by deqer »

dghost77 wrote:I agree with deqer, having a kind of library for group of brushes where we can store and save our creation with brushes would be really useful.
and not just brushes. entities too. because you're going to want to put a light entity into some of these groups, for sure.
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Re: Quick question for those of you that map with id tech

Post by o'dium »

obsidian wrote:
o'dium wrote:Keep it up, I may be quiet but I'm noting a lot down so that I can do some stuffs :p
Curious: Are you planning on improving GtkRadiant or your Overdose tools?
Mostly the OverDose tools, the level editor, ODRadiant. But because its, well, Radiant, theres nothing stopping somebody taking the changes and putting them into a different editor (or even just making ODRad work with Q3/D3/Etc again). Everthing is open source, so the codes always available.
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Quick question for those of you that map with id tech

Post by obsidian »

deqer wrote:The ability to create chunks and store those chunks into a library and grab-and-drag a chunk onto the map. Similar to having a library of entities, and simply grab-and-drag an entity on your map.
You mean like a prefab? :)
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Quick question for those of you that map with id tech

Post by obsidian »

o'dium wrote:Theres nothing stopping somebody taking the changes and putting them into a different editor.
Cool beans. But I digress that it's not entirely modular and it's a fair amount of work porting features between editors even though they are related.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
skinmaster
Posts: 102
Joined: Sat Feb 19, 2005 10:11 am

Re: Quick question for those of you that map with id tech

Post by skinmaster »

absolutely..

select all brushes that have mixed textures and preform alignment/tiling procedures on just ONE of the textures applied to the brushwork....
"Racism isn't born, folks, it's taught. I have a two-year-old son.
You know what he hates? Naps! End of list." - Dennis Leary
Delirium
Posts: 102
Joined: Mon Apr 27, 2009 10:05 am

Re: Quick question for those of you that map with id tech

Post by Delirium »

a hotkey to centre all 3d views on the screen to 0, 0, 0 axis would be nice, works wonders in hammer
[url=http://gotdelirium.com/][img]http://www.gotdelirium.com/stuff/gdd.png[/img][/url]
Post Reply