pjw wrote:
Hmmn. I'm not sure how you managed to get Snap to Grid to turn off in Q4Edit. I tried it, just out of curiousity, and it stays checked no matter what I do. I'm pretty sure toggling it off was disabled since the grid drops down to .125 now (which might as well be off the grid anyway). I'll ask around on Monday and see if anyone has seen this, and maybe have a couple more people try it.
The problem I had was that it kept being checked, but would not turn on the grid again either. I also tried to turn on a larger grid, should that have been the problem, e.g. the
4-key to no avail. Will test renaming the editor .cfg file and hope that resets things.
Re: mouselook in the camera window--it's a little different from what you might be used to, but people seemed to be fine with it while working on the game. Basically the distance from the center of the window to the mouse cursor controls movement/yaw speed and direction, and allows very fine/small movements, and you already discovered what Ctrl does. If you want to change your pitch, just use A and Z. I actually very rarely use the mouselook in the camera window anyway--I'm used to just using the keyboard 99% of the time, and using the mouse occasionally for very fine movements when I can't seem to get the camera in just the right spot--but I know a lot of people really like using the mouse.
For me flymode is mapping dream-mode... And to me it is natural to simply fly where I need to be, and especially look where I want to directly, without cluncky keys. But I assumed that the professional mappers obviously are even more hardcore
The clip textures aren't transparent because...well...they're...not.

It's never been a problem for me...?
I was probably extra confused because I was looking at q3dm1, and trying to understand what was done in the map. And all the clipping was on.
What I am wondering is if one could simply make a copy of the "shaders" (no idea what exactly Q4 does) and hopefully there is a setting for the radiant transparency. That way I could build my own set of tranparent clippings. Would that be possible?
There's no specific filter for decals. I usually just toggle patches if I want to hide them. As an alternate, you could func_group them all periodically and then select/hide the group.
At times like this "real grouping" into names categories would be really nice. Far Cry's Sandbox has it, but ironically I never used it there

...
I take it grouping in Q4 is not as problematic as in Q3A with q2map2, where grouping actually told the render code to "group" e.g. patches and brushes together for consistant lighting?
Thanx for the help.