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QuakeEd 3.1 (build 102) *New Level Editor For Quake*
Before I explain everything here, I need to upload the file (preferably to Shub-Hub), but according to the rules there, I need a password to do so.

If someone would be kind enough to provide it, I can upload the file and then complete this post.

Thanks, in advance.
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Don't get me wrong. I'm not bitching or complaining nor am I expecting people to just drop their current editor for this. All I was looking for was some help. For a few people to just to try it out and post the pros/cons/bugs/whatever, and I figured if there is any one site to get that kind of help it would be here. I'm more surprised then anything, but I'm not bothered by the lack of interest nor will it deter me from continuing my work and releasing future versions. It'll just be an editor that will cater to my preferences and that's not what I was hoping for. 
I'm Not Sure.. 
..if this has already been brought up, but does it have some kind of function where the user can determine their own shortcut keys for just about any command? and if not, how feasable would it be to implement it?

i'd be much more inclined to give it a proper go if i could tweak it to feel as close to worldcraft as possible! 
Hm 
I was going to just poke around and see what I could come up with. I have a hankering to move all settings to one .ini file and mirror them all in one preferences dialog. because I'm ANAL RETENTIVE. 
Does It Have A Good 
texture lock feature? Is there a button which will "fit" a texture to a face? If so I may well try it... 
Like I Said Earlier, 
it's nice, but not being able to have the traditional 4 window setup pretty much makes in unusable for me. :P 
Necros 
4 windows ? I have only 2 (top/bottom view, left/right side view), and it is IMHO largely enough to have a correct idea of the 3D stuff I'm doing..
Anyway, it is just a habit I guess... and don't tell me it explains why maps suck :P 
 
sikkpin, good job! ;) 
 
sikkpin add the new ficture that Quark is adding... the real light in editor!!! but still suck a lot... 
To... 
rj: Not yet. Right now it is all hardcoded but it is definitely on my TODO list. My plan was/is to implement text file usage as apposed to relying on the registry for saved settings and in turn have customizable keys. Mouse commands will remain hardcoded.

RickyT23: Yes, but I don't know what you mean by good. What editor has "bad" texture lock capabilities to compare with? Right now, it is either on or off for both Move & Rotation and behaves like Radiant as the code (the rotation part, I believe) was taken from it.

necros: It will happen, eventually. Even though you are a seasoned mapper and a damn good one at that, I highly recommend using just the one XY view with Z & Cam. I used to love the 4-view because of starting with WC until I learned Radiant and came to realize how much screen space is wasted on redundancy. And really hitting Tab to cycle views is not that much of a slow down as you might think.

eerie: I sent you an email some months ago (two emails, actually, because of a bug that was in the first one) and was wondering if you received them? If not, I had asked for your permission to release what I had been doing. I never heard back so I assumed you didn't care.

I hope it doesn't bother you at all and your name will be first in the Credits (well, second, id deserves first, really) when I write a proper readme.

Trinca: That's something I wanted to do from the beginning but unfortunately would require a good understanding of OGL which I don't have. You'd have to wait for either me to do a lot of reading or for someone with the knowledge to lend a hand. There is a rudimentary light radius view, though, with CamWindow support on the way. 
WC1.6 
has shitty texture lock features 
 
sikkpin dont ask me :)

i just map and not very good...

average!!! 
Mail 
sikkpin, last two or three months, my mailbox on anarxi was pointed to /dev/null because chinese spam-attack ;)
now it's work

I started this project for my own use and it's pleasure for me, that you continue development

(my english so bad, sorry ;) 
i use 4 window setups on all the 3d applications i use.

the thing i dislike about 1 window editing is it is disorienting when you switch from one view to the next. also, having 2 views showing the side helps me to make sure of what i'm building. i can't stand that stupid z cam thing, i'd have to actually check #s on the grid that i'm on since it doesn't show any other brushes in relation to the current selection.

anyway... just saying this is what i like. :)
if i'm the only one here, then don't make it a priority since i'm not mapping much these days and i can always make do with gtkr 1.4 if need be 
Your Not The Only One Necros ;) 
I myself need 4 windows, aerial view, 2 side views, and the 3d window. 
And Me 
 
Me Too 
I was taught first-angle projection. You probably don't even know what first-angle projection is. Which is perhaps the point.
I was also brilliant at it, and it's certainly contributed to the quality of my mapping.

You don't have to use a four window set-up if you don't want to. But I do want to. And it'd be me making my maps with your editor, not you making them.

This is not an ultimatum or a threat or anything, it's just a statement of fact. If you don't design your editor in a way that suits users, they won't use it.

http://www.technologystudent.com/designpro/ortho1.htm 
I Actually Prefer 8 Windows... 
...top, left, right, bottom, front, north, 3D, and one window that shows the future. I use the last window to figure out what year my map will be released. 
Metlslime... 
.. is winning ! 
 
I use the last window to figure out what year my map will be released.

I guess that window must be blank then. 
 
Kell! 
first-angle projection! I know that too. Even that standard is different in USA, where technical drawings have the rotations exactly reverse. :(

Theoretically, mapping with mostly only top view would direct to more 2D maps, ala Duke...

I realize when mapping with four views that one view is usually unused (usually either of the side views) when placing a brush but then needed so soon when putting the next one anyway. With the big screens nowadays it shouldn't be that much of a problem.

For example building stairs is so easy with the side views when you can see the relations at a glance. 
One 3d View Should Be Enough! 
The best way though is probably to let the user arrange views anyway they want(blender is a good example)... 
Viewports 
It's really a matter of taste and editor being used. When I use GTKRadiant, I only ever use the 2-window setup (3d view and the other one I ctrl-Tab through). However when I use UnrealED, I always use the fullblown 4-viewport setup. 
I'm Used To 4 Windows 
But it's a question of screen size/rez, Try to map with 800x600 and 4 windows. Have fun.

@Kell
I was taught first-angle projection. You probably don't even know what first-angle projection is. Which is perhaps the point.
I was also brilliant at it, and it's certainly contributed to the quality of my mapping.


show-off, but your maps are undoubtely of great quality.

A real pro needs only the coordinates everything else is in the mind. And with two views you have all coordinates

Hey I can do real time raytracing on a piece of paper^^ 
Real-time 
is when a frame takes less than, say, a second. You can do that? 
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