 That's A Bug
I can reproduce this: the duplicated func_illusionary contains the original and the duplicated brush(es).
 Ah, Thanks For Clarifying.
 Hang On A Few Minutes, I Think I Can Fix It Quickly.
 Fixed Now.
I get an error when I try to rebuild. Am doing git pull, cmake .. and cmake --build .
 What Error?
 I See This In The Terminal:
[ 0%] Built target version
[ 0%] Built target glew
[ 1%] Building CXX object CMakeFiles/TrenchBroom.dir/common/src/Renderer/SpikeGuideRenderer.cpp.o
In file included from /usr/include/c++/4.8/tr1/memory:50:0,
from /home/totalnewbie/TrenchBroom/common/src/SharedPointer.h:28,
from /home/totalnewbie/TrenchBroom/common/src/CollectionUtils.h:31,
from /home/totalnewbie/TrenchBroom/common/src/Polygon.h:23,
from /home/totalnewbie/TrenchBroom/common/src/VecMath.h:39,
from /home/totalnewbie/TrenchBroom/common/src/TrenchBroom.h:23,
from /home/totalnewbie/TrenchBroom/common/src/Renderer/SpikeGuideRenderer.h:24,
from /home/totalnewbie/TrenchBroom/common/src/Renderer/SpikeGuideRenderer.cpp:20:
/usr/include/c++/4.8/tr1/shared_ptr.h: In instantiation of �std::tr1::__shared_ptr<_Tp, _Lp>::__shared_ptr(_Tp1*) [with _Tp1 = TrenchBroom::Model::CompareHits; _Tp = TrenchBroom::Model::CompareHits; __gnu_cxx::_Lock_policy _Lp = (__gnu_cxx::_Lock_policy)2u]�:
/usr/include/c++/4.8/tr1/shared_ptr.h:995:25: required from �std::tr1::shared_ptr<_Tp>::shared_ptr(_Tp1*) [with _Tp1 = TrenchBroom::Model::CompareHits; _Tp = TrenchBroom::Model::CompareHits]�
/home/totalnewbie/TrenchBroom/common/src/Model/PickResult.h:44:30: required from here
/usr/include/c++/4.8/tr1/shared_ptr.h:556:34: error: invalid application of �sizeof� to incomplete type �TrenchBroom::Model::CompareHits�
typedef int _IsComplete[sizeof(_Tp1)];
^
make[2]: *** [CMakeFiles/TrenchBroom.dir/common/src/Renderer/SpikeGuideRenderer.cpp.o] Error 1
make[1]: *** [CMakeFiles/TrenchBroom.dir/all] Error 2
make: *** [all] Error 2
 Fixed It.
It was a missing import. Sometimes, these errors only show up on specific platforms, unfortunately.
 Works Now, Thank You!
Well, I'm glad I can be of some use in finding errors/bugs/other things that may go wrong, and that it's not just me being stupid all of the time (just some of the time).
Thank you again for being so fast in fixing many of these. :)
 Enjoy It While It Lasts
I'm going back into hiatus tomorrow. Just took a couple of days off my work and felt like doing some coding. I'll be back at it by the end of the year.
 Editing Groups
Is there a way of editing a group of brushes, short of ungrouping and then regrouping?
Say you've got a group of 50 brushes, where you just want to change one brush. Is the only solution to ungroup, edit that one brush and then select all 50 brushes one by one to create a group again?
 Yes
Double click on any of the grouped brushes to open the group. Edit away, then double click on anything else or the void to close the group again. This also works with nested groups.
 Brilliant
Thanks, this is going to be a massive time-saver. :) What are nested groups? Do you mean I can group a group within a group?
 You Can Nest Them As Deep As You Want
 Making A Thinner Brush?
Having played Quake on and off forever, I'm finally attempting to make my first map. I'm using TrenchBroom which is a very user-friendly tool.
BUT .. I can't figure out how to change the depth of a brush. I want to make a button that slightly sticks out from a wall. However, the standard brush dimensions are quite large so the button sticks out a long way.
http://i.imgur.com/o9tghlF.jpg
I think the depth of the button is 16. Can it be changed? Or is there another technique to make 'slim' brushes? Any advice gratefully received!
#1789 posted by ptoing on 2015/08/17 14:50:14
CTRL++ or - to scale the grid. or Ctrl+1 or other numbers to jump between scales.
I would also advise you to give the door some framing with an inset, or you will get nasty z-fighting when the door moves into the wall.
 Excellent Tip
Thanks for the scaling tip, I had no idea about that.
I'm not sure what you mean by 'framing with an inset' for the door.
#1791 posted by ptoing on 2015/08/17 15:14:08
At the moment the door is flush with the wall. I mean making the door a bit thinner than the wall. So if your wall was say 32 units thick, make the door like 16 to have 8 units space on each side. It will look like the door is actually INSIDE the wall.
Ah ok, got it. I think scaling is going to help a lot as I learn to map. Thanks again.
 No Problem :)
#1793 posted by ptoing on 2015/08/17 15:31:38
 Changing A Face Size
trying hold shift when a brush is selected. Then as you move your cursor around you shall find different faces will be highlighted, you should be able to click and push the face in or out.
 Re: Changing A Face Size
Thanks FifthElephant, that's really useful.
 Xonotic Support?
#1796 posted by darkhog on 2015/08/28 16:04:03
Could you add support for Xonotic? They're using NetRadiant for mapping, so there's a good chance Xonotic's engine is Quake-descendant.
#1797 posted by scar3crow on 2015/08/28 16:26:03
Xonotic uses DarkPlaces, but they might be using q3bsp which DarkPlaces supports. If they're just using the normal Quake map format, it should just be a matter of getting the entities straight.
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