 Deqer
#719 posted by ijed on 2013/03/15 23:38:44
Thanks, I've been looking for a colour key for ages since a link I had to an image was lost when a site closed.
That .txt colour readout is going to be very useful.
 Ijed
I would actually prefer the. In the native values. I can fix that very quickly.
 Yeah
#721 posted by ijed on 2013/03/15 23:45:09
I thought so. It took me longer to figure out why it was displaying weirdly, and even then not long either so no problem.
 Website Is Ready
#722 posted by hakkarin on 2013/03/16 09:45:20
The website is now more or less ready and I included a link on it to TrenchBroom's own homepage.
 Z-buffer Problem
#723 posted by than on 2013/03/17 03:54:18
ok, so last night I changed a value in LinuxCapabilities to force 24bit z-buffer on my laptop and the z-buffer started to work normally.
I was knackered from a long cycle trip, so that's all I did, but next time I get a chance, I'll have a better look at that file and see if I can figure out if I can fix it so that it works without forced value setting. If not, at least I have a build that I can probably use now :)
 Than
Yup, that's what I suspected. Thanks!
 TrenchBroom 1.0.5
- Fixed a crash when undoing edge and face move operations.
- Improved map loading speed.
- Improved accuracy of vertex computation.
- Added antialiasing for grid lines (rebb).
- Thin out grid lines after a certain distance (rebb).
- Draw thinner grid lines for small grid sizes.
- Added face shading depending on view direction (rebb).
- Fixed a performance problem when editing face attributes.
- Place initial brush in new maps and make the camera look at it.
- Position pasted objects so that they line up with objects under the mouse cursor.
- Added option to use Alt+MMB to move the camera forward and backward.
- Fixed parsing of color values in FGD files.
- Improved Quake.fgd and Quoth2.fgd.
- Updated and fixed some errors in the documentation.
#726 posted by deqer on 2013/03/17 22:30:47
Cool, you updated your website too with the latest version. You compiled the binaries for me! Yay!
 Alt + Mmb Doesn't Work
on my machine. I have microsoft sidewinder mouse.
Also was there something wrong with the brush creation / vertex manip on version 1 that the editor now picks up a couple of brushes in my map and deletes them because they're invalid?
Vertex manip seems better, like the shading, no longer have the map loading speed problems I had before, better grid etc.
It's definitely all-round better.
 Fifth
You must activate Alt+MMB drag in the preferences. It is mainly targeted at Wacom Tablet users though.
Regarding the brushes, send me the map file please so that I can test it. The whole vertices vs. face planes issue is still not quite resolved in TrenchBroom, but I'm working towards it so that these things can happen. That said, maybe I fucked something up, so make sure to open a bug and paste the file there.
 It Still Doesnt Work
even though I checked the box in preferences, I even updated my mouse drivers.
I'll send you a private link to the map file, it's not quite finished yet (still a ways to go!).
 I Have..
emailed you the map file. I'll make a new bug on bithub.
#731 posted by JneeraZ on 2013/03/18 10:43:59
What would be killer would be if ALT+MMB would fly towards whatever the mouse is pointing at instead of just the camera facing direction. That would be really useful.
 You Mean Like
Alt + C?
#733 posted by JneeraZ on 2013/03/18 11:26:58
What? No.
Have it work just like ALT+MMB does now except instead of moving towards the camera direction it moves towards where my mouse pointer is pointing.
 That Would Be A Different Thing
The Alt+MMB option is targeted at Wacom users. As I understand it, they don't have a mouse wheel. Maybe what you are suggesting would be useful for the flythrough mode. I'll add it to the issue tracker, maybe there's some way to incorporate it.
#735 posted by JneeraZ on 2013/03/18 11:39:49
It's just something that most of my 3D apps have. It lets you navigate your model very quickly. You just point at what you want to get closer to and zoom. It's a lot faster than trying to aim the camera first.
Just a suggestion!
 Yeah, It Sounds Interesting
But I'd rather have it work independently of the Alt+MMB thing, as that is merely a replacement for using the mouse wheel to zoom.
Maybe something like Shift+Mousewheel / Shift+Alt+MMB.
 Although
What exactly does it do? Does it just move the camera position or does it also point the camera to where the mouse points, effectively rotating it?
#738 posted by JneeraZ on 2013/03/18 12:39:44
Here's a quick video of me doing it in Modo:
https://dl.dropbox.com/u/161473/Misc/ScreenCapture_3-18-2013%207.36.49%20AM.wmv
The way it works in Modo is:
MouseWheel - Zoom along camera angle
Zoom - Zooms towards the mouse cursor
#739 posted by JneeraZ on 2013/03/18 12:53:09
Actually, never mind my video. This is a WAY better explanation of it, using Blender:
http://cgcookie.com/blender/2010/07/03/tip-zooming-to-the-mouse-cursor/
This is a very tablet friendly option, BTW, as there's less navigation to do. You get where you're going in one zoom as opposed to a camera turn and THEN a zoom.
 Alright
So it just moves the camera and doesn't rotate it. You're saying it's tablet friendly, so maybe it should be the default for Alt+MMB after all.
Than?
#741 posted by JneeraZ on 2013/03/18 13:17:18
Tablet wise, I think Modo has a well thought out navigation scheme.
Rotate - ALT+LEFT_DRAG
Pan - SHIFT+ALT+LEFT_DRAG
Zoom (to mouse) - CTRL+ALT+LEFT_DRAG
It all hinges on the ALT+LEFT_DRAG with some modifiers thrown in.
Not saying you should do this but it's more to point out how I can totally navigate with a tablet by simplying pressing and dragging the stylus. I don't have to use the pen buttons at all.
#742 posted by JneeraZ on 2013/03/18 13:22:38
And to be clear, I'm not too fussed about TrenchBroom being tablet friendly I was just riffing on what you had said earlier.
I'd never considered using my Cintiq to map for Quake ... hmm ...
 Than Asked For It
So I guess a preference option to toggle zoom mode would be good.
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