Questions about GtkRadiant

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Questions about GtkRadiant

Post by Guest »

Accidentally I turned the gridlines off, but dunno how to turn them on.
bork[e]
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Post by bork[e] »

Um, Click on Grid and see what it's set to. Grid8 (4) is default, or you can just use your numpad.

btw: Anyone know how to fix this: I usually click on zero while moving around in my 3d window, after I do this I can't set it back to another number. I have to close radiant and reopen it, that a bug or am I doing something wrong?
corsair
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Post by corsair »

pressing 0 on your numpad will toggle grid on/off
bork[e]
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Post by bork[e] »

Holy shit... :(
redfella
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Post by redfella »

Here are the grid sizes I use most frequently:

6 for caulk-blocking a new map
5 for the majority of brush creation
4 for fine-tuning
3 or lower, if need be, for extra fine-tunage
black & white blanket logic
pjw
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Post by pjw »

redfella wrote:caulk-blocking
heh

hehhehheh

Never mind me, I'm easily amused.
corsair
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Post by corsair »

I mostly use grid 1 on the map im making atm o_O
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seremtan
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Post by seremtan »

Grid? WTF?
Fjoggs
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Post by Fjoggs »

redfella wrote:Here are the grid sizes I use most frequently:

6 for caulk-blocking a new map
5 for the majority of brush creation
4 for fine-tuning
3 or lower, if need be, for extra fine-tunage
4 for fine-tuning?

That's my maximum gridsize :p
MegaMan44
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Post by MegaMan44 »

grids are for noobies and non modelers :P
o'dium
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Post by o'dium »

I usually build my outer brush work with 4. I dont need to go any higher. Lower yes, but thats not used as much as 4.
Fjoggs
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Post by Fjoggs »

MegaMan44 wrote:grids are for noobies and non modelers :P
noob!
voodoochopstiks
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Post by voodoochopstiks »

grid is the best thing I know of.
[i][color=#408080]Give someone a program, frustrate them for a day. Teach someone to program, frustrate them for a lifetime.[/color][/i]
bork[e]
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Post by bork[e] »

CSG Subtract owns you all!!!
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Scourge
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Post by Scourge »

bork[e] wrote:CSG Subtract owns you all!!!
Heretic. :icon6:
SonicClang
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Post by SonicClang »

I'm with bork man. The subtract function is there for a reason. If you use it wisely and don't leave a million shards of brushes it can be a very effective tool.
The number 1 cause of death in games is panic.
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obsidian
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Post by obsidian »

I've never used CSGsubtract... not after a very "unfortunate" incident years ago back when I used to map for the original HL. Clipper is all you need.
[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]
MegaMan44
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Post by MegaMan44 »

oh, no, not another csg discussion!

you can do better than thaT!
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seremtan
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Post by seremtan »

I'm sure we could argue all day over the best method for cutting a door through a wall, but let's not.
Pext
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Post by Pext »

seriously: when do you ever 'cut' a door through a wall? i usually do some brushwork around the door so cutting would be no help anyway...

and you don't have real walls in generic levels anyways.
SonicClang
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Post by SonicClang »

In worldcraft it used to be called "Carve" and it was man's best friend. You couldn't do any fancy edge or vector editing back then, and there were no patches, so everything was done with brute force. Carving brushes was the quickest and easiest way to do a lot of things.
The number 1 cause of death in games is panic.
[img]http://webpages.charter.net/sonicclang/small.jpg[/img]
obsidian
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Post by obsidian »

SonicClang wrote:In worldcraft it used to be called "Carve" and it was man's best friend. You couldn't do any fancy edge or vector editing back then, and there were no patches, so everything was done with brute force. Carving brushes was the quickest and easiest way to do a lot of things.
That was terrible! I would end up with invisible walls and all sorts of other issues. And you could to vector editing.
[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]
SonicClang
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Post by SonicClang »

I never had any problems with it, or got invisible walls.

The version of worldcraft I had didn't have vertex editing capabilities. Of course I probably didn't look for it on newer versions of it. I started using it when it first came out and then when they added it I didn't even realize.
The number 1 cause of death in games is panic.
[img]http://webpages.charter.net/sonicclang/small.jpg[/img]
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