Tremulous Forum
Media => Mapping Center => Topic started by: Winnie the Pooh on April 27, 2009, 09:06:46 pm
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Just like the title says. I'm getting sick of selecting brushes and hitting the make detail button. Is there a way to just build the hull structural and from then on just build everything detail?
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Top View
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Making huge "boxes" to contain your map is not such a good idea, it would make everything anywhere inside the box be rendered by the game, If you had lots of stuff on A and you were standing at C, you would still be rendering everything inside A.
What I do to make it easier for me is to group brushes into func_groups!
To make a group:
Select a couple of brushes.
With the brushes selected press N to see the Entities window
Double click on func_group.
To select all brushes inside a group:
Select any brush that belongs to such group.
Press ctrl+alt+e (I have no idea where I found that weird keystroke =P)
Other useful keystrokes:
ctrl+d will hide all non-detail brushes.
ctrl+shift+d will hide all detail brushes.
ctrl+m will make selected brushes into detail
ctrl+shift+s will make selected brushes structural (clear detail)
If you use spacebar do duplicate brushes inside a group, it will make new brushes that belong to the same group
If you use ctr+c, ctrl+v, it will make a new group with the new brushes.
Both of those methods will inherit the properties of the original brushes, things like keys/values and if brush is detail or not.
The downside of func_groups is that you cant have groups of stuff like doors/etc, since they are a different entity (func_door etc)
I wish there was a way to make radiant-only grouping (or even groups of entities ingame >=D), where you could do groups of mixed stuff and even nest them.
Lastly, if you read this article until you can explain it well to a newbie, it will be of GREAT benefit ;D
http://tremmapping.pbwiki.com/Understanding%20Vis%20and%20Hint%20Brushes
=D
(sorry if post is kind of confusing...)
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Wow thanks, but I already know how to use func_group ents.
I get what you are saying about using func_groups to make details, but that's not really my question.
My question is: If, after creating the hull of my map (NOT a box hull), I wish to continue on mapping without having to worry about structural/default brushes, is there a command to set all new brushes as automatically detail instead of structural?
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None that I know of. You can set all brushes detail, then make only hull structural until you get no more leaks, or just hide details, then look thru the map on grid view and 3D and make anything you can into detail. It takes some work, but afaik these are the fastest ways.