Tip Of The Day (No Q:s. only A:s please)

If you're looking for mapping help or you reckon you're a mapping guru, post your questions / solutions here

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Cigs
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Post by Cigs »

What are the dimensions of a player ?
The Scaling Goes As Follows :

Use the scale of 16 units in radiant equals 1 foot in real life that should sort out the size probs
here's some info
Max step Height = 18 units
Max Jump Height = 64 units (approx)
Min Standing Height = 96 units
Min Crouching Height = 64 units (approx)
Min width = 32 units
Door Height = 128 units (give or take)
Door Width = 64 units (give or take)


? Ctrl-Alt-MMB when pointing at the floor and having an entity selected will place that entity at ground level. Real useful when placing AI guys & pathnodes.

? If you want to trigger something only once, place a trigger_multiple down and change it to trigger_once in the entity window. Simply placing a trigger_once may cause problems.
(keep in mind it will only trigger once & never again!)
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Post by blue60007 »

MMB? Middle mouse button? :?


Also a better way is to add a key/value of cnt/1
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Mj
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Post by Mj »

Time for my input :D

If, in game, some of the brushsides are gone, E.G. one face is dissapeared, seethrough, but cant shoot through it ect, what to do is press Ctrl + G (align the brush with the grid) and it should fix! If it doesnt, then try moving the offending side slightly.

End of tip :D

Mj
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tltrude
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Angles

Post by tltrude »

Hard to set the pitch and yaw angles of your entity? Here is a fast way to do it.

CameraToEntity = Ctrl J (set the entity angles key based on the camera)

Select the entity and move your 3D camera to look in the desired direction (keys A and Z are for camera pitch up and down). Then hit Ctrl + J. The entity will automattically be given the same angles in its properties (key N). However, There is no camera roll (lean) in radiant, so that will still have to be set by changing the last number value for the entities "angles" key.

Tom Trude.
Last edited by tltrude on Sat Aug 28, 2004 10:25 pm, edited 3 times in total.
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Cigs
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grid down - grid up

Post by Cigs »

why trying to select multiple LODTerrain vertices, you know, when you drag a blue selection-area over the vertices, it can go a slow or notsmooth.

Just lower you grid, to 4 or so, you will notice selecting goes smoother now. after put grid back to what you prefered for manipulating your LOD
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Re: Tip Of The Day (No Q:s. only A:s please)

Post by mostafanegm »

silversound wrote:This is the place to add all of those little time savers that you stumble upon, or have seen posted over and over as answers to begginers questions.

Please turn off signatures in your posts and only post tips or corrections. Also add the tip description into the subject field for faster searching.
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Selecting multiple brushes or faces by texture

Post by tltrude »

Have you ever changed your mind about using a texture and wanted to magically replace it all with another texture? Turns out there is a way!

If "three button mouse" is set in preferences, hold Ctrl + Shift. Then click on the old texture with the center mouse button (in the texture window, not the 3D window). All of the faces that have that texture in your map will be selected! Also, if you just hold Ctrl and do it, all the brushes with that texture will be selected.

MBUTTON & CONTROL & SHIFT = Select all faces with texture
MBUTTON & CONTROL = Select all brushes with texture

Using this may cause you to start calling the middle mouse button your "Magic Button" like me, ha ha.
Last edited by tltrude on Fri Jul 09, 2004 2:40 am, edited 1 time in total.
Tom Trude,

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Post by blue60007 »

WOW, were do you get all this knowledge? Some type of book? :shock: :? :wink:
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features

Post by tltrude »

The docs folder of the Spearhead SDK has a file named "MoH Radiant Feature.html" which is a lot different than the one in the original MOHAATools/docs. It contains an MoH Radiant Key Assignments list and what each key does. Here is that list, if you would rather copy it to Notepad.

Code: Select all

MoH Radiant Key Assignments 

   FileNew                 = Ctrl-N
   FileOpen                = Ctrl-O
   FileSave                = Ctrl-S
   Undo                    = Ctrl-Z
   Copy                    = Ctrl-C
   Paste                   = Ctrl-V
   NextView                = Ctrl-TAB
   CenterView              = End
   UpFloor                 = PageUp
   DownFloor               = PageDown
   ZoomOut                 = Insert
   ZoomIn                  = Delete
   ZZoomOut                = Ctrl-Insert
   ZzoomIn                 = Ctrl-Delete
   FilterWorldBrushes      = Alt-1
   FilterEntities          = Alt-2
   FilterPatches           = Alt-3
   FilterTranslucent       = Alt-4
   FilterLiquids           = Alt-5
   FilterCaulk             = Alt-6
   FilterClips             = Alt-7
   FilterPaths             = Alt-8
   FilterAINodes           = Alt-9
   FilterLights            = Alt-0
   FilterDetails           = Ctrl-D
   FilterHintsSkips        = Ctrl-H
   FilterModels            = Ctrl-M
   FilterAreaportals       = Ctrl-P
   FilterTriggers          = Ctrl-T
   CameraFromEntity        = Ctrl-J (set the camera view based on the selected entity)
   CameraToEntity          = Ctrl-Shift-J (set the entity angles key based on the camera)
   CameraGridMove          = /
   CubicClipZoomOut        = ]
   CubicClipZoomIn         = [
   ToggleSizePaint         = Shift-Q (turns on/off the selection size display)
   CenterXYFromCamera      = Alt-X
   DragEdges               = E
   DragVertices            = V
   CloneSelection          = Space (replaces target/targetname key values with new names)
   CloneSelectionExact     = Ctrl-Space (does not change target/targetname key values)
   UnSelectSelection       = Escape
   DeleteSelection         = BackSpace
   SelectCompleteEntity    = Ctrl-E
   SnapPatchToGrid         = Ctrl-G
   SelectClampPlanePoints  = Ctrl-Shift-G
   IncreaseLightmapDensity = Ctrl-]
   DecreaseLightmapDensity = Ctrl-[
   MouseRotate             = R
   MouseScale              = L
   ToggleClipper           = X
   FlipClip                = `
   ClipSelected            = Return
   SplitSelected           = Shift-Return
   EntityColor             = K
   ConnectSelection        = Ctrl-K
   MakeDetail              = Ctrl-Shift-D
   MakeStructural          = Ctrl-Alt-D
   ToggleDetail            = Ctrl-Alt-Shift-D
   SetGrid1                = 1
   SetGrid2                = 2
   SetGrid4                = 3
   SetGrid8                = 4
   SetGrid16               = 5
   SetGrid32               = 6
   SetGrid64               = 7
   ShowAllTextures         = Ctrl-A
   ShowInUseTextures       = U
   SurfaceInspector        = S
   CloseSurfDialog         = Shift-Escape
   PatchInspector          = P
   TextureFit              = Ctrl-F
   ToggleMoveLock          = Shift-M (keeps texture alignment as brushes are moved)
   ToggleRotateLock        = Shift-R (keeps texture rotations as brushes are rotated)
   NextLeakSpot            = Ctrl-L
   PrevLeakSpot            = Shift-L
   Brush3Sided             = Ctrl-3
   Brush4Sided             = Ctrl-4
   Brush5Sided             = Ctrl-5
   Brush6Sided             = Ctrl-6
   Brush7Sided             = Ctrl-7
   Brush8Sided             = Ctrl-8
   Brush9Sided             = Ctrl-9
   InvertCurve             = Ctrl-I
   BendMode                = Ctrl-B
   PatchTAB                = TAB
   TogglePatchOverlay      = Ctrl-Y
   IncreaseSubdivisions    = Shift-]
   DecreaseSubdivisions    = Shift-[
   ThickenPatch            = Ctrl-T
   ViewEntityInfo          = N
   ViewConsole             = O
   ViewTextures            = T
   CameraForward           = Up
   CameraBack              = Down
   CameraLeft              = Left
   CameraRight             = Right
   CameraUp                = D
   CameraDown              = C
   CameraAngleUp           = A
   CameraAngleDown         = Z
   CameraStrafeRight       = Period
   CameraStrafeLeft        = Comma
   CameraGridForward       = Ctrl-Forward
   CameraGridBack          = Ctrl-Back
   CameraGridStrafeRight   = Ctrl-Period
   CameraGridStrafeLeft    = Ctrl-Comma
   CameraFastForward       = Shift-Forward
   CameraFastBack          = Shift-Back
   CameraFastStrafeRight   = Shift-Period
   CameraFastStrafeLeft    = Shift-Comma
   IncreaseLightRadius     = Alt-]
   DecreaseLightRadius     = Alt-[
   TexRotateClock          = Shift-PgDn
   TexRotateCounterClock   = Shift-PgUp
   TexDecrement            = Shift-(minus)
   TexIncrement            = Shift-(add)
   MoveSelectionUp         = Add
   MoveSelectionDown       = Subtract
   SelectNudgeLeft         = Alt-Left
   SelectNudgeRight        = Alt-Right
   SelectNudgeUp           = Alt-Up
   SelectNudgeDown         = Alt-Down

For additional commands that can be bound to key combinations, look at the radiant.ini file in your radiant directory.
Note that the file in o:\fakkutils\radiant.ini will contain the latest command list.
 
Camera Button Assignments

   LBUTTON                    = Drag brush
   LBUTTON & CONTROL          = Shear brush
   LBUTTON & SHIFT            = Select whole brush
   LBUTTON & SHIFT & CONTROL  = Select single face

   MBUTTON                    = Grab texture and state
   MBUTTON & ALT              = Grab texture name into current state
   MBUTTON & SHIFT            = When used with a light, it makes the
                                light color the texture color
   MBUTTON & CONTROL          = Set entire brush to texture
   MBUTTON & CONTROL & SHIFT  = Set single face to texture

   RBUTTON                    = Drive with mouse
   RBUTTON & CONTROL          = Move camera
   RBUTTON & ALT              = Translate texture
   RBUTTON & ALT & SHIFT      = Scale texture
   RBUTTON & ALT & CONTROL    = Rotate texture

XY/XZ/YZ Button Assignments

   ARROWS & SHIFT			= Move faster
   ARROWS & CONTROL           = Move in grid units

   LBUTTON                    = Move/Create brush
                                Move clip point
   LBUTTON & CONTROL          = Shear brush
   LBUTTON & SHIFT            = Select entire brush
                                Select entire patch row/col
   LBUTTON & CONTROL & SHIFT  = Select single face

   MBUTTON                    = Change camera angle
   MBUTTON & SHIFT            = Move Z checker
   MBUTTON & CONTROL          = Move camera

   RBUTTON                    = Scroll window
   RBUTTON & CONTROL          = Place clip point
   RBUTTON & SHIFT            = Move free rotation origin
                                Move patch bend origin

Texture Button Assignments

   LBUTTON                    = Select texture
   LBUTTON & SHIFT            = Select name only
   LBUTTON & CONTROL          = Edit shader in ShaderED
   LBUTTON & CONTROL & SHIFT  = Edit shader in EditPad

   MBUTTON & CONTROL          = Select all brushes with texture
   MBUTTON & CONTROL & SHIFT  = Select all faces with texture

   RBUTTON                    = Scroll window
   RBUTTON & SHIFT            = Scroll window fast
Tom Trude,

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Master-Of-Fungus-Foo-D
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DIVIDING

Post by Master-Of-Fungus-Foo-D »

Insted of having to go through shortening and making another brush, divide it. Just hit clip, put the 1 and the 2 down the center and press shift+enter.
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while (local.player istouching self)
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silversound
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I return.

Post by silversound »

WOW! It has been awhile since I have been around! Look at all of these great tips!
PM me your tips of the day.

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Post by Stratocaster »

My turn now :wink:

LOAD ALL TEXTURES AT MAP OPENING

If you want to keep all the textures you are going to use in your map, do the following :
go visit all textures families and make small brushes, like bricks textured with each one of them. pick up your sky, your windows, doors, decals, whatever you are going to need.
make a wall with all the bricks.
make a group
make it detailed
put the wall somewhere in the map (somewhere you are not working on actually)
that's it you got all of them ready to use every time you open your map with radiant, it saves time loading them again and again, doesn't it?
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Post by Stratocaster »

Here goes another one :

Have you ever noticed .lin extension files created at mid-compile time?
I bet you have. It means you have a leak or a problem in your map and probably you will not be able to run it in mohaa.
Stop your compiling and go back to radiant to solve the problem.
If you do that you will save time in absurd compilations that won't work.

another one :

If anyway your game crashes while you load your map, run it again but remember to check the "dedicated server" box. You will go back to the desktop while the mohaas console will launch and it will display the error info right there.

another one :

see throught tress in radiant

I bet you all guys know this one but...here it goes
You have already put hundreds of trees in your map. You try to deal with brushes but the bloody trees with their black layers won't let you work easily. Do the following. see a button with an "A" symbol? just go and press it. wow all transparencies are on now!

last one for now :

I bet somebody said that before, but... always make backup of your .map file. I tell you this is really necessary.

hope it helps :wink:
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Master-Of-Fungus-Foo-D
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Post by Master-Of-Fungus-Foo-D »

Stratocaster wrote:My turn now :wink:

LOAD ALL TEXTURES AT MAP OPENING

If you want to keep all the textures you are going to use in your map, do the following :
go visit all textures families and make small brushes, like bricks textured with each one of them. pick up your sky, your windows, doors, decals, whatever you are going to need.
make a wall with all the bricks.
make a group
make it detailed
put the wall somewhere in the map (somewhere you are not working on actually)
that's it you got all of them ready to use every time you open your map with radiant, it saves time loading them again and again, doesn't it?
methinks mesees a good1
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The Fungus Theme song!!!

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Stratocaster
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Post by Stratocaster »

U can bet your *** it sure is 8-)
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