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

Posted: Sun Nov 23, 2003 10:32 pm
by silversound
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.

Free Scaling Brush Size

Posted: Mon Nov 24, 2003 4:06 pm
by silversound
To make a brush bigger or smaller with the least amount of editing:

Select the brush in question, then press L on the keyboard for free scaling. When the brush turns green, move the mouse up or down and it will rescale itself larger or smaller. When you are done press L again to exit scaling.

Copied from a post by bdbodger.

Posted: Tue Nov 25, 2003 10:03 am
by bdbodger
To move a point on a simple patch mesh to the same location as a point on another patch mesh select both meshes and press V to show vertices . Then left click the mouse and draw the blue square around the two points on the meshes that you want to move to the same location and press control K , the point on the second patch mesh will move to the location of the point on the first mesh selected . Doesn't work if you move the mesh first if you do deselect it and then select one than the other again .

Snapping Brushes to the Grid:

Posted: Tue Nov 25, 2003 4:10 pm
by silversound
Snapping Brushes to the Grid:

When you have a brush that is not sitting on the grid properly, due to poor clipping, csg subtracting, or verticies moving, try using the ctrl+g to snap it to the currently selected grid size. This can be remembered as ctrl+"grid".


By the way great post bdbodger, Thanks!

Joining Two Brushes Together

Posted: Tue Nov 25, 2003 4:16 pm
by silversound
Join two brushes together:

Select the two brushes you would like join together and press ctrl+u. This can easily be remembered as "union". The brushes must be aligned the same on the grid, and certain shapes can not be joined. Using this makes for a much cleaner map.

Last edited by silversound on Mon Nov 24, 2003 7:08 pm; edited 2 times in total

Posted: Tue Nov 25, 2003 5:21 pm
by jv_map
When this turns out well I'll make it a sticky :)

(sorry for off-topic :oops:)

Here is my tip of the day (and for the next months ;)): Save your work regularly, and remember to make back-ups.

Posted: Tue Nov 25, 2003 5:26 pm
by Yarik
ummm...
Here is mine...
Never use CGS Subtract, learn to build brushes the hard way.

Tip:

Posted: Tue Nov 25, 2003 7:27 pm
by tltrude
Your .map file can be repaired or altered using a text editor--like Wordpad. Entities will be listed towards the bottom of the page, and "Entity 1" will be the last one that was added to the map. Worldspawn brushes and LOD Terrain will be at the top of the page.

Posted: Tue Nov 25, 2003 11:14 pm
by Vampir
To mimic the exact textue size,scale etc just right click the brush with the texture while you have the current brush selected.

Posted: Tue Nov 25, 2003 11:32 pm
by omniscient
lol i thought it was middle mouse..... oops.

eye

Posted: Wed Nov 26, 2003 1:37 am
by tltrude
Omniscient is right, at least when 3 button mouse is set in preferences. Using the center mouse button, with nothing selected, will also set the current texture (in the texture window) to whatever face you click on in the 3D window--so, you don't have to scroll to find it.

Grouping brushes together for easy manipulation:

Posted: Wed Nov 26, 2003 8:26 pm
by silversound
Grouping brushes together for easy manipulation:

When you have an object built from several small brushes and you want to move them around as a group, simply select all of the brushes in question, right click a 2d window and select func/group. After that when you want to move the whole group, select one of the brushes and press ctrl+e.

Taken from a -Gandalf- post.

Posted: Wed Nov 26, 2003 9:05 pm
by Vampir
If you make a item that you may have to make again...sometimes it helps to save it as a prefab. Then you can load it up into your next map y are making if you want to use it again. I have a whole crap load of some cool prefabs they come in handy. Barrels,crates,ladders,stairs anything I made that is redundant to make.

OK to make a prefab is simple...make sure the bush or brushes are selected. Then go to your toolbar and click file. Then locate "Save to prefab"...Click that Give your prefab a name that is descriptive ie. Gunrack, ladder etc. Click Save and. YAY!! You just made a Prefab. Now to load it any other time you want.. Go to your toolbar and hit "File" and find "Load Prefab"..find then one you want in your save box and then click ok..and YAY! You loaded a prefab...So as Nemesis says go eat some oreos!!!!

Posted: Thu Nov 27, 2003 3:36 pm
by williewisp
Remember to put

test_

before the name of your map.
to get the sound's and the enemy's to work in single player


eg. test_mymapname

Custom Textures

Posted: Thu Nov 27, 2003 8:05 pm
by silversound
Custom textures:

When making your custom textures and shaders, be sure to always use the file extension ".tga" in your shader file. Do this even if you decide to save file space by using ".jpg" files for your actual texture.