GtkRadiant Editor Manual. Installation & Set Up. Installing and running the. GtkRadiant Editor Manual. Tools 9: Debugging Maps. Regardless of your skills. GtkRadiant Editor Manual. Tools 4: Working with Textures. There are three skill.
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After learning how to create rooms, it’s time to see more advanced things which can be done with brushes. Moving a brush is a straightforward procedure. Select the brush, keep MouseButton1 pressed with the manuap inside the brush to be moved, and move the mouse with the button pressed. There are, however, more things which can be done than simply move:. In this section we’re going to see how to scale, rotate and move brushes around.
Note that brush transformation isn’t really recommended, especially for structural brushes, as they may not seal the level from the void, causing leaks.
Also, some brush manipulation tools may make some areas harder to maintain. For mapmodel manipulation, though, these tools are very useful. Brushes can be rotated. This allows them to be faced at a specific angle.
However, don’t forget usually axis-oriented geometry is preferred. First, select the brush. From here on, we have two alternatives: Brushes can also be scaled. Other, unsafer ways include the “Arbitrary Scale”  dialog box and the free scale tool.
The latter has a tendency to mess with the texture alignment. A menu command and toolbar button controls each.
The six flip and rotate toolbar commands are the second grouping from the left on the toolbar. The rotate command for the same axis is always next to the flip command. Short for Constructive Solid Geometry, it’s a technique used in solid modeling which allows a modeler or mapper, in our case to create a complex surface or object by using Boolean operators to combine objects.
There are three CSG tools in our editors: Although they are convenient to use for some operations, they often do things that the user may not care for. These “side effects” can include breaking brushes into inconvenient parts, cutting up adjacent brushes, and creating hard to find and remove micro brushes.
Mankal we’re going to see each one of them. Before going forward, lest we forget that all brushes in the OA engine and therefore in GtkRadiant need to be convex, as the engine cannot work with concave brushes.
The most useful CSG manipulation tool. Like its name implies, it merges two brushes into a single one. Select gtkradianf or more brushes which align with each other on at least one side. Then press the CSG Merge button the in toolbar. In order for the tool to work, the brushes to be merged should create a new concave brush.
The tool won’t operate at all if it detects that the brushes to be merged will not generate a concave brush. The Gtkraadiant Hollow function does exactly what it says. From a single brush it creates a brush for each face. To use it, simply select the brush you want to hollow, make sure you have chosen the grid size gtkradiatn want, and click the hollow button in the toolbar.
The “side” brushes will gtmradiant as thick as the grid size you have selected. This tool does however overlap the brushes in the corners, which should be avoided, so after using this tool, always fix the overlapping corners.
Because of this, the tool works better with six-sided cube brushes. This tool allows you to “cut out” or “subtract” one brush with another.
This tool isn’t recommendable at all, as its use tends to end with tons of hidden, small brushes not on the grid as a result. For arches, doors and other round things, you’re probably better off with patches, bevelsclipping and vertex manuap.
But its use is placed here for archive reasons.
Mapping manual/Brush manipulation
If you delete gfkradiant brush you cut with, you should now find that there’s a hole in the other brush es where that brush was. If you select the brushes left, you will most likely see that they have split up into smaller brushes. If you anyway insist on using this tool, region off together the brushes that will be cut and the brushes which will be used for cutting.
This keeps other brushes in the map from being affected by the action. It’s also a good idea to save just before doing the action, so the user can “back up” to an earlier version. The Clipper tool is one of the most useful tools in mapping, to the point that its use is recommended instead of 4 or 5 of the above mentioned tools.
It’s basically a virtual knife which, with the aid of markers blue dots specify an angle to slice the brushwork. This tool is so useful that it has its own page. Edge editing and vertex editing are two very useful techniques which are used to fine-tune the look of brushes. Edge editing lets you select any edge and move it around, gtkradiajt keeping all other edges in place, vertex editing allows you to do the same, but instead of edges, you can select the vertices corners of a brush.
Vertex works exactly the same way, by pressing V or clicking the “Vertex Select” button, but this time, you select the corners of manial brushes. All the basic transformation tools will still be available. You can also use vertex editing to edit patch meshes.
Also, by pressing F you can enter the face editing mode, which works almost like the two others, but lets you select faces instead of vertices or edges. If you are using the map grid to keep brushes in alignment, this is a great tool. Rotated brushes and brushes that have had their vertices tweaked can have vertices that no longer lie on map grid intersections.
This snaps the vertices to align with the grid. Be warned that snapping to large grids may be hazardous to the health of your brush. This is a quick overview of what these tools do. Its use is gtkradint recommendable, as using it in tandem manjal proper placement of Hint Brushes speeds up the compilation process and un-stresses the engine by rendering a lower amount of brushes at once, thus speeding up the performance of gtkadiant level.
GtkRadiant – Wikibooks, open books for an open world
This means that it cannot be used to seal the hull of the map world. If a detail brush is used as a hull, the map will “leak” when compiled. Detail brushes have two beneficial effects:. Structural is the Default State for brushes. Textures that are not manipulated by shader scripts to be transparent or non-solid do not change this.
It removes the detail flag from the brush. This surface WILL block Vis when the map is compiled so long as there isn’t shader content that says otherwise. For shorter compile times and small file sizes, efficient brush construction is “critical” in building your map. Overlapping means that all or parts of two or more brushes share the same physical space. If brushes overlap, you can expect them to add time to your compiling, and add size to your.
Efficient map construction means that all brushes butt up against each other, but never intersect. In it, you build your map using structural, caulked brushes, and use detail brushes and patchwork to give visuals to your level. As caulked faces aren’t drawn by the engine, the result won’t change much from only texturizing structural brushes. However, with good use of detail and patches, you avoid to stress the engine to draw faces which aren’t visible in-game, boosting the performance. Sign In Don’t have an account?
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