I found a trick for working on a map you have already started, open the editor, hit ctrl + O, choose your .level file, and double click on it. Rotate the camera so you can see it.
<!--quoteo(post=1743054:date=Dec 8 2009, 10:11 PM:name=MacCoy)--><div class='quotetop'>QUOTE(MacCoy @ Dec 8 2009, 10:11 PM) <a href="index.php?act=findpost&pid=1743054"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i use this trick to get props from my props level.<!--QuoteEnd--></div><!--QuoteEEnd--> You use a level where you design or gather all your (build) props in? Hmm... why not... I suppose the benefits are that you can easily pick them out and construct them in your level. Haven't think of that but that might come in handy.
<!--quoteo(post=1743085:date=Dec 9 2009, 01:43 AM:name=Risky Salmon)--><div class='quotetop'>QUOTE(Risky Salmon @ Dec 9 2009, 01:43 AM) <a href="index.php?act=findpost&pid=1743085"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->UWE needs to work on their grid snapping. If you have a different object in the mix than the others then it throws the exactism totally off.<!--QuoteEnd--></div><!--QuoteEEnd--> It's true that when you want to move two or more objects the "move"-grid is centered on those two or more objects, making it a pain to move whole parts of what you have constructed to join them together. It's too time-taking to join rooms together. On the other hand you can easily join two parts together using <a href="http://www.mendasp.net/index.php" target="_blank"><b>THIS</b></a> technique [video by Mendasp] called "Vertex snapping", you can do it by using "shift" or "alt". This comes in rather handy sometimes, but still when you try to join multiple parts (one after anotherp) it still is rather time-consuming, but perhaps that's just the way it is ?!?
<!--quoteo(post=1743107:date=Dec 9 2009, 04:15 AM:name=kingmob)--><div class='quotetop'>QUOTE(kingmob @ Dec 9 2009, 04:15 AM) <a href="index.php?act=findpost&pid=1743107"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->grid snapping should equal fast joining of rooms.<!--QuoteEnd--></div><!--QuoteEEnd--> What do you mean?
<!--quoteo(post=1743119:date=Dec 9 2009, 01:27 AM:name=Xtof)--><div class='quotetop'>QUOTE(Xtof @ Dec 9 2009, 01:27 AM) <a href="index.php?act=findpost&pid=1743119"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You use a level where you design or gather all your (build) props in? Hmm... why not... I suppose the benefits are that you can easily pick them out and construct them in your level.<!--QuoteEnd--></div><!--QuoteEEnd-->
Make blank map, start placing every prop straight down the list, align them up by categories, and enjoy. Certain mappers find these "prop levels" much more effective at picking out props than a browser window.
<!--quoteo(post=1743133:date=Dec 9 2009, 01:09 PM:name=WatchMaker)--><div class='quotetop'>QUOTE(WatchMaker @ Dec 9 2009, 01:09 PM) <a href="index.php?act=findpost&pid=1743133"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Make blank map, start placing every prop straight down the list, align them up by categories, and enjoy. Certain mappers find these "prop levels" much more effective at picking out props than a browser window.<!--QuoteEnd--></div><!--QuoteEEnd--> Oh I see... care to share your prop level with me? Or someone else?
<!--quoteo(post=1743153:date=Dec 9 2009, 10:42 AM:name=Xtof)--><div class='quotetop'>QUOTE(Xtof @ Dec 9 2009, 10:42 AM) <a href="index.php?act=findpost&pid=1743153"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Oh I see... care to share your prop level with me? Or someone else?
Greetings, Xtof<!--QuoteEnd--></div><!--QuoteEEnd--> They're not really that hard to make. Just make a level with every prop.
Comments
Now the hard part is finishing the rest of it.
You use a level where you design or gather all your (build) props in? Hmm... why not... I suppose the benefits are that you can easily pick them out and construct them in your level.
Haven't think of that but that might come in handy.
<!--quoteo(post=1743085:date=Dec 9 2009, 01:43 AM:name=Risky Salmon)--><div class='quotetop'>QUOTE(Risky Salmon @ Dec 9 2009, 01:43 AM) <a href="index.php?act=findpost&pid=1743085"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->UWE needs to work on their grid snapping. If you have a different object in the mix than the others then it throws the exactism totally off.<!--QuoteEnd--></div><!--QuoteEEnd-->
It's true that when you want to move two or more objects the "move"-grid is centered on those two or more objects, making it a pain to move whole parts of what you have constructed to join them together. It's too time-taking to join rooms together. On the other hand you can easily join two parts together using <a href="http://www.mendasp.net/index.php" target="_blank"><b>THIS</b></a> technique [video by Mendasp] called "Vertex snapping", you can do it by using "shift" or "alt". This comes in rather handy sometimes, but still when you try to join multiple parts (one after anotherp) it still is rather time-consuming, but perhaps that's just the way it is ?!?
<!--quoteo(post=1743107:date=Dec 9 2009, 04:15 AM:name=kingmob)--><div class='quotetop'>QUOTE(kingmob @ Dec 9 2009, 04:15 AM) <a href="index.php?act=findpost&pid=1743107"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->grid snapping should equal fast joining of rooms.<!--QuoteEnd--></div><!--QuoteEEnd-->
What do you mean?
Make blank map, start placing every prop straight down the list, align them up by categories, and enjoy. Certain mappers find these "prop levels" much more effective at picking out props than a browser window.
Oh I see... care to share your prop level with me? Or someone else?
Greetings,
Xtof
Greetings,
Xtof<!--QuoteEnd--></div><!--QuoteEEnd-->
They're not really that hard to make. Just make a level with every prop.