1) If by an organised overview you mean a prop browser, then yes. It's the red chair icon on the toolbar. If you mean an overview of all the props currently in the level, then no.
2) Create a layer called 'Vents' and assign the geo and props etc to it. This will make them appear yellow on the minimap in-game.
1) If by an organised overview you mean a prop browser, then yes. It's the red chair icon on the toolbar. If you mean an overview of all the props currently in the level, then no.
I know that one; but I would like to apply some filters (like: "Show only pipes and wheelchairs"). Because I don't really know what to search for.
I'd like to make a line in a right angle. I need to snap to one of the lines that appear when (using the line tool) clicking and holding down on a vertex. Unfortunately, it won't snap when Snap to is disabled, and it won't snap to the line - but to the grid - when snap to is enabled.
Actually that first one is a lie, there is a check box to show all the props currently used (doh!). If you are looking for specific types props you can type in the search bar in the prop browser and that will filter your results.
There aren't any vent props that will give you a whole vent as it were, you just create a inward facing 'tube' of geometry and props of the size you want and mark it as a vent. There are props that are used for trimming vent entrances and some that are used in interiors etc
I'm not sure I quite understand that latest question, but you can move existing verts with the move tool, does this help? Maybe you could clarify a little bit?
Edited: It was pointed out to me that my answer was misleading.
Ok, i will try to explain it. Unfortunately i cant provide you with pics, as im on my phone now.
I want to draw a line. The starting point is off grid. I want the line to be parallell to the grid. There are three help-lines for exactly this purpose (red, blue, green), but my line wont snap to them, but to the grid. And when the line snaps to the grid, it cant be parallell to it.
If I deactivate snap to, my line wont snap to anything.
1) Work on the grid, this makes life much simpler I find. Use the different sized grids to accomplish what you need.
2) If you hold shift down while drawing a line on an axis guide, it will lock the line to the guide. You can also move your cursor to a vert you want to match length with and the line will snap to that length.
3) Draw the length of the line you want elsewhere and then move it into position and weld the verts.
Cant do #1, unfortunately, as Im working on an already existing map (Docking), but if #2 works as I think it does, its exactly what im searching for! Thank you very much!
Cant do #1, unfortunately, as Im working on an already existing map (Docking), but if #2 works as I think it does, its exactly what im searching for! Thank you very much!
(will try tomorrow)
What you could do is the following:
Draw the line you want to be horizontal on the grid, and select the whole line. Move the vertex on top of the existing vertex (the one not on the grid). Delete the vertex you just dragged onto it, and connecting the now floating vertex to the one that is not on the grid.
This might be a little confusing actually...
And i'm not 100% sure i understood the question.
LokiJoin Date: 2012-07-07Member: 153973Members, Forum Moderators, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
edited September 2013
The occlusion mesh is his occlusion geometry. The light block is what he is using to stop shadow casting from a spot light over an area of the map that does not require the "outside" lighting.
Anything in the Layers can be called anything you like so long as it makes sense to you / you know what it is.
Anything in the Groups generally has be called a specific thing for the games engine to know what to do with it (i.e. occlusion geometry / non collision geometry etc)
It indicates what the engine should render, if you have none, no matter where you are on the map or the direction you face, the game will still render all of the map, if you encase the map in walls and add all those faces to occu geo, the engine will not render what is hidden behind those faces.
LokiJoin Date: 2012-07-07Member: 153973Members, Forum Moderators, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
edited September 2013
It basically tells the editor what the player can or cannot see, so the engine will not render what the player can`t see but will render what the player can see. As you run round the map the engine will render what you can / cant see in real time as you walk / run / shoot / fly. Helps to keep prop / light / cinematic / geo etc etc counts low so draw calls are on average below 2k to 2.5k and gives you decent FPS. Anything abvoe 2.5k fps I would say might get some people some fps issues.
In other words, there is no reason for fps drops from rendering room B if you are in room A, therefor you have occu geo faces encasing the map to tell what the player can / can't see.
Is there a way to weld selected vertices so that one will be moved where the other one is?
Because when I select to vertices and weld them, they somehow meet in the middle.
Is there a easy way to make edges in a certain angle? E.g. 30°?
Or, alternatively, a way to assign which line you want to use as reference when pressing alt while using the line tool.
For the first question, as far as I know, no there isn't a way to do that. What I usually do is move both verts to the location I want and then select both and weld selected verts.
For angled edges you can use the rotate tool with the various angle snaps or use a circle with the appropriate number of verts to create the angle you want. There are other ways that people use as well.
For angled edges you can use the rotate tool with the various angle snaps or use a circle with the appropriate number of verts to create the angle you want. There are other ways that people use as well.
1) Is there a possibility to display the prop names below the images in the prop browser?
The prop browser mostly consists out of black squares for me. Is there any way to make browsing somewhat easier?
edit: My current workaround: place all the models you work with in the map and use copy and paste...
edit 2:
2) How do I make vents appear orange on the map?
3) How do I use the forum's search function effectively?
Is there ANY way to filter ANYTHING?
4) Slightly OT, but how do I create thread subtitles?
2) You need to place your vents in a layer called "Vents" without the quotes
3) You can. Notice the vague black down arrow on your search bar. That's in the lower, bigger search bar which you can only see after you've used the search bar at the top of the forum.
2) It can be props and/or geo, doesn't matter. But make sure you add them to the Vents 'LAYER', not the group (there isn't even a special group like OcclussionGeometry for vents as far as i know). It's one of those weird things you just have to know.
BeigeAlertTexasJoin Date: 2013-08-08Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts
Use the props to help you get the right size for your vents. 96x48 or 48x48 is the size of the props. Now of course you don't have to KEEP them that size, you can do more interesting things, but that's how big the mouth of them should be if you're trying to match them up to the props.
2) How do I set up a map for the combat mod?
I think I just figured that one out. You can run any map as combat map, as long as combat mod is running, right?
3) How do Skybox files work? (= How do I create custom Skyboxes?)
Saw it in the other thread.
4) Thread subtitles. How do they work?
5) How do I release a map to the steam workshop?
I think I will be able to figure it out with the stickied thread from the modding subforum.
Comments
2) Just out of interest: How do you make vents (properly)?
edit: 3) Ctrl + click adds or removes from selection. Is there a way to only add/remove?
2) Create a layer called 'Vents' and assign the geo and props etc to it. This will make them appear yellow on the minimap in-game.
3) To the best of my knowledge, no.
I know that one; but I would like to apply some filters (like: "Show only pipes and wheelchairs"). Because I don't really know what to search for.
There are special vent props, I guess?
A pity.
Ok, next question:
I'd like to make a line in a right angle. I need to snap to one of the lines that appear when (using the line tool) clicking and holding down on a vertex. Unfortunately, it won't snap when Snap to is disabled, and it won't snap to the line - but to the grid - when snap to is enabled.
Help?
There aren't any vent props that will give you a whole vent as it were, you just create a inward facing 'tube' of geometry and props of the size you want and mark it as a vent. There are props that are used for trimming vent entrances and some that are used in interiors etc
I'm not sure I quite understand that latest question, but you can move existing verts with the move tool, does this help? Maybe you could clarify a little bit?
Edited: It was pointed out to me that my answer was misleading.
I want to draw a line. The starting point is off grid. I want the line to be parallell to the grid. There are three help-lines for exactly this purpose (red, blue, green), but my line wont snap to them, but to the grid. And when the line snaps to the grid, it cant be parallell to it.
If I deactivate snap to, my line wont snap to anything.
1) Work on the grid, this makes life much simpler I find. Use the different sized grids to accomplish what you need.
2) If you hold shift down while drawing a line on an axis guide, it will lock the line to the guide. You can also move your cursor to a vert you want to match length with and the line will snap to that length.
3) Draw the length of the line you want elsewhere and then move it into position and weld the verts.
(will try tomorrow)
What you could do is the following:
Draw the line you want to be horizontal on the grid, and select the whole line. Move the vertex on top of the existing vertex (the one not on the grid). Delete the vertex you just dragged onto it, and connecting the now floating vertex to the one that is not on the grid.
This might be a little confusing actually...
And i'm not 100% sure i understood the question.
(Docking)
Anything in the Layers can be called anything you like so long as it makes sense to you / you know what it is.
Anything in the Groups generally has be called a specific thing for the games engine to know what to do with it (i.e. occlusion geometry / non collision geometry etc)
Does the shadow fade rate on spotlights actually do anything? I can't see any difference when changing the values.
Because when I select to vertices and weld them, they somehow meet in the middle.
Is there a easy way to make edges in a certain angle? E.g. 30°?
Or, alternatively, a way to assign which line you want to use as reference when pressing alt while using the line tool.
For angled edges you can use the rotate tool with the various angle snaps or use a circle with the appropriate number of verts to create the angle you want. There are other ways that people use as well.
Didn't know this one yet. Thank you.
forums.unknownworlds.com/discussion/130475/what-are-the-green-lines
Forum search, there you go
The prop browser mostly consists out of black squares for me. Is there any way to make browsing somewhat easier?
edit: My current workaround: place all the models you work with in the map and use copy and paste...
edit 2:
2) How do I make vents appear orange on the map?
3) How do I use the forum's search function effectively?
Is there ANY way to filter ANYTHING?
4) Slightly OT, but how do I create thread subtitles?
2) You need to place your vents in a layer called "Vents" without the quotes
3) You can. Notice the vague black down arrow on your search bar. That's in the lower, bigger search bar which you can only see after you've used the search bar at the top of the forum.
4) I don't think you can.
Fixed your link - Mouse
2) I did (placed it in the pre-existing vent layer of docking). I made the vents out of geometry, for the sake of time. Do they have to be props?
3) They surely hid that well. Thank you.
4) I do think you can. Go into the mapping forums and see for example the thread "ns2_caged". It has a subtitle saying "remake".
2) How do I set up a map for the combat mod?
I think I just figured that one out. You can run any map as combat map, as long as combat mod is running, right?
3) How do Skybox files work? (= How do I create custom Skyboxes?)
Saw it in the other thread.
4) Thread subtitles. How do they work?
5) How do I release a map to the steam workshop?
I think I will be able to figure it out with the stickied thread from the modding subforum.