3/30/2024 0 Comments Half life 1 dev textures wadThe idea is good, but without better camera movement, higher render distance for the vertices and a horizontal axis lock for vertex extrusion, terrain creation on a large scale is barely easier than when using Hammer. If you use Alt+drag, you can only move vertices along the z-axis and there should definitely be a key combination to restrict movement around either the x or y-axis, rather than the entire xy-plane. I wanted to move vertices either towards me or away from me, not to the left or right. The vertex editing tool is also in dire need of an axis lock for extruding corner vertices. Needless to say, for my massive 3072 x 1152 units cliff wall, I had to be just a tad bit too close to see enough vertices simultaneously to edit.Īwkward (and when crossing large distances also slow) camera movement combined with the render distance limit of the vertices didn't make this really easy. There's no flying around like you have in Hammer or BSP Viewer.Īnd in vertex editing mode, the corner/edge/face vertices only render when you're within a certain distance from them. to view dir.) * or* rotating the camera around whichever point of an object you select with the mouse * or* zooming in/out, navigating is difficult. As the only camera options are looking around * or* moving the camera up/down/left/right (along the plane perp. This program is in dire need of WASD+mouse movement. The front faces (192 x 192 units) were the ones I wanted to extrude, so this cliff wall has, as seen from the front, dimensions of 16x192 by 6x192 units. I made a cuboid with dimensions 320 x 192 x 192 units and the idea was to vertex edit a massive cliff wall, using a roster of 16 by 6 of these cuboids.
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