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#1 NeonsStyle

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Posted 21 September 2016 - 12:05 PM

Hey,

 

I was wondering if it was possible to setup a better way to do scaling? In GTKRadiant vers 1.5 you could scale a map by a simple percentage

and it would scale the whole thing and work. The way we do it in DR by entering X,Y & Z coords, doesn't seem to work, as it just turns the map,

object into a mess of brushes in all sorts of angles. Is there any way we could have the GTK vers 1.5 version of scaling? I took a large map and

scaled the whole thing down by 15% and it worked beautifully. That was a long time ago though.


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#2 nbohr1more

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Posted 21 September 2016 - 12:21 PM

Here's one solution:

 

http://forums.thedar...w-to-implement/


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#3 nbohr1more

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Posted 21 September 2016 - 01:05 PM

Here's the other:

 

http://forums.thedar...ng/#entry262440


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#4 NeonsStyle

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Posted 27 September 2016 - 11:18 PM

Yeh but won't work for an entire map. I have a map and it's a massive map, and is 50% complete but when I made this I didn't know that much and it's out

of scale by about a factor of 1.3. I can't very well make an entire level a model or static, nothing would seal. This is why I wanted a way to scale

the whole thing down as brushwork.


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#5 nbohr1more

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Posted 27 September 2016 - 11:38 PM

The second solution I posted was for Brushwork, does that not work?

Also, you can covert to func_static, resize, then revert to worldspawn.
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#6 NeonsStyle

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Posted 11 October 2016 - 06:42 AM

Ahh never thought that. I'll try it out. Didn't work.  I can't use blender, I tried but I'm out of my depth. lol

 

I think I might just have to give up on this build and rebuild it.  Shame, I just can't get it into a reasonable

scale. You can see by the front door (large mansion doors from tdm) that it's out of scale. There's brushes

a whole mess of patch work, the place is riddled with lights. When I was originally doing this for Quake 3 (didn't

know you couldn't do a single player thief game in it lol), I ran out of entities in it lol. So I stopped. I've done more

on it now in tdm, but it's just too much out of scale, and the only way I could really see of fixing it was rescaling it. 

 

Every time I try it just ends up a mess. So I'll rebuild it instead. 

 

It's the City Council for Bridgeport. 

 

City%20Council.jpg


Edited by NeonsStyle, 11 October 2016 - 06:58 AM.

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#7 VanishedOne

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Posted 11 October 2016 - 09:36 AM

The main thing that strikes me is that the pillars look rather thin (especially noticeable since they cover three storeys rather than two as in the links below). Otherwise I'm not sure it's terribly off for a big, imposing building:

 

https://www.google.c...iact=mrc&uact=8

 

https://www.google.c...iact=mrc&uact=8

 

https://www.google.c...iact=mrc&uact=8

 

That's not to say people won't complain about a scale that differs from most missions, just that reality isn't necessarily bounded by the constraints of TDM's stock doors.


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#8 Sotha

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Posted 11 October 2016 - 11:10 AM


It's the City Council for Bridgeport. 

 

 

 

I get this ultra "Invitation to a party" -vibe from that scene:

 

H2SA_Invitation_to_a_Party_german_embass


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#9 NeonsStyle

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Posted 12 October 2016 - 10:28 AM

 

I get this ultra "Invitation to a party" -vibe from that scene:

 

H2SA_Invitation_to_a_Party_german_embass

 

We should get a group together and do it. I've got some of the inside worked out. All the floors. a wine cellar, and a dungeon down a long spiral staircase (that needs

redoing as it's too long, and too wide). The main foyer is very grand with a long splayed out grand staircase made from patches. A nice small library was started, needs

redoing as none of the original textures work. There's a pool room off the main room. Also a ballroom with a terrace leading to the gardens. There's a small basic

chapel, a tomb and small graveyard. Prefab gate keepers cottage. Assorted gardens. Kitches and service rooms behind all the main front rooms. 

Upstairs I've done little except lay out some very basic floor plan (which is crap) I think it needs rethink, and maybe central rooms with walkway around, or

figure 8 paths around, or maybe (given it's palace vibe), interconnecting rooms (which is what I was going for before). 

 

Better still, I just saw your image, I think you are further a long. I am have just finished my map, and I would love to dive into another. Bikerdude and grayman have both seen it, and they really like it. I'm looking for a new project and I've had this project in my head since Quake 3 days. lol

 

PM Me. 

 

VanishedOne, you're right about the columns. 


Edited by NeonsStyle, 12 October 2016 - 10:30 AM.

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#10 NeonsStyle

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Posted 14 October 2016 - 11:14 AM

The method for scaling in GTK Radiant 1.5 is a much better way to do it. Because it doesn't scale until

you've entered the values, mostly because in DR you can only scale one brush, even if you func_static something, you

still can't scale it (it's greyed out). The GTK method solves all these issues.

 

GTK - enter X, Y, Z then press enter and it scales perfectly every time. 

 

DR  - If you enter any X Y or Z it will scale in that factor, and won't wait for you to enter the others. So the map

ends up massively distorted. ie enter X and it scales before you enter Y & Z. 

 

I really think this needs changing in the editor, as the GTK method let's you perfectly scale anything, it's the same system,

it just doesn't scale until you enter all the values. 

 

This is an issue, not just for full maps, but for prefabs that are slightly out of scale, you can't adjust them. The GTK

method solves all these problems, and the only difference, is it doesn't scale until you press enter, ie enter the values

in what you want, and then scale. 

 

You can see for yourself how much better it is. Here's the download for it. http://icculus.org/g...s.html#binaries


Edited by NeonsStyle, 14 October 2016 - 10:45 PM.

I have a small YouTube channel making videos on a variety of games. Come and have look here:
 
https://www.youtube.com/c/NeonsStyleHD

 

 

 





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