Yeah, the pointfile is the same place every time. Over by a window I put in-place of a prefab wall (models/darkmod/architecture/modules/interior_mansion01/mansion01_window02.lwo)
Is it inside or outside of the brush room?
"Why don't we just wait until the map, or area, is fully built and then place a huge brush that encloses all?"
Yeah, I have frequently mapped that way myself, as a shortcut to testing in game. But it's not a great idea for a few reasons. It has to be done eventually for performance and sound reasons, and you can save a lot of time and headache chasing down internal leaks later if you do it a little at a time.
(I assume it's a performance thing, but as a beginner, I'm not understanding why brushes have to be so close to room walls... or if brush thickness/width is a big deal ('hollowed' ones are defaulted to like 8 grid units wide or whatever, so what would happen if I accidentally made it 16 grid units wide?)... or when to intersect / when not to... or why can't the room floor, walls, and ceiling just act as the brushes (i.e., why is there a separate "sealing"?)... so their mysterious nature stresses me out a tad. I like knowing the exact rules so I can rest assured that I'm doing things correctly... but I don't know the main exact rules yet.)
1. Brushes need to be close to room walls only if you plan on putting a room or something on the other side. Otherwise they could be quite a distance away if you like.
2. There's nothing wrong with 16 units wide brushes, as long as they don't get in the way of something on the other side, as above. Some mappers would never work with anything less than 16, and prefer 32.
3. Room floors and ceilings could act as sealing brushes (that's how I made my first two missons), but there are reasons why that's not a great idea. You have more freedom to resize and move them if you know they aren't sealing. For example, if I suddenly decided I wanted my ceiling a couple units higher, I could move it without worrying about whether that's going to open a gap to the void. It's also easier to isolate sealing brushwork for testing if they're only doing one job.
4. The first step is learning what works...the second step is learning WHY it works, and whether it's the best method for you.
Another rookie question: is there a way to "Frame Selected" like in Maya? For example, you have a couch highlighted, and you want to frame the camera onto that object. In Maya, I would just hit "f". When I hit F in DarkRadiant, I have no clue what happens, but it might not be good (my model turns white), haha. I'll look at the hotkey list next time I dive in...
Not that I'm aware of. You can use ctrl + middlemouse click in the xy or xz window to move the camera to the location you click, but I don't know of a way to control the orientation of it.