-
Content Count
9 -
Joined
-
Last visited
Community Reputation
1 NeutralAbout Brendon Chung
-
Rank
Newbie
Contact Methods
-
Website URL
blendogames.com
Recent Profile Visitors
173 profile views
-
Visibility/culling debug command
Brendon Chung replied to Brendon Chung's topic in TDM Editors Guild
Ok, thanks all! I think I just totally misremembered this feature being in the doom3 engine, my mistake : ) @HMart - yup, r_showTris 2 is what I've been using for verifying visibility stuff. It works well, but becomes a little difficult to visually parse when the level reaches a certain complexity, so I was looking around for possible alternatives. -
I'm not sure if I'm misremembering it, but is there a console command to "pause" the engine update of visibility/culling? With the primary purpose of letting you noclip around and see exactly what is being rendered/not rendered when the player is at a given location. I could've sworn I've used this command before, but I just spent the last hour trying to find it to no avail, so maybe I imagined it!
-
Wishlist For Darkradiant
Brendon Chung replied to sparhawk's topic in DarkRadiant Feedback and Development
Hi all! I wanted to share some thoughts on DarkRadiant tweaks & features. I’m guessing most of this has already been mentioned before, but I wanted to throw it out here just in case! Thanks. Particle Editor Currently, it’s a bit difficult to judge a particle effect’s size relative to other particle effects, as the camera automatically repositions itself to frame the effect in a close shot. (The ground grid does give a frame of reference, but is only useful for very rough estimates.) I’d love it if there was a way to “lock camera position” while viewing particles. This would all -
I'm digging into DarkRadiant's python scripting tools and was wondering if anyone had tips on how to detect which face is selected. Currently I can detect: the brush that is selected the parent (brush) of the selected face But unfortunately I can't seem to figure out how to detect when a specific face is selected. Does anyone have insight on this? Here's my current python script: class FaceAligner(dr.SelectionVisitor): def visit(self, node): if node.isBrush(): brush = node.getBrush() for i in range(0, brush.getNumFaces()): face = brush.getFace(i)
-
texture edge-wrapping
Brendon Chung replied to Brendon Chung's topic in DarkRadiant Feedback and Development
Oh cool, I think that'd be useful in some specific cases. Thanks for the tip! I just realized I posted this in the wrong forum category. Sorry about that, my mistake. Is there a way I can have this post moved to TDM Editors Guild, or for this post to be deleted? -
I was wondering if there's a special DarkRadiant technique/tool for adjusting a texture orientation by an edge. A level designer I'm working with made a demo video describing this: Basically, right now he is doing some calculator work to angle a texture along an edge -- is there a shortcut of some kind to do this? Thanks!
-
Brendon Chung changed their profile photo
-
Thanks Tels, that did the trick.
-
I feel I'm missing something basic - here's what I'm experiencing: 1. I make a brush. 2. I turn the brush into a trigger_once. 3. When I try to resize my trigger_once, I'm unable to resize it, nor can I select its vertices. Can you explain what you mean by 'select the proper worldspawn' - is there a special way to select brush entities? Here's a short desktop recording of what I'm experiencing. I make a trigger_once and am unable to resize it: http://blendogames.com/dev/dr1.avi
-
Is it possible to resize a brush entity? And if so - how? Whenever I try to resize a brush entity (i.e. door, trigger), the brush doesn't budge. I wasn't sure if this is by design, or if there's some intermediate step I'm missing.