Penguin, this doesn't sound like too hard of an addition, but could you add a new preset brush type which is just a "carved" cylinder will all vertices moved to the edges of it's bounding box
Like this : shit explanation I know
Created 11 years ago2013-07-27 02:24:39 UTC by Penguinboy
What are the chances of anyone actually making a good amount of it?The chances pretty good imo, considering your skills/knowledge, and the fact you are familiar with CS is a BIG plus.
Brush StrokeMe like.
it might be nice if Sledge automatically mitred the joints?It would be better to have an option to choose between mitred and not mitred. You don't need mitred joints on every structure.
a skybox primitiveNah. You just need a prefab for it, then you just scale it or resize it with the VM tool. It would be a waste of time for PB imho. Also because you don't need cubic skyboxes every single time.
Whitelist addon requestThat would be useful. Or simply add something that excludes duplicated textures everytime instead, no matter what.
*lolPerv. lel
That would be useful. Or simply add something that excludes duplicated textures everytime instead, no matter what.The only problem is how to choose which wad's textures you want, e.g. i have custom DEV textures to resemble source, and if some other WAD has an aaatrigger brush, I'd wouldn't want my textures excluded
Nah. You just need a prefab for it, then you just scale it or resize it with the VM tool.True I'm guessing a tool like this would only work with cubes, but it would be neat if you could do other shapes without error; It would be like an advanced Hollow tool basically
I'm guessing a tool like this would only work with cubes, but it would be neat if you could do other shapes without error; It would be like an advanced Hollow toolYeah, it might be helpful in some cases, indeed.
you could sort them by priority and the first would override all repeat textures in the othersGenius, SugarMan!
Check for Problems add-on requestI agree. Also, do you know those annoying errors like "func_whatever is empty" just because you've deleted a brush entity BEFORE moving it to world? Those one should be removed completely imho. Though, I don't remember if Sledge notices these type of "fake errors".
Like the entity report, add a delete button OR allow the the delete key to remove highlighted items from the list.
Because rewriting is hip.wat
@Alberto: The same question was asked on GithubOh I'm sorry Pengy, I don't look at Github unfortunately. :/ Thanks for the info though. I agree with you on your decision to rewrite everything for the things you've said!
python, LUAHoly shit yes please!
@Jeffmod: There's a checkbox in Sledge that does that.Sweet, already thought of! You're the best! <3
( 1795 3044 296 ) ( 1795 3044 320 ) ( 1795 2996 320 ) SIGN_PEAK10ACC6 [ 0 -1 0 106.667 ] [ 0 0 -1 42.6667 ] 0 0.1875 0.1875From Sledge:
( 1795.000 3044.000 296.000 ) ( 1795.000 3044.000 320.000 ) ( 1795.000 2996.000 320.000 ) sign_peak10acc6 [ 0.000 -1.000 0.000 106.667 ] [ 0.000 0.000 -1.000 42.667 ] 0.000 0.188 0.188Huh, so it looks like there was texture scale rounding error, from 0.1875 to 0.188. That 4-digit precision is from the Fit function. Of course, both Hammer and Sledge show that further rounded to 0.19, which is why I couldn't tell there was a problem.
( 1795.000 3044.000 296.000 ) ( 1795.000 3044.000 320.000 ) ( 1795.000 2996.000 320.000 ) sign_peak10acc6 [ 0.000 -1.000 0.000 149.000 ] [ 0.000 0.000 -1.000 20.000 ] 0.000 0.190 0.190So the problem here looks like bad handling of single-precision float to decimal integer conversion. I dunno if you can get into Hammer's code, but there's obviously something different with how it's handling that conversion.
I use an odd ASDF for FPS games, with F&A Back/forth, and S&D for strafeI just threw up in my mouth.