GoldSource Mapping Tips Created 18 years ago2006-01-02 09:43:42 UTC by Kasperg Kasperg

Created 18 years ago2006-01-02 09:43:42 UTC by Kasperg Kasperg

Posted 15 years ago2009-09-13 21:29:39 UTC Post #273310
Probably been mentioned somewhere in the bowels of this thread, but shift-dragging, control I and control L (flip vertically/horizontally) have been like my best friend these last few days.
Strider StriderTuned to a dead channel.
Posted 15 years ago2009-09-13 22:35:24 UTC Post #273311
Woah woah, what? Is that for 3.5?
Edit: What are you doing?
Posted 15 years ago2009-09-13 22:48:21 UTC Post #273312
That works since 3.3. Does wonders indeed - when mapping, I only create the first one brush: the rest is 99% shift-dragging.
Posted 15 years ago2009-09-13 23:01:33 UTC Post #273313
Holy crap, I never knew about that.
Crap, I could have saved so much time with this...
Posted 15 years ago2009-09-13 23:12:38 UTC Post #273314
Yeah, it's bloody handy. Like when you first learn the power of alt right-click texturing or that you can cycle clipping methods with the clip tool. :P
Strider StriderTuned to a dead channel.
Posted 15 years ago2009-09-13 23:12:46 UTC Post #273315
What the shiznit I didn't know that, wow!
Posted 15 years ago2009-09-13 23:37:56 UTC Post #273316
Shift dragging is very handy. Never heard of control I and control L, though.
Posted 15 years ago2009-09-14 00:00:48 UTC Post #273317
I've written this mapping tutorial for CSS a long long time ago, and it has all the useful shortcut keys and tips.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 15 years ago2009-09-14 00:36:49 UTC Post #273318
Penguinboy PenguinboyHaha, I died again!
Posted 15 years ago2009-09-14 15:36:45 UTC Post #273334
Holy crap, I never knew about that.(shift-dragging)
Wow how can you guise not know about that?! I would quit mapping without it.. =)

Strider: that flippy thing is also quite useful =)

Satch/Pengy: SWEET THANKS =)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 13 years ago2011-05-16 19:23:24 UTC Post #273335
I knew shift drag just not the mirror tools "cntrl I and L".

Edit: Heres a quick tip. When creating a multimanager first make the entity a multisource and than change it to a multimanager. This will delete the light properties "or whatever your starting entity is" from the multimanager's key values.

Heres another tip. Do use f9. I personally think lighting looks better with it and its fast and easy. Unless you need to do special things like include textures.
Posted 13 years ago2011-05-17 00:26:46 UTC Post #294699
How the hell were you able to bump this? lol.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 13 years ago2011-05-17 03:05:33 UTC Post #294704
By editing his post perhaps?

Wait, F9? Are you sure? F9 = compile.
Posted 13 years ago2011-05-17 03:18:21 UTC Post #294706
Editing will reopen a thread, but editing alone doesn't bump, you'd have to post after reopening to bump.

Atom probably just reopened and he posted.
Crollo CrolloTrollo
Posted 13 years ago2011-05-17 04:16:39 UTC Post #294707
This thread should always stay open, in fact I think it is. Its always near the top...
Posted 13 years ago2011-05-17 04:39:34 UTC Post #294708
EVERY thread should just stay open instead of having this weird auto-lock feature.
Posted 13 years ago2011-05-17 04:45:32 UTC Post #294709
Stickies will not lock in future versions of TWHL.
Penguinboy PenguinboyHaha, I died again!
Posted 13 years ago2011-05-17 05:04:04 UTC Post #294710
Wow how can you guise not know about that?! I would quit mapping without it.. =)
I don't even know what it does right now :D
Skals SkalsLevel Designer
Posted 13 years ago2011-05-17 06:34:30 UTC Post #294711
skals:

Shift-dragging
select a brush, and then drag it whilst holding down the shift key. you've just cloned the brush. Depending on your settings in options, it will preserve visgroups and structure.

be careful tho, if you have ig ticked and you shift-drag, i think it will destroy any brush-based entities and groups. (depending on what you're doing, you may want that)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 13 years ago2011-05-17 06:59:22 UTC Post #294712
ah, that sounds pretty useless. When I'm creating an area with different cubes, I create one, do the copy feature and then keep pasting them whenever I need them, I find this easier.
Skals SkalsLevel Designer
Posted 13 years ago2011-05-17 11:06:10 UTC Post #294713
It is not useless at all. I use it all the time when I need some precise copy-pasting.
Striker StrikerI forgot to check the oil pressure
Posted 13 years ago2011-05-17 11:33:35 UTC Post #294714
It is most useful.
Posted 13 years ago2011-05-17 13:18:03 UTC Post #294715
yea i already know about shift dragging, simple: it is pain in ass to map without it, these are the ppl who create maps in UDK and they say that hammer sucks because it takes a lot of time to create a simple room just because the dont know about shift dragging ;o too bad that in Blender 3D u cant model with shift dragging ;p that shift dragging mapping is a bad manner ;p but hammer > oll
Posted 13 years ago2011-05-17 13:28:12 UTC Post #294716
Literally could not map without shift-dragging.
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-05-17 14:09:10 UTC Post #294717
Doesn't shift dragging in unreal engine just simply move the brush?

It does.


Sorry, thought you were talking about using the UDK and not hammer.
Crollo CrolloTrollo
Posted 13 years ago2011-05-17 14:41:20 UTC Post #294719
Yeah the title of the thread is UDK Mapping tips.
Striker StrikerI forgot to check the oil pressure
Posted 13 years ago2011-05-17 14:57:20 UTC Post #294722
Shift dragging is like breathing in hammer. And control m and alt enter.
Posted 13 years ago2011-05-17 16:08:08 UTC Post #294723
nerd talk :D
Skals SkalsLevel Designer
Posted 13 years ago2011-05-17 20:30:56 UTC Post #294724
And Alt+P, occassionally.
Jessie JessieTrans Rights <3
Posted 13 years ago2011-05-17 20:44:02 UTC Post #294725
I don't need Alt+P :ciggie:
Posted 13 years ago2011-05-17 21:00:19 UTC Post #294726
Simple tip but...
Never. Never ever ever ever ever release a map with no sound. Even the buzzing of a fluorescent light livens up a quiet room.

Very quiet wind sounds also make good indoor background noise.
Posted 13 years ago2011-05-18 00:14:34 UTC Post #294727
I rarely [Alt]+[P] as well. Never tells me anything good until the compiler picks up an error of some kind.

Oh here's a tip: For extra ambiance, take your sound into a sound editor and muffle it out. In hammer, put the muffled sound near the regular one but at a much larger audible distance. That way very few sounds fill up an entire map very easily and give you good inside ambiance and outside ambiance. :)
Rimrook RimrookSince 2003
Posted 13 years ago2011-05-18 02:19:22 UTC Post #294728
uhh, use alt p every minute! Will save you lots of time.
Posted 13 years ago2011-05-18 02:21:32 UTC Post #294729
That reminds me, there's something I've always wondered:

There are three checkboxes: Small radius, Medium radius, and Large radius. Can these be combined? Supposing I check Medium radius AND Large radius, does the sound radius cover 50% more than large radius alone?
Posted 13 years ago2011-05-18 02:48:22 UTC Post #294730
There are three checkboxes: Small radius, Medium radius, and Large radius. Can these be combined? Supposing I check Medium radius AND Large radius, does the sound radius cover 50% more than large radius alone?
From common/const.h:
#define ATTN_NONE 0
#define ATTN_NORM (float)0.8
#define ATTN_IDLE (float)2
#define ATTN_STATIC (float)1.25[/pre]

From dlls/sound.cpp:
	if ( FBitSet ( pev->spawnflags, AMBIENT_SOUND_EVERYWHERE) )
	{
		m_flAttenuation = ATTN_NONE;
	}
	else if ( FBitSet ( pev->spawnflags, AMBIENT_SOUND_SMALLRADIUS) )
	{
		m_flAttenuation = ATTN_IDLE;
	}
	else if ( FBitSet ( pev->spawnflags, AMBIENT_SOUND_MEDIUMRADIUS) )
	{
		m_flAttenuation = ATTN_STATIC;
	}
	else if ( FBitSet ( pev->spawnflags, AMBIENT_SOUND_LARGERADIUS) )
	{
		m_flAttenuation = ATTN_NORM;
}
That's the code which reads the flags and sets the attenuation level based on them.
Posted 13 years ago2011-05-18 02:48:46 UTC Post #294731
I always wondered that too, but i never tested it.. =)

If i had to guess, i'd imagine a bigger radius would cancel out, or be redundant to any smaller one, and not make any change.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 13 years ago2011-05-18 02:55:09 UTC Post #294732
This was supposed to be an edit, but someone had to play ninja:

In English, if Play Everywhere is checked, the sound will play everywhere. If two or three of the radius flags (but not Play Everywhere) are checked, the smallest-radius one is the only one that counts.
If i had to guess, i'd imagine a bigger radius would cancel out, or be redundant to any smaller one, and not make any change.
That's how it is.
Posted 13 years ago2011-05-18 04:12:23 UTC Post #294733
Guess it wouldn't work then. Too bad, it had potential. :P
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