@PB:
Here are the files you asked:
http://www.mediafire.com/?88o8ihwnjm7j0eoThe pack contains a 3D view clip and the .RMF I'm using.
All the testings are made with both the new OpenGL 1.0 options several times:
- The "Light" entities issues seems almost fixed now (It fixes after re-opening the .RMF), but I can see the light's sprite disappears the more I go far from it showing me a square-sprite thing as you can see in the clip.
- For the transparent textures issue, the texture I used in the clip is "{RAIL1B" from halflife.wad. And on the textures browser I am able to see the transparency, but not when applied. The same thing happens if I tie it to a func_wall and set it to "Solid, Texture or Additive" at 255 FX amount, no change, still white. You can see it in the clip.
- The generic texture viewing in the 3D view seems resolved (double restart of Sledge when applied the other OGL option) as you can see in the clip. But the problem is still visible with textures that's supposed to be transparent (like Bevel, Null, Clip, Origin, etc...).
The textures I used where you see this fading-like effect are, firsly, the BEVEL from the latest version of ZHLT. And secondly, the BEVEL from the latest version of VHLT. It seems to only works properly with the original/standard pink "AAATRIGGER" texture, since I'm able to see it's correct transparency like on Source's Hammer TRIGGER texture (tested several times).
And another strange thing (not able to reproduce it, it just happened once, tried to reproduce it several times with no success) is if I replace that AAATRIGGER texture with another one (HINT for example) the thing that supposed to be a sort of alpha channel for the transparency becomes the previews applied texture (the AAATRIGGER). So if I go far from it, the fade/transparency effect is replaced by viewing the previews applied texture.
- Decals are not visible (decal below: "{TARGET" from "decals.wad"):
- Opening the same .RMF with VHE results in an "Out of memory" error message (tested several times):
- Opening the same file but exported as a .MAP file with VHE results in this error (tested several times):
And then: CRASH!
The program stops working and close by itself after 10-15 secs more or less, displaying a "Loading file" little window with an empty loading bar in the middle of the screen. And since the program has stopped working, I wasn't able to capture a screenshot of it (tested several times).
- Sometimes, when the texture tab is opened, is impossible to navigate through the 3D view by moving the mouse, WASD only (pressing "Z" several times doesn't work).
- The compiling process is way too short (even less than 1 second, so that's impossible). The log didn't stay open. No log saving in Sledge directory. I'm not able to set the compiling options, it immediately starts to compile when I click "Run" or hit "F9". Here are my "After Compiling" settings:
Also, the final .BSP result loaded in game is not playable (fully void, no lights, no solids, no entities. You can only hear the player footsteps and basic sounds like the HEV).
- The new Clip Tool is amazing! But sometimes it doesn't cut anything.
- "Hide mask" option in the textures tab doesn't work (the selection stays red highlighted).
- Textures browser filters not saving (I have to re-type the filter everytime). And the idea of selecting the wads from the browser in real time is great!
- "Carve" tool doesn't work properly: If I carve a simple cube, it deletes the carved cube leaving there the solid I used to carve only instead to leave there both.
- "Make hollow" "CTRL+H" shortcut doesn't work as mentioned in my previeous post, and if I use "CTRL+H" when other solids/entities are visible in the map, it deletes everything but the solid I tried to hollow, without hollowing it.
- Almost every texture is uncorrectly visible in the 3D view (some exceptions for "GENERIC" labeled ones), mostly textures with symbols like "{, -, +A, +B, scroll" etc.... Some are white and some has that strange fade/transparency effect. To fix this, I need to restart Sledge several times until the problem is solved.
- With the "Vertex Manipulation Tool", in the 3D view, if one corner of an edge is selected, in the other 2D views it moves the entire edge corners instead of the selected one only.
- Entity type not showing in the below bar:
- I noticed that the max FPS in the editor are 64. Why? VHE's max FPS has no limit. Working with 64 FPS makes my mouse reaction/movement a bit delayed (like when V-Sync is turned on). If you can change this it'll be better. Or maybe add an option?
- "Hide Null Textures" option doesn't work, they're still visible.
- "Flip Objects" shortcuts "CTRL+L" and "CTRL+I" doesn't work.
- The Torus Brush Type is amazing:
*O*
- Sometimes the "Selection Tool" doesn't work properly (somentimes doesn't select and sometimes selects a near or the nearest object or face instead of selecting the one I want to select).
- "Used textures only" in the textures browser doesn't work.
Final words: I'm actually unable to map with Sledge unfortunately due to all the above things. I hope you can solve these issues. May my help help you help us all!
xD
P.S.: Sorry for the long post. D: