Created 6 years ago2013-07-27 02:24:39 UTC by Penguinboy
Perhaps Sledge automatically shows me all of the wad files in Half-Life?Yes it does
Hammer will also let an object be a part of 2 groups, but if you can prevent this in Sledge,it would be a good thingI object to this. I don't have a problem with that. Sometimes you want to hide/unhide particular groups of things and a group of brushes may belong in more than one such group for a particular purpose. I suppose you could have a third group to hold the things that belong to both the first groups, but I think that's up to the mapper to decide, not the tool.
Sometimes you want to hide/unhide particular groups of things and a group of brushes may belong in more than one such group for a particular purpose.That's what Quickhide(H key) and Quickhide Unselected(Ctrl+H) are for
was missing from the
autovisgroup, nice catch! Meantime you can put all your clip brushes into a single visgroup, least that's what I do.
a button on the interface or something that when pressed, brings all the vertices in the map to the nearest grid pointIt's been mentioned. Let me up that: If there is a selection, do it only to the selected brushes.
perhaps make it mandatory for a group to have AT LEAST two objects.As long as it doesn't make conflicts with the func_group entity, I'd say. I use it on single solids too, because I can select the "Passable: Yes" field without tieing it to a "real" brush entity (like func_detail). It saves clipping hull memory, ya know...
zhlt_noclip(choices) : "Passable" : "" =
"": "No" 1: "Yes"
So it's kind of a non-entity func_illusionary? Or at least, that's what I thought "passable" used to mean.Uhm yeah, kinda. But a func_group entity is still a simple solid so it cuts all the other touching solids as a normal brush would do.
I'd normally do that by making both groups a func_illusionary and maybe then wrap it in a clip brush, so I'm not entirely sure of what would be the benefit over my method.No benefits.