Progress

Kind of a random day.

Select Matching

Added the ability to select matching things. This expands on the previous “select all faces with this texture” functionality. Now what will happen is that if you have faces selected, it will select all faces that match any of the textures on the selected faces. If you don’t have faces selected, it will select matching entity classes - meaning that if you have a light selected, it will select all lights in the level. I want to expand this eventually into an SQL style selection mechanism where you could, from the entity inspector, issue selection commands like: “select all lights that have a light value of 150″. Eventually.

Hide/Show

Added some basic functionality to hide and show entities and brushes. Not too exciting but it’s core functionality that had to get done.

What really works well here is the “Isolate” button that I added to the toolbar. This hides everything that is not selected. It’s great for working on small subsections of large maps!

Cylinder Brush Builder

Added some new brush builders that will create cylinders. I decided on options for 6, 8 or 12 sides for now. That should be as detailed as you want to get in Quake.

cylinders.jpg

Spike Brush Builder

Same as above except for spikes. Options for 3, 4, 8 or 12 sides.

spikes.jpg

Keypresses

CMD+A - Select everything in the level
CMD+SHIFT+A - Select matching (see above)
OPTION+A - Select all brushes in selected entities. This is handy for moving a door made up of multiple brushes. Select one brush, hit OPTION+A, and start dragging.

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