Date: Sun, 09 Jun 1996 17:10:11 -0500 (EST)
From: Mike Ruete <ruetem@lafvax.lafayette.edu>
Subject: Re: Editor GUI design
To: quake-dev@gamers.org
On Sat, 8 Jun 1996, Bernd Kreimeier wrote:
> >All primitives should have a "root" point/axis, and
> >there should be plenty of options for aligning that
> >within your level.
> You've lost me. Could you explain? Is this selecting
> an edge, and/or a vertex, as a frame of reference for
> moving/rotating the brush?
Yes, that's exactly what I meant. You'd have to select and edge
(or a line selected from two points) that would be your axis, then you
select another point (usually on the axis) which would be the origin of
the brush's frame of reference. Then when you went to insert the brush,
for example, you could select the mid-point of an existing edge to put
the origin at, and then choose, for example, to align the axis with
another existing edge.
> a) is an editing mode with polyhedra-polyhedra
> 3D collision detection worth the hassle?
I doubt it. Doesn't on of id's utilities (qbsp, I think) do
clipping of brushes before the final list of vertices and edges is
determined (and before nodes are built)? Of course, if you're using
home-grown node builders and other utils (which I'm sure we all
eventually will be seeing as we can't all get access to a 4-processor
alpha for nodes and lightmaps), then it's most definitely worth the
hassle, because you probably wouldn't be able to make a proper map
without it.
-Mike Ruete