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Date: Mon, 03 Nov 1997 05:04:57 -0500
From: Marc Anthony DeLegge <marcodel@idt.net>
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Subject: Re: Scoping/grouping problem
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Status: RO

Yeah, I have this problem too... mainly when I have alot of groups in 
my Level and they are groups of groups of groups... not only do brushes
'move around', but some become warped and mishapened... (actually kept 
one malformed brush, cause it looked cooler than mine =)... It is quite 
a nuisance, especially when you have a nice light fixture, wall
decoration,
or slipgate that is made up of many brushes  that have to align
precisly.

Also, importing the resultant map file and editing it, doesnt always
work.
sometimes you have to delete the brush entirely in the map file and
recreate
it without being in a group....  this got _very_ tedious in my Navajo32
TF map,
which consists of a healthy 1925 brushes!!

One thing I noticeed that helps me .. keep all brushes on the X,Y,Z
plane... after
4 large complicated maps Ive earned that all odd angled brushes are bad
bad bad!!
I have on level right now that crashes quake on start-up.. until I
remove one odd 
angled wall... then it runs.. when I replace with a new brush at same
odd angle..
it crashes quake again.. =( very unhappy about that...

as a final note... I just dont have this problem until my map goes over
700-900
brushes... I havent found the sweet spot yet, but still, my maps reach
that many
brushes in the first 4 hours of design (I like big TF levels =)...


StinkyMnky@aol.com wrote:
> 
> Hey all, i already sent in a email to bugs@ qoole, but I just wanted
> to not
> only address this problem but see who else suffers from it... Quite
> simply
> say you created a brush for a room, after you hollowed it, selected it
> and
> scoped dwon, you then added the detail to the inside of the room
> whether it
> be, tables, and beds or thermonuclear generators, when you scope up,
> ofcourse
> all of these components (brush's and entities) are highlighted and can
> be
> ungrouped... Now the problem, When I scope down on situation's like
> this, or
> situations of different sections of a level (several rooms grouped)
> the
> entire section moves (changing the map data) the section moves down
> adn to
> the right of the original location... This it quite a nuisance when it
> comes
> time to vising, the nuisance being it don't happen... One workaround I
> found
> to this, is to ungroup all of the brushes, but this just simply isn't
> happening when you have layers of levels behind what you're looking,
> destroying the purpose of grouping (aside from csg subracting occuring
> many
> times faster when grouped down, just for anyone who didn't know
> that)... Well
> that's my hwat not and whim wham for today....
> 
> Rich

-- 
------------------------------------
. o 0 [ Marc Anthony DeLegge ] 0 o .
. o 0 [   marc@samadhi.com   ] 0 o .

* According to my calculations, the problem doesn't exist.

