m0l0t0v Posted May 29, 2002 Does anyone here know a doom2-map-editor which will allow me put the grid-size on 1. (Deu and Ide only go as far down as 8; DCK goes as far as 2. I want 1!) I`d be very grateful if someone would tell me what editor I could use :D 0 Share this post Link to post
mmnpsrsoskl Posted May 29, 2002 You can do that in Wad Author, well using free move anyways, the grid still only goes down to 2. But using this make your lindefs/vertices move 1 grid space at a time anyhow... 0 Share this post Link to post
ReX Posted May 29, 2002 XWE allows a grid size of 1 unit. It also allows you to zoom in very close, which is great when you're working with a 1-unit grid. 0 Share this post Link to post
Biffy Posted May 29, 2002 ReX said:XWE allows a grid size of 1 unit. It also allows you to zoom in very close, which is great when you're working with a 1-unit grid. ReX, is there a newer XWE than 1.09? I have 1.09, cannot see at all how this can be used for map editing. I cannot select and move any lines or vertices. ??? 0 Share this post Link to post
zark Posted May 29, 2002 OK let's think about this. In any editor, whats the point of a grid smaller than 2? To get a grid of 1, just turn the grid off, since you can't have any unit less than 1. 0 Share this post Link to post
Fredrik Posted May 29, 2002 ZarcyB said:OK let's think about this. In any editor, whats the point of a grid smaller than 2? To get a grid of 1, just turn the grid off, since you can't have any unit less than 1. Well. You can have _two_ proper sectors within a space of 1x1 :) 0 Share this post Link to post
Csabo Posted May 29, 2002 Biffy: XWE v1.10 exists. ReX has it, but it hasn't been released yet. 0 Share this post Link to post
deep Posted May 29, 2002 ZarcyB said:whats the point of a grid smaller than 2?Sometimes this is useful. The grid reflects the translation from DOOM integral units to screen integral coordinates. Similar in some ways to "snap-to-grid", when you move a line, vertex, thing, it moves in these translated "chunks". What it does for some designers is to let them zoom in and predict where the vertex or line is going to end up for fine detail work. The other thing it's useful for is showing object alignment with other objects. There's also a use for non-powers of 2 grid (like 3,5,7,etc). That's useful is one is translating from a map drawn in one scale to the DOOM scale. DeePsea command= Shift+Ctrl+G (it's not used much, hence the 3 keys) for the engineering/architects out there. All personal taste stuff. 0 Share this post Link to post
Fredrik Posted May 29, 2002 I usually use size 64 for global editing and 32-8 for detail. I only find the 1 size grid useful when dealing with curves or rotated objects. For all normal (rectangular) kinds of geometry, 8 is a definite minimum for where I go. One could say this applies to height levels too. I use multiples of 64 for very large scale architecture and floor->height median, and multiples of 8 for the fine structures. 0 Share this post Link to post
Enjay Posted May 29, 2002 Csabo I'd been meaning to give you a shout just the other day to find out if things had been moving along XWE wise. I figured you had been so quiet recently that things other than doom were commanding your attention. What have you been implementing? Is there more support for other games or is it mainly the doom editing side you have been working on? Or is it a case of wait and see? 0 Share this post Link to post
Csabo Posted May 29, 2002 Enjay: it's doom level editing only. I did get a request for supporting a few new games, but I'm not planning on adding any more. 0 Share this post Link to post
Kid Airbag Posted May 29, 2002 I know in WA you can make it 2x2, then right click and go to "set linedef length" and just put 1 there and it'll work. 0 Share this post Link to post
Biffy Posted May 29, 2002 And, in WA, you can click on a line or vertex to drag it, hold shift while dragging to disable snap-to-grid. Then, you can move things one unit at a time. 0 Share this post Link to post
Kid Airbag Posted May 29, 2002 Fredrik said:I usually use size 64 for global editing and 32-8 for detail. I only find the 1 size grid useful when dealing with curves or rotated objects. For all normal (rectangular) kinds of geometry, 8 is a definite minimum for where I go.Wow, that's quite a surprise, considering the mad detail in most of your maps. 0 Share this post Link to post
Fredrik Posted May 29, 2002 Archvile64 said:Wow, that's quite a surprise, considering the mad detail in most of your maps. Most of it is 16x16, you'll see if you look closely. 0 Share this post Link to post
Enjay Posted May 30, 2002 Csabo Thanks for the reply. Oh well, I was looking forward to a few new game ripping possibilities. Still it's your project. I'm not the one slaving over the code to get it done. Sounds like you have made quite a bit of progress. 0 Share this post Link to post
kristus Posted May 30, 2002 Deth. :p I use the lower grids extensively. fyi ;) 0 Share this post Link to post
Erik Posted May 31, 2002 deth is king, I use the sub 8 grids once in a while, mostly when centering 8x8 style detail or making Re0L slopes though. 0 Share this post Link to post
ReX Posted May 31, 2002 A 1*1 grid is especially useful when working with oddly-angled linedefs. It allows more precision in terms of positioning vertices, etc. Of course you can achieve the same objectives by turning "Snap to Grid" off. Btw, have I mentioned how much I hate oddly-angled linedefs (triangles, circles, etc.) And yet, I curiously continue to use these kinds of geometric structures in my maps. My newest map is a prime example, and it's pissing the heck out of me. Perhaps it would be less painful if I simply beat myself over the head with a stick. 0 Share this post Link to post
mmnpsrsoskl Posted May 31, 2002 Fredrik said:Well. You can have _two_ proper sectors within a space of 1x1 :) What? You can? 0 Share this post Link to post
Fredrik Posted May 31, 2002 mmnpsrsoskl said:What? You can? Yes, why not? 0 Share this post Link to post
m0l0t0v Posted May 31, 2002 thanks for the help guys! m0l0t0v before the thread :[ m0l0t0v afterwards :D 0 Share this post Link to post
mmnpsrsoskl Posted June 2, 2002 Fredrik said:Yes, why not? I was half asleep when I posted that. And I still don't see how. Maybe it's because I was drinking again last night and I am tired yet again. Or that I am just stupid. 0 Share this post Link to post
Rellik Posted June 2, 2002 Waded goes down to 1, just don't try to move a line. :D 0 Share this post Link to post
mmnpsrsoskl Posted June 5, 2002 kristus said:mmmmmm: just make 2 triangles. Oh. I see now. 0 Share this post Link to post
Spike Posted June 5, 2002 The grid-size on my editor usually stays firmly at '8' - it jumps up to 16, 32, 64 and 128 when i'm adding size-exacting textures or trying to get that bloody teleport gate onto the 64 grid. Grrr. 0 Share this post Link to post