Posting This Here, Though It's Kinda A Bug Report.
WolfWings
NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
<div class="IPBDescription">func_resource needs the model set still.</div> If you don't set the 'model' tag on a func_resource, Natural Selection crashes with an 'Invalid String' error when you try to load the compiled level. This may not be a problem for Hammer users, but for folks using outside tools it might bite you in the rump. :-)
Technically, wouldn't this be a bug, or it an 'undocumented feature' to let us mappers switch the resource nozzles used if we find a need for it?
Technically, wouldn't this be a bug, or it an 'undocumented feature' to let us mappers switch the resource nozzles used if we find a need for it?
Comments
I don't know if you can change it to other model names, just try it out with a copied "models/b_resource_nozzle_test.mdl".
So there is ONLY a problem with QeRadiant! All the Hammerers and QuArKers can sit back and relax.
(Except of course you mean: Enter no value and the build programs will fill in the default value, that of course is not supported, but I guess you only mean that in Radiant you start with all entities blank.)
So there is ONLY a problem with QeRadiant! All the Hammerers and QuArKers can sit back and relax.
(Except of course you mean: Enter no value and the build programs will fill in the default value, that of course is not supported, but I guess you only mean that in Radiant you start with all entities blank.) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Basically, yeah. I've tried QuArK once or twice, it has the same problems Hammer does compared to Radiant. It tries to do too much for me, brush-construction-wise, which is why I can't stand it.
Radiant can safely edge-edit, vertex-edit, carve, even CSG intersection and union all day long, and it only does the 'fix broken brushes' things like automatically splitting them when you vertex-edit to a non-planar face, etc.
Makes repairing the brush geometry from a map decompiler MUCH easier. =^.^=
Though I still say it should be relatively trivial to make a map decompiler that uses a bit of brainpower. Make all surfaces by default 64 units thick, then clip them against all the faces they colide with, no infinite brushes, and a mostly-clean level. =^.6= Need to work on that more, and see about making the idea a reality...