Queries: Dealing With Complexity

CD121CD121 Join Date: 2013-04-04 Member: 184635Members, Reinforced - Shadow, WC 2013 - Shadow
I've been working on a map for the past couple weeks in my spare time, and now that the pieces are beginning to fit together (so to speak) i'd like to get serious about it. However, it is getting more and more difficult to continue expanding and adding, as things are getting in the way of each other in the viewports. With this in mind, my question is this: in the side and front viewports, how can you be selective about what you are, well, selecting? It seems more often that not, I choose a wall face in front of a prop when it was the prop that was my target. Is there a key that cycles through the targets while you click away at a location?

As well, here's an embarrassing question: How do I actually load my map? Y'know, so I can actually walk around in it (& get a feel for things) as it progresses.

Comments

  • VetinariVetinari Join Date: 2013-07-23 Member: 186325Members, Squad Five Blue, Reinforced - Shadow, WC 2013 - Silver
    Can't help you with your first problem - I'm a newbie mapper by myself - but for the second one, take a look at this: http://forums.unknownworlds.com/discussion/119239/one-click-map-testing-within-spark/p1
  • ObliviousSightObliviousSight Join Date: 2012-09-07 Member: 158306Members, Reinforced - Shadow
    The key to your first problem is the use of layers and using the selection options down at the bottom of the editor. Official maps are a good example for how to do layers well.
  • CD121CD121 Join Date: 2013-04-04 Member: 184635Members, Reinforced - Shadow, WC 2013 - Shadow
    Beautiful, many thanks to both of you- this is exactly what I've needed. Now progress can continue anew!
  • BeigeAlertBeigeAlert Texas Join Date: 2013-08-08 Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts
    Also, and you may already know this, but you should playtest your map BEFORE going in an adding all this detail. If a room is proving problematic and you have to rework it, you don't want to have done ALL that work on it for nothing do you?
  • KrozuKrozu Join Date: 2012-08-06 Member: 154854Members
    I got layers for occlusion geo, for whole areas of the map, one for props, etc, and i have one or two temporary layers when i need details. Just put everything you really need in it, hide everything else, go from there.

    That said, be careful with what you delete when you are done. BACKUPS BACKUPS BACKUPS, it can't be said enough.
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