Mouselook in Quake Wars Editor


(Hakuryu) #1

One thing that has always bugged me about radiant editors is that you cannot mouselook in the perspective view. You are forced to use keybinds stripped right from an ancient shooter - look up, look down, etc.

If it would be possible, I would love to have the right click that currently moves you in the perspective view to act as a mouselook instead. Or add it like Maya does it- hold alt and left click and drag to mouselook.

I’m sure I can’t be the only one who would like this. Can a dev comment on if this might be done?


(kamikazee) #2

GTKRadiant has it… The only problem is that 1.5.0 is not really compatible yet with most Doom 3 games. (Seems to be a problem with origin key/values.)

I would love it if SD could get ID to take a look at GTKRadiant and copy that feature. Once you’re used to it, you can’t work without.


(MuffinMan) #3

yep it’s really a pain to switch to the key-version, I’m waiting for a gtk release for qw before I start mapping again


(EB) #4

…news to me. Care to share specifics ? (then again I do use test versions.)


(Hakuryu) #5

Amen.

I’ve been working with Maya, trying my hand at terrain and other modeling. The view movement is great with mouselook… so natural to a gamer. Coming back into a radiant editor (for Prey) is frustrating.

Btw, does anyone still even use the keys ‘look up’, ‘look down’ and ‘center view’? I still see these with default values in shooters today.


(jRAD) #6

The world editor includes the following camera modes right now:

Legacy Doom3 (“Classic”)
Drive (mouse-controlled motion and looking)
Free Fly (mouse-controlled looking, arrow-keys control motion)
FPS (Like drive, but the camera stays at the player’s eye level from the ground)


(Lanz) #7

Nice! That’s just what radiant needed. :notworthy:


(kamikazee) #8

All hail the guy(s) who brought that in! :notworthy:


(MuffinMan) #9

ahhhh what a relief!


(Hakuryu) #10

Woot! :stuck_out_tongue:


(Pytox) #11

Yeay, that’s good :slight_smile:

This function was also in Hammer(for HL) and it is very good to use.


(SniperSteve) #12

Sweet. :smiley:


(Danyboy) #13

just out of interest - has SD made changes to Radiant directly or do they ask for certain features from someone else?

I guess that id software spend an even share in time between creating the tools and creating the game - I’d guess SD want to spend most of their time on the game rather than the editor


(leifhv) #14

Great news! I’ll actually try to make something for ETQW then! :clap:

I did try to make a Quake 4 map once but I soon gave up when I realised how poor the Q4 editor was.


(jRAD) #15

Almost all of the tools development for ETQW happens internally at SD. The tools have been worked on heavily; I think modders will be pleased with some of the new features and fixes.


(Bongoboy) #16

Like, specifically, it smells all minty.


(MuffinMan) #17

so now we have to pay for it right? I mean with this feature it would be insane to give it out for free!


(EB) #18

BirdDawg and Bangobongoboy-o for the win!
Can’t wait to see the tools…any chance you could make the Q4 editor better ? :stuck_out_tongue:


(Hakuryu) #19

Two more things I would love to see is an alternate way to create and modify a brush.

An input box where you would enter say 512x 512y and 16z to create a brush of those dimensions would be nice. I’m so used to creating basic shapes in Maya this way, instead of dragging edges, that it seems like it would be a good addition to the editor. It is much faster than dragging and removes the possibility that your shape isnt exactly the size you wanted from dragging and reading grid lines wrong.

Also, Maya lets you transform a brush through a dialog which I find very useful also. When I create a 64 unit cube for example, I just change the z transform to 32 to set it on the grid. I see this as useful in a Radiant editor mostly this way - I’m moving a small object while the grid is large(64) so it doesnt fit on the floor(32 unit gap). I could change the grid, move the object, and then change the grid back, or simply enter -32 in the z transform box. Instead of going through the menu’s for rotation, a quick 90 in the X rotation transform could do it. There are alot of good uses for this sort of thing.

Anyone else like these ideas?


(Wils) #20

We actually have a transformation inspector in the new editor, which would do the same things as Maya …if it wasn’t slightly broken at the moment. I’ll mention it :slight_smile:

Couple of tips in the meantime:

You can toggle ‘Show Size Info’ (Q key) on to see how big the brush you’re dragging is.

The radiant grid can be changed using the number keys - if I wanted to move a 64 unit cube down 32 units I’d press ‘6’ to switch to a 32 unit grid, ‘-’ (minus) on the numpad to move my object, and then whatever number key I wanted to go back to the grid I was working with. This is at least as fast as typing into the transform boxes in Maya, in my experience.

If you just want 90 degree rotations there are a bunch of buttons on the toolbar that do the same thing without requiring you delve into menus. These also have shortcuts in the ETQW editor.