symbolically linked regions

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Wed Nov 25, 2009 3:03 am

  • In radiant. Sometimes it can be helpful to build small sections which can be cloned and reused. I think the current answer to that is regions. It is my understanding that if one imports multiple regions each is a separate fully copied group of brushes. Regardless of the benefits, the implication is that if there if a flaw is discovered in the region (later on), one must destroy each copy and reload the region at each instance.

    It would be nice if each instance of a region behaved like a symbolic link, where a change to the original regions would propagate our to the copies.

    Maybe this is already possible, if so, I've not figured it how to do it. Anyone know?
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    dublpaws
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Wed Nov 25, 2009 1:54 pm

  • Nice idea.
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    Rad Ished
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Wed Nov 25, 2009 2:49 pm

  • Yes, this is very common in audio/midi editors like cubase or cakewalk. Actually interesting coincidence. I was just thinking about how i miss this feature in NetRadiant a few days ago..
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    lda17h
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Wed Nov 25, 2009 9:37 pm

  • lda17h wrote:Yes, this is very common in audio/midi editors like cubase or cakewalk. Actually interesting coincidence. I was just thinking about how i miss this feature in NetRadiant a few days ago..


    Its common in most major graphics applications too. And it would be a lifesaver in terms of work needed to rework a map. But it would break probably break comp ability with other editors.
    HOF:
    <Diablo> the nex is a "game modification"
    <Diablo> quake1 never had a weapon like that.
    <Vordreller> there was no need for anything over 4GB untill Vista came along
    <Samua>]Idea: Fix it? :D
    <Samua>Lies, that only applies to other people.
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Wed Nov 25, 2009 9:46 pm

  • tZork wrote:
    lda17h wrote:Yes, this is very common in audio/midi editors like cubase or cakewalk. Actually interesting coincidence. I was just thinking about how i miss this feature in NetRadiant a few days ago..


    Its common in most major graphics applications too. And it would be a lifesaver in terms of work needed to rework a map. But it would break probably break comp ability with other editors.


    Well, it breaks compatibility in a good way :) So that should be not a reason against it. I guess also that there's always a pretty straightforward way to convert this .map format into the older one by just replacing all "links" by their template..
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    lda17h
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Thu Nov 26, 2009 1:51 am

  • Well incomparability in the map format it would be a bitch for ppl like me who don't want to use NetRadiant (or rather more like to use another editor). That said, there are proly ways to make it work w/o compat breakage. but it would be messy.. as in assigning a entity key, lets say "groupid" with a uid shared by all "instances" and updating each instance after edit. You'd have to keep track of rotations and such done after cloning too tough..
    HOF:
    <Diablo> the nex is a "game modification"
    <Diablo> quake1 never had a weapon like that.
    <Vordreller> there was no need for anything over 4GB untill Vista came along
    <Samua>]Idea: Fix it? :D
    <Samua>Lies, that only applies to other people.
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    tZork
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Thu Nov 26, 2009 7:10 am

  • q3map2 has a facility for this, using keys "_clonename" and "_clone". However, Radiant at the moment cannot render clones in the editor.

    Can anyone find out whether this q3map2 feature actually works, and if it does, what are its limitations (it probably is brush only, but what else)? If it works out well in q3map2, I may try adding display for it to Radiant.
    1. Open Notepad
    2. Paste: ÿþMSMSMS
    3. Save
    4. Open the file in Notepad again

    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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