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RFeditpro is creepy and difficult :/

Posted: Sat Dec 27, 2008 3:34 pm
by Grausam
For example how do I delete one side of a cube to make an open box, tube etc? :wink: And how are textures added to the editor?

The editor is just too awkward for me. I hate to open the right-click menu everytime I want to move or resize a brush. If I import a .map made in Gtkradiant to RFedit, some brushes like arches and doorways disappear. :(

Re: RFeditpro is creepy and difficult :/

Posted: Sun Dec 28, 2008 5:00 pm
by Juutis
Agreed, compared to some other editors it truly is a bit awkward but once you get used to it, it does its job.
Grausam wrote:For example how do I delete one side of a cube to make an open box, tube etc?
As far as I know, the only way would be to use cut brushes but they should be avoided at all costs. You're better off creating the cube manually one wall at a time. For an open tube you can create a cylinder and tick 'Ring' in the 'Customize Template' options.
Grausam wrote:And how are textures added to the editor?
First you have to create a texture library file with the RFPack tool found in your tools folder. It's a pretty straightforward program, just drag and drop your textures in the texture list and save the file. Then go to Project -> Level Options in RFEditPro and set the texture library path to point at your texture library file.
Grausam wrote:The editor is just too awkward for me. I hate to open the right-click menu everytime I want to move or resize a brush
Use the shortcuts:
T = template mode, B = brush mode, C = camera mode
M = move, R = shear, L = scale


Welcome to the forums. :)

Re: RFeditpro is creepy and difficult :/

Posted: Fri Jan 02, 2009 10:00 pm
by zany_001
Most decent game engines are similiar. I personally use blender to model the levels, with stuff such as open cubes done easily in that, and then export it into RF.What i'm hoping is that RF1.0 will have the ability to customize the hotkeys and controls so that I can make it the same as blenders controls.

Welcome to the forums! :D