Copying PLR path_tracks?

Discussion in 'Mapping Questions & Discussion' started by KubeKing, Feb 17, 2015.

  1. KubeKing

    aa KubeKing Back home in Jupiter, things are getting harder

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    This thread is over and done with. If you want to be part of the in-crowd, follow this link to another one my predicaments.

    "I've got 99 problems, but a leak ain't one of them."


    Important note: Here are paraphrased versions of some of the original questions posed:
    • How does one copy path_tracks from one team to another when making a PLR map?
    • What is an effective way to copy and flip parts of a symmetrical map?
    • How does one prevent a map with leaks from running?
     
    Last edited: Feb 23, 2015
  2. KubeKing

    aa KubeKing Back home in Jupiter, things are getting harder

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    Bumped, because I really want these questions answered.

    Do it for the children.

    Edit: You did it! The children thank you.
     
    Last edited: Feb 17, 2015
  3. Crash

    aa Crash func_nerd

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    Name all your paths <team>track##. Then copy them all to the other side, alt r ( or is it ctrl? ) with them all selected to bring up the replace menu. Replace team name with the other. This even replaces the name in any selected logic, too.
     
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  4. Kraken

    Kraken Few more zeros and ones for the site to proccess

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    Crash since you have a youtube channel you could do a video about this subject.
     
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  5. Crash

    aa Crash func_nerd

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    Yeah I was just thinking I should do a quick tip on the replace function and maybe paste special as well. Map symmetry is another one I've been meaning to do as well. Can't right away, however, as I'm sort of between computers at the moment.

    To answer some of your other questions... (On mobile, sorry for any autocorrect failures)

    The method I use to copy stuff over symmetrically is by using giant skip brushes on a 512 grid size that encompasses the entire map up to the middle divider. I select everything I want to copy over, select the skip brush and then mirror or rotate the whole thing to the other side.

    As for preventing the map from running, just check do not run the game on your compile window. You don't have to run VRAD or VVIS to check for leaks and generate a point file, so you can turn those off to check faster.

    As for the tracks, not that I'm aware. I did it all manually for plr split.
     
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  6. KubeKing

    aa KubeKing Back home in Jupiter, things are getting harder

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    Thanks! The corresponding hotkey was "ctrl + shift + r". Removing that question from the list!
     
  7. fubarFX

    aa fubarFX The "raw" in "nodraw"

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    now we just need to figure out how to mirror a tug of war track
     
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  8. Crash

    aa Crash func_nerd

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    Heh, I was close.
     
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  9. Crash

    aa Crash func_nerd

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    Also you should leave your questions in your posts so time-travelers in the future can hopefully solve their problems, as well!

    Hi, time travelers.
     
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  10. Izotope

    aa Izotope Never releases maps

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    Yeah, back when I was a beginner in hammer and was looking for solutions, it always pissed me off that a thread was changed or deleted.