mol on 3/3/2005 at 08:05
Ok, that makes sense. Thanks for the explanation, Krypt. I knew it felt odd, somehow, but at least now I know why! I wonder if it would be possible to fix that, somehow? Much of the building involves working with the static meshes, so it would really be of great help to get it fixed.
I noticed that on the UnrealEd tutorial pages the static mesh browser did look different, but figured the reason for the difference was the extensive engine modifications. :erg:
Mandrake on 3/3/2005 at 11:06
Quote Posted by Krypt
The mesh browser view window is different from how it was when I used it while making the game. It acts as though the window is actually larger than what it shows, but you can only see the upper-left corner of it. The center of your view seems to be out of the window, so it's kind of hard to move around in it. You could move in it about as easily as the normal view window when I used it... dunno what happened :(
I don't quite understand what you two are talking about ? Are you saying that there should be a picture in the medium size black square in the top left of the window next to the list ?
(Later) AHA! I've figured it out now.... I didn't realise that using left or right or both mouse buttons (and draggin) in the black preview window allows you to move around in 3d space in exactly the same way as in the main 3d window in the editor.
It seems that the initial starting point is looking in the wrong direction.
A bit of random mouse clicking and waggling finally displayed some grid lines, and from there I was able to home in on the actual object and zoom in on it. Once I'd done that, the view was saved during the rest of the editing session, even after exiting the static mesh browser and going back into it again.
However exiting out of the editor altogether and going back in returns to that "random" starting location, and the origin has to be found once again :(
Guess its a bug in the editor...
To look at the static mesh as quickly as possible, you only need to turn, not move, so just hold down the right mouse button, and move the mouse down and to the right at a 45 degree angle, and you will see grid lines and then the object.
Annoying, but you only have to do it after loading a map.
I wonder if the default view window for the static mesh browser is read from a registry entry or ini file ? (And could thus be fixed)
bukary on 3/3/2005 at 14:52
I have another basic problem... I am familiar with DromEd and I never ever had any problems with highlighting brush faces. But T3Ed gives me a headake. In order to highlight some surface in 3D viewport I have to do some tricks with ION button (Toogle Flesh Render Output) and Fullbright Mode Button (I click on these icons several times in accidental order and try to highlight the surface every time; after few tries I suceed). Of course, I have everything builded (Build All button).
Some other persons from Polish T3Ed forum have the same problem... :(
Am I missing something? When shouldn't I be able to select brush face?
EDIT: I've just noticed that clicking in the center of a brush face makes highlightning it MUCH more possible. It does not work always though...
heyjulius on 3/3/2005 at 15:25
The staticmesh browser was a bit on the small size, so I used Reshacker to move and scale the different windows, It seem the menu page is locked or something, it does'nt respond to the usual resize operations (click and drag)
Hopefully some one can implement more from the original editor, the properties pages has three columns, and so far the latter one is the one in use, seems a bit messy.
But at least the editor exist!
So if some one would recompile the 3d max plugins for use in 3ds max 6 and 7, we would really be on a roll. It's not possible to buy 3ds max 5 anymore just max 7 :( )
darkcosmos on 3/3/2005 at 15:31
Quote Posted by heyjulius
It's not possible to buy 3ds max 5 anymore just max 7 :( )
And if you're spending thousands of dollars on max 7 just for use in T3editing, then you're WAY too obsessed with Thief! :ebil:
bukary on 3/3/2005 at 18:08
So... am I the only one having problems with selecting / highlighting brush faces? :(
Hit Deity on 3/3/2005 at 19:16
I was briefly, until someone told me about the BuildAll button and that fixed it fine. Now, sometimes, when my computer is lagging from running many different things, lots of windows open, internet, having played a couple of other games, etc, T3Ed really lags and I have to be slow and careful to get things selected sometimes in there. Even just right-clicking becomes a problem and having to wait for a pop-up window to open.
But no, I can select faces just fine. Are you sure you don't have an overlapping brush at some of those points. Once I got T3Ed working OK and not crashing anymore (so far), and I was able to actually build some things, I realized that my clumsy building with the builder brush was causing me to put down multiple brushes in the same places.
I am now still having lag problems even after using Zone Portals to section everything off, and I also wish there was a way (like in Dromed) to cycle through brushes. I realize this might not be a feasible option much later on in the building process, but right now I'm having trouble finding and/or clicking the brush I want to select and I can't easily tell the dimensions of a brush. Why oh why didn't the creators put some way on the screen to indicate a brush's dimensions?!?! Besides using the grid and mentally calculating how many units something is, is there some way to tell at a glance what units something is?
David on 3/3/2005 at 19:21
Quote Posted by Hit Deity
Why oh why didn't the creators put some way on the screen to indicate a brush's dimensions?!?! Besides using the grid and mentally calculating how many units something is, is there some way to tell at a glance what units something is?
Click the Vertex Editing, top button, right hand colum on the very left.
It'll show you a brush's dimensions when you click on it.
Twist on 3/3/2005 at 19:34
I don't have T3ed accessible to me right now to test it, but in standard UnrealEd you can also use Shift+middlemouse to click and drag a ruler.
This is very useful for measuring the exact size of any actor or the exact distance between any two actors.
mol on 3/3/2005 at 19:51
Yea! It works with T3Ed, too! :thumb: