My unfinished FM... - by Krypt
OrbWeaver on 8/4/2005 at 20:19
Quote Posted by Krypt
Wow, nice job getting it to work h42martin. I never did the align BSP brushes thing because I didn't think that would have any effect on it loading. There were some brushes that were off the grid on purpose though, for some of the angled surfaces and some places where I did brush clipping. Hopefully it doesn't change any of the BSP visually or cause any errors, but it might.
Am I right in thinking that it is OK to do this as long as you contain the off-grid brushes in a smallish BSP zone (to prevent them from having an effect elsewhere in the map)?
I have a couple of these in my level, where an air-vent or doorway intersects an angled passage, and there is simply no way they can be snapped to grid without overlapping.
bukary on 8/4/2005 at 20:58
Is overlapping a bad thing?
Overlapping = intersecting brushes, right?
SneaksieDave on 8/4/2005 at 23:03
Quote Posted by Krypt
I was able to fix it all by tweaking brush order though.
Interesting, that sounds like it would have fixed a hole I was having, which I ended up fixing by deleting affected brushes and rebuilding them (thus resetting the order).
How does one change the brush order manually? I didn't realize T3Ed could do that (even though DromEd can).
Bumbleson on 8/4/2005 at 23:43
Quote Posted by bukary
Is overlapping a bad thing?
Overlapping = intersecting brushes, right?
Yes, you should avoid intersecting brushes. Although the world won't end as soon as you start building a map with a few intersecting brushes, it may spit on you later (I don't know what exactly might happen though). There are special Intersect/Deintersect icons in the toolbar on the left, which perform boolean operations on the builder brush so it doesn't intersect. Use them before you actually build geometry from an intersecting BB (see the Unreal wiki for more info)
Krypt on 9/4/2005 at 01:03
Quote Posted by SneaksieDave
How does one change the brush order manually? I didn't realize T3Ed could do that (even though DromEd can).
Right click a brush, Order>To First/To Last/Swap Order. To First makes the brush act like it was the first brush created in the map. To Last treats it like it was just added to the map. Be careful with this one on subtractions, because it will make any additions inside disappear. You'd have to set all of the additions to last afterward for them to show up again. Swap Order wasn't something I ever used, but I would assume if you have two brushes selected it would swap their order.
Flesh BSP is a fickle mistress, so sometimes in order to fix a BSP hole you have to tweak brush order in ways that don't actually make any structural difference in the BSP. For example, take a subtraction brush near the BSP hole with no additions in it and set it to last. Keep doing this with various nearby brushes and usually your BSP hole will go away eventually. Keep in mind that if you set a subtraction brush to last it'll subtract from any zone portal brushes contained within it or coplanar to any of its surfaces. To fix this, select all Nonsolids and set their order to last.
2003MINI on 13/4/2005 at 17:01
I noticed in some places that there are black sheets with red "X" through them that say something like "bad size". Is this a texture that I don't have? Or is this something else?
Krypt on 13/4/2005 at 17:42
Quote Posted by 2003MINI
I noticed in some places that there are black sheets with red "X" through them that say something like "bad size". Is this a texture that I don't have? Or is this something else?
Those are the zone portals. You don't see them in the game. I just used that texture so they would stand out from the rest of the geometry in the editor.
Kin on 15/4/2005 at 16:10
Err I am sorry for this question but how can i play this mission.
I have instaled the game twice and the editor on the second instalation. I downloaded the Thief 3 laucher and filled the boxes with the paths. Everything works good where i have to put the zip file?
Gestalt on 17/4/2005 at 12:14
What's with the skybox? There are static meshes there (buildings, water, clouds) that show up in-game, but there's no trace of them in the editor.
Krypt on 19/4/2005 at 00:53
Quote Posted by Gestalt
What's with the skybox? There are static meshes there (buildings, water, clouds) that show up in-game, but there's no trace of them in the editor.
I copy/pasted that skybox from docks2 just to have something there. The meshes and stuff might be in a hidden group that was set up for docks2 and transferred over when I copied it. Open the groups window and see if there are any that have the box next to them unchecked.