Please ask your basic (newbie) questions in here. - by scumble
Tazonne on 11/3/2007 at 20:04
Aye Tiens, figured it out! Thanks man! :thumb:
Now regarding the usual evening problems with t3ed: when I use Report Off-Grid Brushes and align them all, I get the sensation that the editor, by aligning them, badly intersects them with other brushes resulting in bsp errors...
I only had this issue once, but I'm concerned about further or undetected problems. Is this true? If so, what is your advice regarding this thing?
Thanks in advance!
GlasWolf on 11/3/2007 at 21:04
I got into the habit of just right-clicking all the time whenever I was resizing brush vertexes, as that aligns them to the grid. One thing to bear in mind is whenever you use the builder brush (and type sizes in manually), it frequently doesn't snap to grid. This is always going to be true for complex shapes, but even simple cubes etc. are created off grid. In general you should be cloning and resizing brushes 99% of the time rather than creating new.
Remember too that when you snap to grid, you're only snapping in the plane you're working on. You have to go to other views and repeat the process to make sure the entire brush is snapped. If you make a badly aligned brush then clone and move/resize, you risk also cloning the mis-alignment (if that makes sense) and spreading it all over the map.
Also, the grid should be set to 4 (or even 8) when building.
nomad of the pacific on 12/3/2007 at 02:57
I use Report Off-Grid BSP all the time with no problems. Of course, I always get my vertices as close as possible to the grid before I do it, so I've never had problems with bad intersections. (Always use even numbers for brush sizes when you use the builder brush to make new BSP.)
Tiens on 12/3/2007 at 07:27
Quote Posted by Tazonne
Aye Tiens, figured it out!
I am glad it helped :)
You are welcome!
Quote Posted by Tazonne
...man!
Oh! You flatter me!!! :joke:
Tazonne on 14/3/2007 at 07:25
GlasWolf: why should the grid size be set to 4 or 8 when building. What's the problem with 1 or 2?
Tiens::cheeky:
Edit: off-topic, but I've got to ask it: how the heck do you quote people. I know there is an option in the 'new reply' menu to wrap quote tags around texts, but when I do wrap some text it says that message is too short. Then I insert a random character in front of the quote.Now it works but still the quote doesn't have that link to the original post . Sorry for stupid question...
Tiens on 14/3/2007 at 08:02
Quote Posted by Tazonne
...Edit: off-topic, but I've got to ask it: how the heck do you quote people...
Try this:
1) use a "quote"-button in the top right corner of a message, that you want to answer
2) server will demand your name/password
3) edit message but DO NOT TOUCH this [ QUOTE = *** ; 1111111 ] and this [ /QUOTE ]
4) use "Submit Reply"-button
Good luck!
Bardic on 14/3/2007 at 08:22
I try to do all of my big brushwork at 16, for outdoor areas and buildings. Then drop it to 4 or 8 for rooms, doors, general placement of objects, and making my walls the correct thickness. Finally 1 and 2 for tweaking of object, little nooks, and other things like that.
It is much easier to work on large things with the bigger size because you can easily see how far apart things are and that everything is snapped to the grid correctly.
Ziemanskye on 14/3/2007 at 10:35
Grid 1 or 2 bad.
Well, not really, but when you zoom out the lines move: you quickly lose the 1 or 2 spaced in favour of 8 or 16, then out further as you zoom out. But the grid snapping is still on the lower setting, so it's real easy to screw up where things are.
8 or 16 as a general size should do you for more or less everything, but sometimes you need to work lower: ultimately it's just quicker and more accurate (and less likely to overlap brushes) working at a size of grid close enough for what you do.
(Just as an aside: I think 1 and 2 size grids are fine in DromEd for the old games, because to them 1 DromUnit is about 16 UnrealUnits, so for them it's an okay size to work in, while 1 unit to us is about big enough for Garrett's nose)
scumble on 15/3/2007 at 09:45
It's not so much what grid size you work in that leads to trouble, it's over-complicated brushwork. You can only push it so far before the engine starts playing up. The Unreal brush tools aren't really designed for fine detail, that's why a lot of us have had to get into using 3DS max to provide the kind of detail we're after.
Tazonne on 17/3/2007 at 20:04
:cheeky:
Quote Posted by Tiens
Try this:
1) use a "quote"-button in the top right corner of a message, that you want to answer
2) server will demand your name/password
3) edit message but DO NOT TOUCH this [ QUOTE = *** ; 1111111 ] and this [ /QUOTE ]
4) use "Submit Reply"-button
Good luck!
Flickering lights: I want to add some lightning effects to my level. My plan was to add some lightning bolts in the sky box among with some flickering lights and other such lights near the fake backdrop surfaces. It's just that I can't realize how to configure the flickering lights. I did set the behavior to lb flicker but the lb flicker param was a little confusing . Anyway I did put some values in that param property but still nothing.
P.S: the lightning emitter looked a little screwed at the top. Is it me, or something else?
Thanks in advance!