Please ask your basic (newbie) questions in here. - by scumble
Maximius on 12/4/2005 at 15:31
Okay I did the Tools/Check for BSPs off grid. I aligned them all and the actors, now when I run the function it keeps telling me that brush 0 and 17 are off grid. I align, etc., and it still says the same thing. ALso, checked for map errors, got this illuminating report:
! BRUSH_4
The message is some ascii symbol, no text.
Oh, I almost forgot, HELP! :eek:
str8g8 on 14/4/2005 at 11:55
First, outdoor levels: what's the general approach to creating exterior locations, city streets etc. Do you just use a massive brush to substract a large space, and then add geometry back in?
Second, custom textures: There's a little info in the setup doc about bringing in your own textures. So I saved as a .dds from photoshop, and imported into the editor, applied to a surface. So far so good, but the texture does not show up in the game - just the default gray one. Does the the .dds have to be a certain bit-depth or something, or do you need to adjust the texture properties in the editor? Additionally, is it best to create your own matlibs? How is this achieved?
cheers
str8g8
scumble on 14/4/2005 at 15:48
On outdoor levels - don't subtract a huge brush. If you look at the production levels you'll notice that all the streets are carved out so that they are geometrically separate zones to cut down on the number of polys rendered.
ascottk on 14/4/2005 at 15:54
The textures need to be in the PCTextures AND Textures. If you have subdirectories then that subdirectory needs to be copied as well.
Does anyone know how to tell T3Ed what kind of texture you imported? Whether the texture is grass, stone, tile, or rug?
toolman on 14/4/2005 at 16:20
Quote Posted by ascottk
Does anyone know how to tell T3Ed what kind of texture you imported? Whether the texture is grass, stone, tile, or rug?
Unfortunately, you can only assign a material category to a texture in 3dsmax.
Quote Posted by str8g8
Additionally, is it best to create your own matlibs? How is this achieved?
It is, but again you're gonna need 3dsmax to do this. Specially 5.1, which is about as easily acquirable as a reversible sedgewick.
Kin on 16/4/2005 at 11:13
How can i play T3 fms?
I have done all the necessary installations but where to put the zip files?
Boreas on 17/4/2005 at 21:07
Ok, I admit I have little experience with the Unreal engine, however there are some roadblocks which prevent me from continuing and unfortunately the tutorials are'nt much helpful.
First off, I created a small room as a result of six sheets put together rather than using the cube. However when I try to click on the sheet I cannot texture it. Ive already built-all with the level, but I still can not place textures. What do I have to do?
Also, Ive created a room in 2 halfs and I want to join them together. I notice there is a small gap between the sheets I want to join to make a bigger room out of the two. Is there a way to join them together to make one whole room?
After adding 2 brushes and they are blue (cus I made them obviously) I would like to make 2 separate pieces whole, how do I do that?
I have similar problems with a cube, I want to make an opening on both ends so I turn the small room into a hallway and also join 2 hallow cubes together to make a bigger hall out of the two. I think that would be easier and shorter than making 4 separate sheets, but i have problems opening the ends, how can I do that?
If you can answer these questions id be greatly appreciated (and help make the Wiki better :P ) Thanks in advance!
Oh one more thing, how do I delete half of a sphere so I make a dome?
Mandrake on 17/4/2005 at 21:48
Quote Posted by Kin
How can i play T3 fms?
I have done all the necessary installations but where to put the zip files?
What zip files ?
Given that there are no T3 fm's out yet, and the method of distribution and file structure for fm's has not yet been fully worked out, it's hard to know what you refer to.
If the zip contains a .unr file, then you need to place it in the maps directory and load it into the editor then compile/run it.
SneaksieDave on 17/4/2005 at 22:17
Boreas, you lost me quickly. You made a room with 6 sheets instead of a block? Why? And, (how) did you tell the editor that the area within was to be air instead of solid? I didn't even know that was possible (is it?). Have you ever successfully ran the map and walked around in it? I'm perplexed.
You should be able to get rid of any gaps quickly with grid snapping on, and by snapping the brushes to the grid, if needbe (Tools->Report offgrid brushes, or right click a vertex).
Quote:
Oh one more thing, how do I delete half of a sphere so I make a dome?
Drag your sphere to a spot where you have solid alongside air, for instance, the side of a large room. Place the sphere halfway into the wall. Either Intersect (there should be a button) the sphere with the solid part, or De-intersect it with the air part. Try it, you'll see how it works.