FatherofGarrett on 8/3/2005 at 21:51
I really hope this isn't a dumb question but what is the 2d editor for...What does it do and what can we do with it? I can't seem to get it to do much...
-FOG
FatherofGarrett on 8/3/2005 at 22:07
WOW! That's nice! This is going to help...it appears to be quite powerful. Hmm I wonder why no one has mentioned it yet. Thank you, that was what I needed to know.
It's time to get busy ;)
But are there any drawbacks for using it? Like performance instability...
....
Don't try to extrude to big of a shape...errrrrrr! CRASH!
-FOG
Rosd on 9/3/2005 at 02:16
Just keep in mind that static meshes are always going to be faster, and if you have something that's too complex made out of BSP then you might cause BSP holes and the like. It's a very nice tool for carving out the shape of a hallway too, or making a curved ceiling for a room.
The Nay-Sayer on 9/3/2005 at 04:03
Yeah in general the simpler you can keep the bsp the better... try to do everything in multiples of 8 (ie. 512, 1024, 2048 etc.) because it helps EVERYTHING go faster. With that in mind you could see how an archway could slow things down.
ProjectX on 9/3/2005 at 07:31
Am I the only person that finds the extrude paramaters and other paramters for the 2D Ed are broken?
Stardog on 9/3/2005 at 15:21
I don't think you have to click extrude in T3ed, it will auto-extrude to a default setting it seems. Just use the vertex edit tool and resize it small/large, no big deal.
Dario on 11/3/2005 at 09:06
If it's possible for you to do, learn how to make static meshes. It's not that hard once you know how to use Edit Mesh in 3dsMax and UVW Map modifier.
The 2d shape editor is pretty dangerous if used to make diagonal faces (BSP holes).
Might I add, refrain from scaling brushes created with the 2d shape editor, unless you manually scale using the Vertex Edit tool... complex brushes, when scaled, get all knocked off the grid. :nono:
FatherofGarrett on 11/3/2005 at 12:46
:eek: YIKES! :eek:
-FOG
deadman on 11/3/2005 at 17:12
Quote Posted by Rosd
Just keep in mind that static meshes are always going to be faster, and if you have something that's too complex made out of BSP then you might cause BSP holes and the like.
What's up with that, anyway? Yeah, we can potentially use loads of staticmeshes without slowing things down, yet use more than a pinch of BSP and you get HOM crap? I don't mean to flame the engine, as I don't even know enough about it as it is, but it certainly sounds like the sort of geometry used in Unreal is highly unstable. Was that purposely built in to 'encourage' modders from doing too much in BSP and going more for staticmeshes? :laff: