View Full Version : Crop static meshes.
LiquidLithium
14th Apr 2006, 12:43 PM
I hate to post so much, but im not finding any relevent information with google/forum search.
Anyways, I have started making a map. All of my previous questions have been related to this map. Its going to be a sort of hydropower plant theme. I am using a static mesh pipe in my initial room and i do not want to change the diameter of the piping. But when its placed, it sticks out of the subtracted area. This is not a problem right now because it is only a room but when I add on, there is going to be piping continuing into the other rooms.
Is there a way to crop the piping so that the stuff that pokes out of the room is gone. If this doesnt make sense, let me know, ill post a screen of the virtual view in unrealEd to show you what i mean.
Thanks
IronMonkey
14th Apr 2006, 01:04 PM
Using ForcedVisibilityZoneTag
Sometimes the visibility logic can't decide, which zone an actor belongs to. This often happens with larger StaticMeshes that reach into BSP geometry. These actors are often rendered even if they are not visible at all.
You can tell the visibility logic, which zone this actor belongs to, by matching its Display → ForcedVisibilityZoneTag property with the Events → Tag property of the ZoneInfo(s) of the zone(s) the actor is located in. This way the visibility logic knows that the actor belongs to the zone or zones with that tag and properly excludes it from rendering if the zone is not visible.
The unreal wiki suggests that you might be able to achieve the effect that you want by careful zoning (warning - I haven't tried this myself).
Alternatively, you could make a virtue out of necessity and build some stuff around where the pipe emerges in the other room. If you look at pipe rooms in real life, you will be amazed at how often building designers design "off-grid" and have constructs that don't fit properly into the spaces within the building. Don't worry about it, embrace it!
Sfisher7
14th Apr 2006, 02:07 PM
Right click on the mesh, go to Convert>To Brush under the right click menu, then clip (http://wiki.beyondunreal.com/wiki/Brush_Clipping) the mesh like you would a brush, after clipping it, go to Convert>To Static Mesh and save it in the Mylevel package.
Slainchild
14th Apr 2006, 02:13 PM
Right click on the mesh, go to Convert>To Brush under the right click menu, then clip (http://wiki.beyondunreal.com/wiki/Brush_Clipping) the mesh like you would a brush, after clipping it, go to Convert>To Static Mesh and save it in the Mylevel package.
Not a good idea, as UnrealEd made meshes generally suck ass. :tdown:
It would be a better idea to just scale down the mesh so that it fits better. Use the three boxes at the bottom right of the editor to scale a mesh.
LiquidLithium
14th Apr 2006, 02:16 PM
I guess i wont worry about it then. It just seems sloppy to have the tail of the pipes just sticking out of the level into nothing. also if they do go into another room i will try the convert method mentioned.
thanks guys, could you look at my import textures thread, im havin problems importing bmps :rolleyes:
LiquidLithium
14th Apr 2006, 02:22 PM
@Slainchild, I dont want to scale them, i want their "pipe diameter" to stay the same. I guess i want to "cut" the ends off so that it will fit inside the room and not poke through the walls into endless space or another room.
I do like the idea of using it if the pipe goes into another room, it would add a fluid transition between the rooms. Ill probably just let the pipes stick out into the void since it doesnt really seem to be a problem. just seemed sloppy....
Slainchild
14th Apr 2006, 02:28 PM
Indeed, shouldn't cause any problems if you leave it like that.
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