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View Full Version : Some quick questions about UnrealEd


Ghandaiah
25th Nov 2000, 01:38 AM
Greetings, everyone, and I hope you've all had a happy thanksgiving. I have a couple questions about UnrealEd, for I've just jumped into the UT level design bandwagon.

First of all, and this one is quite simple - I've gone and created a toaster shape in the 2d editor and extruded it, creating my primitive appliance. Now everything is fine and dandy, save for it being sideways. It's obvious that I must rotate the brush, though when I do, the shape becomes distorted - as it rotates, it still holds the same boundries it originally had, stratching / squashing my beautiful toaster. I'm wondering why, and if this is as easy as checking / unchecking an option somewhere buried in the editor.

My second question involves texture allignment. I don't understand the editor's allignment system. If I select several faces, and use 'Align Selected', then 'Align Wall Direction' and 'Align Wall Panning', the textures still don't align and pannel correctly. The only way I've found to get it to look right is manually, which is a real pain in the arse. I need an answer to this, as well.

I hope there's someone out there that can help me out. I'd love to get into UT editing, and would appreciate it if I could get some answers.

Thanks, and regards.

purice
25th Nov 2000, 07:09 PM
try creating the 2d primitive, adding it, right click on the added brush->polygons->to brush then rotate the new primitive as needed.

you can select multiple textures by holding ctrl and then aligning them. i agree that manually is a pain in the arse but here's a few quickies for surface selection:



shift+j : all adjacent surfaces
shift+b : all brush surfaces
shift+c : all coplanars
shift+f : adjacent floors
shift+p : all surfaces
shift+w : adjacent wall surfaces(flood fill)

there are more at the unreal tech page:

http://unreal.epicgames.com

good luck.
we could use more architects