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View Full Version : unrealed scaling problems....help!!!


foogle
26th Nov 2000, 08:12 PM
ok, so i tried to scale a cube. it worked fine. well, something was misaligned so i decided to set it back to it's original dimensions and start over. clicking "Build" did nothing. this was true for every shape. after scaling something, i could no longer get it back to its original dimensions. its making it really hard to make maps. help!!! (yes i do have the latest bug "fix" of unrealEd)

foogle
26th Nov 2000, 10:54 PM
it seems unrealEd sets the newly scaled figure as its *default*. scaling it back to its original size is damn near impossible, because for *some* reason you cant turn on snap-grid for scaling.

the only way i fixed this problem before was by restarting the map, but now my map is too detailed to start over with.


help!!!

foogle
26th Nov 2000, 10:56 PM
just had to go into properties->brush->main scale and set it all to 1...

NutWrench
27th Nov 2000, 12:48 PM
A good thing to do before rotating, skewing or vertex-editing a brush is to right-click on it and select Transform Permamently.

When you stretch a brush using the scaling tool, you alter it's scaling along one particular axis. For instance, take a cube and stretch it along the X-axis so that it's twice as long as it is wide. When you go to rotate this brush later, the editor will still try to scale the brush along the X-axis by a factor of 2:1. If you select "Transform Permanently" the editor will re-set the brush's scaling without changeing the shape of the brush, and now you'll be able to rotate it without distortion.

This also comes in real handy when you try to make Movers. You have to reset the scaling of a builder brush before you use it to create a Mover, otherwise, the resulting mover will inherit the scaling of the original builder brush.

For instance, if you stretch your Builder Brush to twice its original size in order to encompass a future Mover, the resulting Mover will act as though it were twice as big as it really is. (So when you approach the Mover, it will start moving before you even touch it.) The opposite applies as well: If you shrink a builder brush before you encompass a Mover, the resulting Mover will let you walk right into it (and through it) before it responds. Transform the builder brush permanently before you Intersect it and it will work fine. :)

And finally, if you are adding brush decorations like rocks, you should fix the scaling by transforming them permanently before adding them to your map. This will prevent invisible BSP "ghosts" from appearing in the vicinity of your rock and blocking the Players movement.

[Edited by NutWrench on November 27th, 2000 at 04:35 PM]

Slick_Willy
27th Nov 2000, 05:04 PM
Man, I feel sorry for you guys, You make it harder than it is. All you have to do is right click the red builder brush and select the reset -> scaling. Also there is a reset -> Rotation in case you have rotated the brush. Not sure why you would need to do what has been mentioned already. If you build a brush and then scale it the red builder brush will retain that scaling no matter what shape you create from that point on. If you reset it then it will go back to 1,1,1. If the brush has already been added to the world and is not the red builder brush then you can adjust it's scaling by going to its properties and change the numbers under main scale.