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Icebat
26th Dec 2000, 03:32 PM
Sorry if any of these have been answered on other pages
of the forum....

1) Is there anyway of making the lightsource icons bigger ?
The map I'm designing is 5000x5000 units and all the icons
are tiny and can't be seen when you view the whole map.

2) The staircase builder on ver.2 of the Unreal Editor. When
I texture it, because its built it out of a lot of boxes,
the sides of the steps are individually mapped when they
should be one piece of wall.

Cheers,

icebat

ChrisToth.hu
26th Dec 2000, 04:13 PM
Answa':

1. Lights: under Display-Drawscale enter a bigger number

2. Walls: First you have to select all the pieces (can be done by select adjacent coplanars after right clicking on a surface) then set them to Align to Wall Direction, when it's done right click on the brush in the 2d view and under Polygons select Merge. Rebuild and it's done.

ChrisToth.hu
26th Dec 2000, 04:15 PM
BTW don't be sorry...
We are here to answer your questions. :)

Icebat
26th Dec 2000, 08:20 PM
Thanks for those, its like hunting for a needle in a haystack
with the icons sometimes.

I've just started creating a unreal tournament map of a
3D Studio Max model I did, I find it much easier to just
dxfout the bits from my max file and then add them as
brushes. Perhaps you can help with another query though.

When I import the Max file as a brush and add it to the
world I find that sometimes I get faces that even though
they are textured, I can run through them, even though
you can't see through them and most of the other faces in
the same brush are correct in that I can't run through them.

Its really weird. If there's not an easy way around it (I've
tried making it a two sided surface but I gather thats just
for the texturing), I suppose I could add a smaller brush
inside the wall so you'd hit that instead but it would
appear you've hit the outer textured wall.

ChrisToth.hu
27th Dec 2000, 03:05 PM
That's some kind of weird problem with DXF imports. Sometimes the geometry just gets messed up.

It can be caused by several things:
-Maybe you have imported a too complex or high-poly brush.
-Or the vertices of the model are cross-linked in the brush, that's a common problem.

-You could try modifying the model a bit in 3ds and then re-importing.
-If the "ghost" piece is a wall then instead of placing a smaller brush inside(that will cause BSP holes!), place a BlockAll actor (Actor-Keypoint-BlockAll) next to the wall and that will prevent everything from going through.