Indoor/Outdoor

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eug311

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Apr 7, 2000
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Hi, I am new at editing with UED but I have picked up ALOT in the last few weeks. One thing that I have not quite figured out yet is how to get an area that is inside a building, like a warehouse, and then be able to run outside and into another building. Like in Half-Life. I looked at a skybox tutorial but it did not really seem to be what I needed? Or was that it and I just read it wrong? I have gotten some cool buildings finished and I would like them to be able to connect by way of a city street area. Thanks for any tips, links, or help.
 

Jenkins

America's Greatest Kitten Mitten
Apr 24, 2000
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the skybox has nothing to do with what you are explaining. Start out by subtracting an enormous cube. Add in the building seperately and build them from those. You can make streets and the like from there. I know that's brief, I'm stressed on time.

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Jenkins
 

Captain Gillette

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Nov 11, 1999
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I thought I might elaborate on what Jenkins said...

Right now you have several buildings "subtracted" from the building stuff of the map's "world". What you really need to do is to subtract a giant block of space first and then add your buildings back into the empty space you've created. I think the only thing you can do at this point is to try and subtract boxes around your existing buildings to act as 'outdoor' areas. This is going to be a royal pain and might even be tought to make work at all, but because the buildings you already made are "subtracted" brushes, moving them into another empty subtracted space will probably screw the whole map up.
It might be faster to just start over the right way...

Perhaps someone can think of a better solution?

Good luck!
Captain Gillette

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eug311

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Apr 7, 2000
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Thanks to both of you. I have pretty much decided that I am going to just start over and try it the ways that the two of you mentioned. The buildings I have are not complex but they are pretty neat looking...imo /~unreal/ubb/html/smile.gif. The only thing that sucks is that I work at a school and today is the last day of our spring break...so my free time is about to take a nose dive lol!
Thanks again for all the help. I will definitely be around and have more questions for you guys I am sure...
 

Jenkins

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Apr 24, 2000
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Yeah, we'll be here.

You might want to do this. Subtract a cube. Add in the exterior buildings, big enough to hold the buildings you have already.

Go away from here, and subtract 1 huge room. Then, make the brush a bit smaller and do Add Special. Make sure the room you subtract here is really really big.

After you do that, go back to your buildings, that you have subtract... already made. Make your brush huge to where it covers all that is there. intersect. Move that brush over to that room w/ the big added box.

Subtract here. That will place the buildings you have in that box. Now, click back on the cube brush and do brush:reset all.

Move that brush back over to the two buildings in the box. Make the brush larger than the box that the two buildings are in. Intersect.

Move what you have intersected to an empty space in the void, where it wont touch anything else. Subtract.

Now, click back on the cube brush and resize to where it covers the buildings only. Check all the perspective view, x, y & z. Intersect.

Now, you should have your two buildings as a brush. Move that brush to the two buildings that were created in the first part of this little example here. Subtract there and guess what? You have your same buildings in those two buildings...

Damn, could this have taken longer?!?!!? HAHAHA /~unreal/ubb/html/wink.gif

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Jenkins




[This message has been edited by Jenkins (edited 04-07-2000).]
 

Captain Gillette

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Whoa Jenkins... you need to lay off the crack buddy!! Seriously... turn off the UnrealEd and go outside for a while man... I think your brain is starting to fry from monitor radiation...

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Captain Gillette

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eug311

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Apr 7, 2000
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uhhhhh huh.
/~unreal/ubb/html/smile.gif
Have to wait until morning and then re-read that one. haha
Seriously, thanks for all the patience and help, at least it will take me longer to get discouraged this way /~unreal/ubb/html/wink.gif
 

Claymore

The Flying Dutchman
Dec 24, 1999
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UnrealEd is not that hard to master (not that I master the entire thing, but I'm doing really fine)

Imho it's the editor with the least likelyness of getting discouraged and quitting.

I've edited with several editors, from worldcraft to Qoole, and they all sucked. Take Qoole: if you'd want to change the texture on one side of a brush you'd have to open a separate menu, select the correct side in that menu by clicking some "next" buttons, and from there you can finally make some changes.

Ued really kicks *** !
Het roelt grote keren!
De rest zuigt bananen!

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"Look, I'm just trying to get a toilet that flushes!"