Two Factor Authentication is now available on BeyondUnreal Forums. To configure it, visit your Profile and look for the "Two Step Verification" option on the left side. We can send codes via email (may be slower) or you can set up any TOTP Authenticator app on your phone (Authy, Google Authenticator, etc) to deliver codes. It is highly recommended that you configure this to keep your account safe.
I'm trying to create a cool foggy swamp area but its not as easy as I thought. I've played around with TerraEdit but its cutting holes, not pools, or if I intersect it first it cuts a hole area out with holes. Any ideas where I'm going wrong please?
terraedit brushes cant be too complex, or they will create bsp errors like you've gotten. you can try and make many small portions and piece it together like that.
1st recommendation...sounds like you are going to get really complex (whether ya know it or not)...so the first thing to do would LOSE TERRAEDIT. it's a great program and i use it time to time, but polys are atrocious in a big map and you get LOTS of bsp holes if ya don't watch out.
2nd- learn to use the floor lofter (unless ya have $3000 to lay down For 3D Studio Max...which is what Epic ended up using)).
use the floor lofter. outside levels are the toughest. Think about how many outdoor UT levels you see, think about how bleak they are. its always an issue of polys.
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.