hey mates i just have succed to convert DM-Peak from ut99 after 3 hours war with the converter...no luck for me the conversion from ut99 to ut3 with that converter version dont allow a scaling of the brushes
i havent note it at first but after 3 hours texturing i played a little dm on it and.....doh!!!....the map look like a doll house ! u get stucj between levels
i had like to rescale the whole level x1.5 or x2...if i remove all weapons and player start it ll still only brushes & bsp....is it possible to rescale the map? and if yes how?
shame if i cant rescale it...after only some hours the map is a pure kick ass visually (the sun rays through the castle...owwwwwwww) thx in advance
I personally recommend a grid size of 1 when moving the vertexes. However some people say never go below 4 but I reckon 1 is the best! --- Select the brushes you'd like to modify. Make sure you also select any brushes that connect with the brush you want.
Click on the button labelled 1 in the pic. Then select button labelled 2.
Hold down ctrl+alt and use the selection box to grab the vertexes you need to move. Then move as normal.
Probably have a quick play in a fresh map with some BSP to get used it them!
Tips: I highly recommend the ctrl+alt selection method over clicking each vertex as it's quicker to move edges etc. Clicking each individual one may result in not picking one vertex causing hassles for yourself.
The vertex editor makes it easy to get perfect brush seams between multiple brushes!
Wasting time trying to get that perfect brush size using dimension settings...use the vertex editor to manually size the builder brush to the size you want! It's 10 times quicker to get the size you need!! I almost purely use the vertex editor when building BSP.
Save often and keep multiple backups of your map! The vertex editor can kill parts of your BSP if used recklessly!
-- Edited by Lord_PorkSword on Sunday 13th of December 2009 10:31:33 AM
lol thats probably the more important info i have grab since i have start "mapping"....
i dont have to ask my second question: "how the hell can u build assymetric brushes? and what program do u use to build them out of the ed?...".....muhahahaha:i enter in the assymetric age !
it seem i have totally missed that tool for now
will try all that assap mates;multithx for help
i did some excess last nite and today was a sleepy day....rofl^^
-- Edited by Bl!tz on Sunday 13th of December 2009 05:06:21 PM
i need some infos more: can i select all the brush in same time and rescale them with the vertex? or do i need to do it brush after brush? the best way imo is to rescale all in on time to keep the layout intact....or does it only rescale the mesh it self and not the distance between them?....80 % of the meshes have common sizes....
i never have use the vertex tool but while building complex parts with the "classical" brushes i had same kind of problems: cubes with a side missing and/or untexturable ; invisible collisions and co i have note that it appear more often while building brushes with an orientation different from x; y and y axes; it quite never happen with cubical/symetrical brushes if u keep them parallel to x ;y and z axis....even with multi add/substract process.....substract some octogonal brush in that and the "diagonals" generate the first ****s!....
i was always uncomfortable while reading experienced mappers telling to not use the substract process" in BSP build"(they told to use only add brush process) but i had agree if they had add "in bsp build out of x; y and z axes".....or perhaps i m totally wrong and one day the ed will show it to me :p
cant wait to try that vertex thing.....was a HUGE miss!!
-- Edited by Bl!tz on Sunday 13th of December 2009 05:35:51 PM