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  1. #1
    MSgt. Shooter Person
    Join Date
    Jun 2002
    Posts
    68

    Default UED newbie brush clipping question

    I'm still new to the mapping thing, so be gentle...

    when attempting to clip a simple brush, and then rotate the brush to perform a second clip the markers disappear,
    even though UDN says they stay where they are. I'm referring specifically to advanced trick #1 at

    http://udn.epicgames.com/Content/BrushClipping.

    What am I doing wrong?

    Thanks for any assists

  2. #2

    Default Re: UED newbie brush clipping question

    Originally posted by Indigo Flux
    What am I doing wrong?
    You're using bsp.

    Seriously though, I would highly recommend learning how to use an external 3d program, both Maya and Max have free trial editions.

    Anything you can't do with the simple primitives in UEd probably shouldn't be done with bsp.

  3. #3
    MSgt. Shooter Person
    Join Date
    Dec 2002
    Posts
    239

    Default

    Thank you Angel Mapper but that advice is no help at all...

    An actual solution: move your clipping markers and clip again. I think that tutorial is about an older build ( I beleive they stayed in place while rotating in UED 2). On a side note, I would recommend taking AM's advice trying a modeling program if you want to take mapping seriously.

  4. #4
    MSgt. Shooter Person
    Join Date
    Jun 2002
    Posts
    68

    Default

    Thanks for the replies,

    Actually I installed a full version of Maya 5 and Deep UV last week (not illegal; actual copies of the applications) and have figured out the basics, ie creating statics, UV mapping, export with ActorX plugin etc.. Is it feasable to make an entire map in Maya? I thought that would crush the framerate based on sheer triangle count. I was thinking about doing this though. I guess a map in maya would essentially be one big static mesh as far as the approach if I'm thinking on the right track.

    Thanks for the input,

  5. #5

    Default

    Static meshes render much faster than bsp, and yes, you can make an entire level out of static meshes, except for the main subtraction brush which you need to have to be able to put it all in. Take a look at CTF-Magma in the editor, it is constructed entirely out of meshes built in Maya.

  6. #6
    Redeemer
    Join Date
    Sep 2002
    Posts
    1,517

    Default

    the beautiful thing about poly count is that you have control over it. remember that UED will triangulate all polys, so the actual poly count may vary between UED and max.

    flux2 was also made in max, or something similar. kinda neat how its set up.

  7. #7
    MSgt. Shooter Person
    Join Date
    Mar 2004
    Posts
    61

    Default

    Originally posted by Bonehed316
    the beautiful thing about poly count is that you have control over it. remember that UED will triangulate all polys, so the actual poly count may vary between UED and max.

    flux2 was also made in max, or something similar. kinda neat how its set up.

    UED will not "triangulate"anything

    its just a stupid bug that you can import polygons with more than 3 sides

  8. #8
    Redeemer
    Join Date
    Sep 2002
    Posts
    1,517

    Default

    show me a polygon on a mesh, any mesh, with more than 3 sides. go ahead, try. find one, even one, and ill eat my own words.


 

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