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  1. #1
    Iron Guard
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    Gamertag: PSN: ShurikenUK

    Angry How do you make things ALWAYS line up?

    I always had this little problem with the UnrealEd interface, where I'd be making a few rooms, some walls, and just placing stuff around, but I'd soon start noticing, that even though I have "grid snapping" enabled, everything seems to be "off-grid". Say I have a blank slate, with nothing but the initial builder brush cube; I hit resize mode, and begin to scale up the brush. By the time I have the brush at a good size, I notice the edges of the brush (Or ANYTHING I care to resize, move etc) are anywhere between 1 nanometer (lol) to half a grid measure out of place.

    The annoying thing about this, is that to correct it, I have to zoom in to pretty much maximum, and disable grid snapping, and try to carefully move the object back in line, with all the precision of a bleeding micro-surgeon!

    This happens, literally ALL THE TIME, in practically every map I've ever made, in every version of the editor right back since UT99!

    Maybe this is not important to most level designers, but I've decided I want everything to be flush. Thats how things have to be when Im at work putting kitchens and interiors together, and I've got a feeling there'll be less BSP errors, if nothing is overlapping, or leaking into eachother.

    Please, there has to be a simple way to permenantly circumvent this, and I've just been completely overlooking it all these years!
    There is no religion except that of Music. There is no god, except that of your own will to create music.
    -Ancient Texts of Truth

  2. #2
    Palace Guard
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    Default

    Select a vertex, right-click on it and will definitely snap to grid. Always has been like that.
    Our Loop, which art in source code, hallowed be thy keyword.
    Thy condition come, thy instruction be done, in RAM as it is in cache.
    Increment us this day our daily counter,
    and forgive us our typos, as we also have forgiven our compilers.
    And lead us not to the nullpointer but deliver us from bugs.
    For thine is the API, the GUI, and the CLI while(true).
    Semicolon;
    Please don't send me questions about how to do something in the UDK via PM. That is better discussed in the forums and we only have limited PM storage.

  3. #3

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    It sounds like you're using the scale tool to enlarge the builder brush. That probably means its being scaled by uneven amounts. I'd suggest you use the brush builder tool to create your brushes.
    right click on the cube on the left hand side.
    This opens the brush builder.
    Type in a multiple of your grid size. The default grid size is 16. I'd suggest trying 128/256/512/1024/2048 to start with and just increment by 16 each time till you get the correct size.

  4. #4
    Palace Guard
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    Or hold CTRL while moving a vertex in geometry mode to assure it snaps to grid. (Or am I confusing that with Blender now?)
    Our Loop, which art in source code, hallowed be thy keyword.
    Thy condition come, thy instruction be done, in RAM as it is in cache.
    Increment us this day our daily counter,
    and forgive us our typos, as we also have forgiven our compilers.
    And lead us not to the nullpointer but deliver us from bugs.
    For thine is the API, the GUI, and the CLI while(true).
    Semicolon;
    Please don't send me questions about how to do something in the UDK via PM. That is better discussed in the forums and we only have limited PM storage.

  5. #5
    Iron Guard
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    Gamertag: PSN: ShurikenUK

    Default

    Cool thanks for the replies! Your right, I've been resizing the brush itself, using the scale tool. Some really useful tips here, thanks again!
    There is no religion except that of Music. There is no god, except that of your own will to create music.
    -Ancient Texts of Truth

  6. #6
    Iron Guard
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    Gamertag: PSN: ShurikenUK

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    Damn I cant get this to work with UT2004. Right clicking a virtex does make the brush move, but it just moves to another "out of line" place. If the brush is out of line by say 1 unreal unit, and I have grid snapping set at 4 units, right clicking the vertex moves the brush 4 units but still out of place LOL (Im finding this pretty hard to explain, even though what Im trying to say is simple!).
    There is no religion except that of Music. There is no god, except that of your own will to create music.
    -Ancient Texts of Truth

  7. #7
    MSgt. Shooter Person
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    Default

    Quote Originally Posted by shuriken88 View Post
    Damn I cant get this to work with UT2004. Right clicking a virtex does make the brush move, but it just moves to another "out of line" place. If the brush is out of line by say 1 unreal unit, and I have grid snapping set at 4 units, right clicking the vertex moves the brush 4 units but still out of place LOL (Im finding this pretty hard to explain, even though what Im trying to say is simple!).
    That is why you should always use even ammounts for the sizes of the brush. If you don't, it's impossible to make it really snap. You can approximate a snapping by lowering the drag grid (at the lower right) to 1 and moving your mesh or brush, but it only approximates and is not good for light building. You should stick to powers of 2 for sizes. The size tool should only be used for things that you don't care if they snap or they don't. For example, if you wan't to place stones in a level, or huge mountains, you can just use the tool. Otherwise, stick to even numbers. Also, the software in which you did your meshes should have its grid setup accordingly to UDK. This is explained in many posts in this forum.


    Hope it helps.
    Last edited by ilguano; 05-16-2011 at 11:58 AM.


 

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