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How do you delete materials off of a brush?

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    How do you delete materials off of a brush?

    I literally cannot find an answer anywhere. Apparently I have too many materials layered on eachother so I need to delete them. (They show black when building my lighting)

    #2
    I don't think it's possible to 'layer' materials on brushes; a brush surface only ever has one material. Are you sure that's causing the error?

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      #3
      It said something about having too many layers of uv or something when I tried to play it

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        #4
        It's worth taking a screenshot of the error message rather than being vague.

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          #5
          I'm not currently able to access my computer, sorry.

          I can when I get home. But all I can tell you now is that said surfaces appear solid black after building the lighting and testing in the editor

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            #6
            Oh, you are talking about overlapping UV's. You sure you are using bsp and it's not a static mesh?

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              #7
              What type of material are you talking about? Is this one a static or skeletal mesh? Is it a landscape material? There is a limit of about 10 textures/layers for landscapes material if I remember correctly.

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                #8
                Yes I'm quite sure its a bsp brush. I don't know what type because I cant remember nor can I access them. Pressing f5 (surface properties) only brings up the uv adjustment menu. I just want to know how to remove any materials applied to a brush, in my case, the floor

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                  #9
                  I don't think it's a material issue, it must be related to overlapping UV's, considering the error you are getting, but i don't have much of an experience with bsp's so i don't know how UV's work with them. :\

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                    #10


                    Here is a screenshot of what I'm seeing, also after building lighting I get 2 errors that say 'Warning object has overlapping UV's!'

                    I still don't know what to do :/

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                      #11
                      Fixed, thanks for the help

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