Using bigger grid [split]

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Postby ~ô¿ô~Nobody~ » Wed Sep 27, 06 1:55 pm

Reaction wrote:Are you trying to make this brush into a mover ?

Its hard to see what seperate brushes you have used to create this one, but they are far to small/thin. Perhaps you could make it thicker, at least 2 units instead of less than 1.


!!!!
never even think of using a smaller grid of 2 :shock:
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Postby Snakey » Wed Sep 27, 06 5:03 pm

Why not?
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Postby ~ô¿ô~Nobody~ » Wed Sep 27, 06 5:16 pm

Because it's one of the less magic rules that may not be called into question
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Postby MainMan » Wed Sep 27, 06 6:53 pm

Snakey wrote:Why not?

Just don't. It causes more problems than it is worth with flexibility, etc.

I had to learn the hard way, which resulted in me rebuilding a 13mb map...
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Postby Dae » Wed Sep 27, 06 7:01 pm

Yeah, now I use a grid of size 8 (sometimes switching to 4 or 16) and sizes which are powers of 2 (2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048 and etc) and their sums (like 384 (= 256 + 128), 640 (= 512 + 128), 768 (= 512 + 256) and etc).
I don't know why exactly, but with these rules it feels that UnrealEd starts enjoying the mapping process and helps you :)
For example, in cases where i need to place an object in the center of something it automatically decides the center and sticks the brush to it.
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Postby MainMan » Wed Sep 27, 06 7:09 pm

I map on 16 brush, I have a fear of going lower than that. The main streets, I make sure that they are lined up on 256-grid, just to be safe.
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Postby Snakey » Wed Sep 27, 06 7:13 pm

~[A]Daedalus~ wrote:Yeah, now I use a grid of size 8 (sometimes switching to 4 or 16) and sizes which are powers of 2 (2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048 and etc) and their sums (like 384 (= 256 + 128), 640 (= 512 + 128), 768 (= 512 + 256) and etc).
I don't know why exactly, but with these rules it feels that UnrealEd starts enjoying the mapping process and helps you :)
For example, in cases where i need to place an object in the center of something it automatically decides the center and sticks the brush to it.


Thats exactly what I do!
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Postby Reaction » Wed Sep 27, 06 8:21 pm

Snakey wrote:
~[A]Daedalus~ wrote:Yeah, now I use a grid of size 8 (sometimes switching to 4 or 16) and sizes which are powers of 2 (2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048 and etc) and their sums (like 384 (= 256 + 128), 640 (= 512 + 128), 768 (= 512 + 256) and etc).
I don't know why exactly, but with these rules it feels that UnrealEd starts enjoying the mapping process and helps you :)
For example, in cases where i need to place an object in the center of something it automatically decides the center and sticks the brush to it.


Thats exactly what I do!

Same, exept I'm too lazy to work out the sums myself. I just chuck the sum into Ued and it calculates the brush size for me.
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Postby Spiderbot01 » Wed Sep 27, 06 8:29 pm

I actually know my 128 and 256 times tables off by heart. (Up to 15) The amusing thing is it actually helps me loads with maths :O
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Postby MainMan » Wed Sep 27, 06 8:48 pm

Reaction wrote:I just chuck the sum into Ued and it calculates the brush size for me.

Lol yeah, but unluckily for me, UEd 2 doesn't do that.
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Postby Reaction » Wed Sep 27, 06 8:48 pm

Yeh, its helped me loads learning binary for computing.
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Postby Bob » Wed Sep 27, 06 10:51 pm

~MainMan~ wrote:
Reaction wrote:I just chuck the sum into Ued and it calculates the brush size for me.

Lol yeah, but unluckily for me, UEd 2 doesn't do that.


When I used to map I always had the windows calculator thingy open.
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Postby Reaction » Wed Sep 27, 06 11:21 pm

~MainMan~ wrote:
Reaction wrote:I just chuck the sum into Ued and it calculates the brush size for me.

Lol yeah, but unluckily for me, UEd 2 doesn't do that.

One more reason why UEd 1 > UEd 2

Although it does sometimes crash without reason, I like it. And since i started using this version, thanks to Nobody, most of the random errors have stoped.
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Postby Cozmo » Thu Sep 28, 06 3:42 pm

Bob wrote:
~MainMan~ wrote:
Reaction wrote:I just chuck the sum into Ued and it calculates the brush size for me.

Lol yeah, but unluckily for me, UEd 2 doesn't do that.


When I used to map I always had the windows calculator thingy open.


I still do... :shock:

And i thought nobody's just made it save as .dx instead of .unr?
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Postby Reaction » Thu Sep 28, 06 5:07 pm

Yeh, thats all it does, but even if he didn't mean it. Loads of the random error messages have stoped.
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Postby VodunLoas » Sun Oct 29, 06 7:54 am

Only I can use grid on 1 unit all the time. I am teh master.
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Postby Snakey » Sun Oct 29, 06 12:20 pm

I used to use Grid 1 all the time.

I use anywhere from 2 - 128 now.
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Postby Mastakilla » Sun Oct 29, 06 1:24 pm

Crates don't use grids.
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Postby Snakey » Sun Oct 29, 06 1:53 pm

This one does 8)

BOOM
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Postby Aidan » Thu Nov 02, 06 6:53 am

I map on a 1 Grid XD. I do it on my old win98 comp because it doesn't seem to crash UED1/2 :D
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Postby Jon » Thu Nov 02, 06 6:22 pm

VodunLoas wrote:Only I can use grid on 1 unit all the time. I am teh master.

teh fool, more like; unless you can easily determine gridline boundaries in bigger grid sizes, then its best to stick to 2,4,8,16 for the main stuff

...you're just a lucky sh!t :wink:
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Postby Bob » Thu Nov 02, 06 9:29 pm

Do you use Grid snapping?
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Postby Jon » Thu Nov 02, 06 9:40 pm

no, i always turn it off - gets to be a pain when vertex editing
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Postby VodunLoas » Fri Nov 03, 06 3:56 am

Grid snapping is a must, I set it to 1 also, which fixes your vertex problem. I zoom in a lot when moving brushes to make sure they are lined up.
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Postby Bob » Fri Nov 03, 06 5:31 pm

VodunLoas wrote:Grid snapping is a must.


I thought so.
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Postby Aidan » Sat Nov 04, 06 5:18 am

Grid snaping only makes your brushing more accurate :)
All the reason to do it. If at some parts when map making it starts to get annoying to the point where you're looking for your .44mm then just turn it off XD
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