Page 1 of 1

PostPosted: Wed Sep 27, 06 1:55 pm
by ~ô¿ô~Nobody~
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:

PostPosted: Wed Sep 27, 06 5:03 pm
by Snakey
Why not?

PostPosted: Wed Sep 27, 06 5:16 pm
by ~ô¿ô~Nobody~
Because it's one of the less magic rules that may not be called into question

PostPosted: Wed Sep 27, 06 6:53 pm
by MainMan
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...

PostPosted: Wed Sep 27, 06 7:01 pm
by Dae
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.

PostPosted: Wed Sep 27, 06 7:09 pm
by MainMan
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.

PostPosted: Wed Sep 27, 06 7:13 pm
by Snakey
~[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!

PostPosted: Wed Sep 27, 06 8:21 pm
by Reaction
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.

PostPosted: Wed Sep 27, 06 8:29 pm
by Spiderbot01
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

PostPosted: Wed Sep 27, 06 8:48 pm
by MainMan
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.

PostPosted: Wed Sep 27, 06 8:48 pm
by Reaction
Yeh, its helped me loads learning binary for computing.

PostPosted: Wed Sep 27, 06 10:51 pm
by Bob
~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.

PostPosted: Wed Sep 27, 06 11:21 pm
by Reaction
~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.

PostPosted: Thu Sep 28, 06 3:42 pm
by Cozmo
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?

PostPosted: Thu Sep 28, 06 5:07 pm
by Reaction
Yeh, thats all it does, but even if he didn't mean it. Loads of the random error messages have stoped.

PostPosted: Sun Oct 29, 06 7:54 am
by VodunLoas
Only I can use grid on 1 unit all the time. I am teh master.

PostPosted: Sun Oct 29, 06 12:20 pm
by Snakey
I used to use Grid 1 all the time.

I use anywhere from 2 - 128 now.

PostPosted: Sun Oct 29, 06 1:24 pm
by Mastakilla
Crates don't use grids.

PostPosted: Sun Oct 29, 06 1:53 pm
by Snakey
This one does 8)

BOOM

PostPosted: Thu Nov 02, 06 6:53 am
by Aidan
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

PostPosted: Thu Nov 02, 06 6:22 pm
by Jon
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:

PostPosted: Thu Nov 02, 06 9:29 pm
by Bob
Do you use Grid snapping?

PostPosted: Thu Nov 02, 06 9:40 pm
by Jon
no, i always turn it off - gets to be a pain when vertex editing

PostPosted: Fri Nov 03, 06 3:56 am
by VodunLoas
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.

PostPosted: Fri Nov 03, 06 5:31 pm
by Bob
VodunLoas wrote:Grid snapping is a must.


I thought so.

PostPosted: Sat Nov 04, 06 5:18 am
by Aidan
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