A GRID align experiment
Posted: Sat Apr 18, 2020 12:35 am
This subject perhaps it's for mapping/mappers/Level-Editing/Level-Making.
Due to recommendations generally I went to do some cubing test. It was about a default cube multiplied in sort of tunnels and tunnels multiplied as well. I exported Map as t3d file and I checked/edited assets for having FIXED values. In a clean space, using both Editor from UnrealGold227 and UT Editor I've done two imports and builds. Both Editors were attempting smooth BSP cuts for these 288 cubes mapped as... an experiment - not for game or spawn into returning something like this: Even if we have the MOTHER of GRID ALIGNMENT Editor sometimes goes full retarded. One of previous versions of cubes done using DUPLICATE - RESETPIVOT - ACTOR ALIGN, but having MOOOORE cubes actually screwed up vertexes in funky values as 127.989802 and such... It was GOLD...
How I went to this experiment ?
I was pathing an older MH map... Some Nodes weren't that connected and then Bots moving out of a small lake were having problems - later... me too... Actually area subtracted as terrain (vertexes aligned no worries) was doing some invisible barriers which weren't soft in any way. I quit doing something there because... when I fixed that area, new bugs were coming later in some ramp-ed tunnel...
When Editor is unable to handle well simple cubes I'm not expecting a great thing when geometry is more complex and angled. I believe here that after some number of brushes, Editor is automated to do CUTS, even if they might not be needed - see t3d file which I posted. I did not see anything there miss-aligned or... I lost the track and something is indeed out of grid - I want to wrong here.
Due to recommendations generally I went to do some cubing test. It was about a default cube multiplied in sort of tunnels and tunnels multiplied as well. I exported Map as t3d file and I checked/edited assets for having FIXED values. In a clean space, using both Editor from UnrealGold227 and UT Editor I've done two imports and builds. Both Editors were attempting smooth BSP cuts for these 288 cubes mapped as... an experiment - not for game or spawn into returning something like this: Even if we have the MOTHER of GRID ALIGNMENT Editor sometimes goes full retarded. One of previous versions of cubes done using DUPLICATE - RESETPIVOT - ACTOR ALIGN, but having MOOOORE cubes actually screwed up vertexes in funky values as 127.989802 and such... It was GOLD...
How I went to this experiment ?
I was pathing an older MH map... Some Nodes weren't that connected and then Bots moving out of a small lake were having problems - later... me too... Actually area subtracted as terrain (vertexes aligned no worries) was doing some invisible barriers which weren't soft in any way. I quit doing something there because... when I fixed that area, new bugs were coming later in some ramp-ed tunnel...
When Editor is unable to handle well simple cubes I'm not expecting a great thing when geometry is more complex and angled. I believe here that after some number of brushes, Editor is automated to do CUTS, even if they might not be needed - see t3d file which I posted. I did not see anything there miss-aligned or... I lost the track and something is indeed out of grid - I want to wrong here.