Visit our Discord community hangout and have a real-time talk with the regulars, and keep track of UnrealSP.org developments.
Development on a new site is currently in-progress.
Until then, site contents are available on the Legacy site!
Additionally, newer content written by our staff is available in a temporary subforum.
We sincerely apologize for the delays in recreating the site.
Moderators: ividyon, Semfry, zYnthetic
Post Posted: 27 Aug 2011, 20:36
Post Posted: 27 Aug 2011, 21:02
Post Posted: 27 Aug 2011, 21:17
Post Posted: 27 Aug 2011, 21:52
Post Posted: 27 Aug 2011, 22:45
Waffnuffly wrote:Hold alt and drag the mouse in any 2D Viewport. You'll get a resizable marquee that selects all visible actors in its area.
Post Posted: 27 Aug 2011, 23:03
integration wrote:Is that only my German keyboard, but I have to use Alt Gr (which should be equivalent to Alt + Ctrl) to drag a box in the Camera Movement or Vertex Editing tool.
integration wrote:Ctrl + C / Ctr + V This combination is surely more known than Ctrl + W, but I still want to mention it. Copying and pasting is a little bit different to duplication. It doesn't check collision, so it sometimes works, when duplication fails. And Actors will keep their tag. IMHO biggest disadvantage is, that copied actors will get a new z-Value. You can use this combination too for copying and pasting actor properties.
Post Posted: 27 Aug 2011, 23:34
Post Posted: 27 Aug 2011, 23:45
UBerserker wrote:Oh so I shouldn't have problems if I'm copying generic decorations between maps.
Post Posted: 27 Aug 2011, 23:46
Post Posted: 28 Aug 2011, 01:38
Post Posted: 28 Aug 2011, 01:45
ebd wrote:Not sure how UE1 or UE2 handles copy/pasting, but in UE2.1 objects are renamed when copied and pasted and any references to them adjusted. (example: copy/pasting an eightball will result in the "new" eightball being Eightball0 while the "old" ones will be renamed)
Post Posted: 28 Aug 2011, 03:51
Post Posted: 28 Aug 2011, 05:45
TheIronKnuckle wrote:I can't understand why there would be a limit on linked lists. If you're talking about a node limit of 1116 per list that's ludicrous. Not sticking my head in the sand and disagreeing with you, I'm just saying; wtf?!? If you're saying that you can only have 1116 linked lists, each with as many nodes as they need that's more realistic.and 1116??? lololmao! epic were crazy back in the day
Post Posted: 28 Aug 2011, 08:19
Post Posted: 28 Aug 2011, 09:45
Waffnuffly wrote:A 128x512x128 hallway, with reset rotation, runs North-South. Let's say you want it to run East-West. Instead of rotating the brush 90 degrees, change the values to 128x128x512. Now it's East-West. Do this enough and you won't have to do anything fancy later on if you need to rotate that hallway and all the brushes inside it 90 degrees since the rotation is technically the same for every brush.
UBerserker wrote:Architecture doesn't need to detailed, it just needs to be right.
Return to “Content Creation”
Users browsing this forum: No registered users and 1 guest