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NaliLord map grid?

For questions and discussion about UnrealEd, UnrealScript, and other aspects of Unreal Engine design.

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User avatar UBerserker
Nali Priest Nali Priest
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Subject: NaliLord map grid?

Post Posted: 12 Sep 2016, 17:19

Driving me insane because it's the first time I encounter something like this in the editor.
Decided today to play around NaliLord (aka Demonlord's lair) but the geometry grid is smaller. Like a 64x64 sheet covers a 9x9 square on map (instead of 8x8), fucking up vertex editing and other stuff. How to make the grid looks like normal?
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User avatar Jet v4.3.5
Skaarj Elder Skaarj Elder
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Subject: Re: NaliLord map grid?

Post Posted: 12 Sep 2016, 18:01

Right click on your builder brush, click "Reset"->"Reset All" (or just "Reset Scaling").
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User avatar UBerserker
Nali Priest Nali Priest
Posts: 7518
Joined: 11 Nov 2007, 21:00
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Subject: Re: NaliLord map grid?

Post Posted: 12 Sep 2016, 19:20

It worked!
Now another thing: why the water sheet texture goes back to being #invisible even if I check it off before every geometry rebuild

I really don't understand this

I could replace it but I still haven't figured out how the hell WATER ZONES work (no documentation/tutorial whatsoever)
Image

User avatar Sat42
Skaarj Warlord Skaarj Warlord
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Subject: Re: NaliLord map grid?

Post Posted: 12 Sep 2016, 21:35

UBerserker wrote:It worked!
Now another thing: why the water sheet texture goes back to being #invisible even if I check it off before every geometry rebuild

I really don't understand this

I could replace it but I still haven't figured out how the hell WATER ZONES work (no documentation/tutorial whatsoever)


Forgive me if I'm just blabbering stuff you already know but thought this could help if I understand the question correctly

First of all: use a zone portal (create a sheet and then select "Add Special Brush" and select "Zone Portal") to make an "airtight" area which will seal your water zone.
Then add a ZoneInfo actor within the encompassed area that you wish to change the physics of (into a water zone in this case): in the properties of said actor, look for "ZoneInfo" -> "bWaterZone" and check this to fill the entire zone with liquid.

Hope this helps! it's the same thing to enable fog in an area.

That invisible water sheet may be a zone portal, so getting rid of it may fill the entire level with water physics as a result :P just replace the sheet/portal with another zone portal sheet if you wish to overcome that incomprehensible "invisibility" of the old sheet, and you'll be fine.
Nali: Magic or Telekinesis
Waffnuffly wrote:It's tarydium-doped smoothies. Drunk by the player, I mean. The player is tripping balls. The whole game actually takes place in a large city and the player thinks he's on an alien world.

User avatar UBerserker
Nali Priest Nali Priest
Posts: 7518
Joined: 11 Nov 2007, 21:00
Contact:

Subject: Re: NaliLord map grid?

Post Posted: 12 Sep 2016, 22:17

Sat42 wrote:
UBerserker wrote:It worked!
Now another thing: why the water sheet texture goes back to being #invisible even if I check it off before every geometry rebuild

I really don't understand this

I could replace it but I still haven't figured out how the hell WATER ZONES work (no documentation/tutorial whatsoever)


Forgive me if I'm just blabbering stuff you already know but thought this could help if I understand the question correctly

First of all: use a zone portal (create a sheet and then select "Add Special Brush" and select "Zone Portal") to make an "airtight" area which will seal your water zone.
Then add a ZoneInfo actor within the encompassed area that you wish to change the physics of (into a water zone in this case): in the properties of said actor, look for "ZoneInfo" -> "bWaterZone" and check this to fill the entire zone with liquid.

Hope this helps! it's the same thing to enable fog in an area.

That invisible water sheet may be a zone portal, so getting rid of it may fill the entire level with water physics as a result :P just replace the sheet/portal with another zone portal sheet if you wish to overcome that incomprehensible "invisibility" of the old sheet, and you'll be fine.



Huzzah finally, thank you! :D
I have never used special brushes till now, lol.
Image

User avatar Sat42
Skaarj Warlord Skaarj Warlord
Posts: 724
Joined: 14 Jul 2013, 16:42
Contact:

Subject: Re: NaliLord map grid?

Post Posted: 13 Sep 2016, 02:12

UBerserker wrote:
Sat42 wrote:
UBerserker wrote:It worked!
Now another thing: why the water sheet texture goes back to being #invisible even if I check it off before every geometry rebuild

I really don't understand this

I could replace it but I still haven't figured out how the hell WATER ZONES work (no documentation/tutorial whatsoever)


Forgive me if I'm just blabbering stuff you already know but thought this could help if I understand the question correctly

First of all: use a zone portal (create a sheet and then select "Add Special Brush" and select "Zone Portal") to make an "airtight" area which will seal your water zone.
Then add a ZoneInfo actor within the encompassed area that you wish to change the physics of (into a water zone in this case): in the properties of said actor, look for "ZoneInfo" -> "bWaterZone" and check this to fill the entire zone with liquid.

Hope this helps! it's the same thing to enable fog in an area.

That invisible water sheet may be a zone portal, so getting rid of it may fill the entire level with water physics as a result :P just replace the sheet/portal with another zone portal sheet if you wish to overcome that incomprehensible "invisibility" of the old sheet, and you'll be fine.



Huzzah finally, thank you! :D
I have never used special brushes till now, lol.


You're welcome, man! :)
Nali: Magic or Telekinesis
Waffnuffly wrote:It's tarydium-doped smoothies. Drunk by the player, I mean. The player is tripping balls. The whole game actually takes place in a large city and the player thinks he's on an alien world.


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