Well, finally I have my first real newbie question...or...rather a couple of, I already did a search but I found nothing helpful.
1. I'm doing Komag's tut, at the moment I am making the City section more "beautiful". A lot of things are a little unclean, next time I'm trying to stick to those 64-128-512 (and so on) values so that everything fits together quite well. But now I have a skybox (i.e. some background walls have that feature) which seems to shine trough a lot of surfaces which are not only flanking the sky walls but should in fact be in front of them. But it's not always the case, sometimes it works in some areas.
Additionally, I played a little with adding BSPs, instead of subtracting them as usual, and noticed that my columns, which are supposed to support the static mesh arches I did, are somehow accessable so that you can walk through one side and fall down into the sky. They are overlapping the ground a little, but in fact no one should be able to get inside of them, or look inside, which comes along with the problem.
Here we have one cylinder in a colonnade which should have the amount of usual not-carved-out block behind it before another subtract brush comes:
And here's a timbered house which has a gap on its left side plus a thin line of light in front of it where no brush overlap should be:
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From some angles even the whole front vanishes, in return this time the columns (you can see them in the 4th picture beneath the arcades) worked.Any idea? I just don't know what to do with the usual "move the brushes around a little bit", that seems unsatisfying.
2. Is there really no way to resize a brush without vertex editing or using the builder brush again? I'm slowly fed up with all those sloping brushes that sometimes even occur although the vertex snap is on. By the way, whose fault is it when some brushes, meshes etc. even stick out of the 1-UU grid?
3. It took me a while to recognize that meshes don't "snap to grid" with their borders but with their central point, which makes the alignment a little more complicated (especially with the beams for a timbered house, although it's not the hardest work after all). Do you have any tips for that? I wanted to create my houses from plan (the one above is my first try), but it's getting difficult if you don't know where to put the center of a static mesh to.
4. Is there a quicker method than cut-and-paste to change the "priority" of added/subtracted brushes? After changing the subtracted brush in front of the house I had to re-create the stairs.
Please forgive me if I ignored some menus (and of course threads in this forum); I tried some of them but they either did not work or did something wrong.
When I'm through with the tut I'll ask you about the actability of my plans for a huge City map.By the way, is there no way to open FM maps? My T3Ed always crashes when I try to load a *.gmp (which is however suggested by Komag) and there are no *.unr files in the FM zips.





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Any idea? I just don't know what to do with the usual "move the brushes around a little bit", that seems unsatisfying.
By the way, is there no way to open FM maps? My T3Ed always crashes when I try to load a *.gmp (which is however suggested by Komag) and there are no *.unr files in the FM zips.



You saw the chimneys from far away in the skybox and then came across the "real" ones in another part of the level.