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[LOL this is too funny I really ROTFLOLMFAO and almost couldn't post this. ] = sarcastic.
This is bugging me too much and I've lost my tiny nerves! I made a moving brush that looks like this:
[img]http://thedarkside.net63.net/brush1_1.jpg[/img]
[img]http://thedarkside.net63.net/brush1_2.jpg[/img]
And when I step on it, it doesn't rotate like it should (from the cylinder thingy), but it rotates from the "real" center of the brush (that is somewhat above the tiny connector thingy between step-pad and cylinder thingy). And when I move the vertex that defines the center, it just goes back when I reselect the brush. I tried everything I know. And, BTW, what is the "vertex" thingy in the center of every brush for? And, the first question, how can I move the center of a brush?
Last edited by [§Ŕ] ŤhěxĐâŕkśîđěŕ on Sat Oct 11, 2008 7:12 pm, edited 1 time in total.
This problem is all too common in UEd1.0/2.0.. and is a real pain in the ass. First off, if you've applied scaling to the brush at all, you might as well throw this mover out the window, because there's no way in hell that it will ever have a correct collision hull. That would be Sweeney's fault. (note: you *can* scale a regular brush, intersect it, and then select transform permanently prior to creating the mover brush, and no, attempting to transform permanently on the mover brush will not work, sadly. The mover brush is fubar'd, in this case.)
Also, each keyframe of a mover is set relative to its pivot position. If you accidentally select a new pivot while moving the brush around, then all the keyframes will get screwed up, and you have to start over. I remember getting SO frustrated at this, some years ago, that I deleted the entire map I was working on.. To set a new pivot, first click somewhere in the grid to deselect the brush you're editing. Then, click the wireframe part of the brush to select it (do not click a vertex). Then, as the brush is selected, attempt to right click on the vertex you wish to make the new pivot. You may have to do this a few times, as Unreal Ed is a pos, but eventually you should be able to see a minute crosshair on the vertex, indicating that it is set as the pivot of the brush.
Afaik the pivot in the center of the brush is inherited from intersecting the brush with a larger brush which has a pivot built in to it by the primitive brush builders... but I don't really see how it's a problem.
Also, if you hold the ALT key while a vertex is selected, you can move it around (or was it ALT+CTRL?). Unreal Ed sometimes does not recognize that you've moved the vertex, though, and you may need to deselect, reselect, and then click the vertex prior to attempting to vertex edit it.. I've had this problem occur several times, which is extremely annoying when you're trying to do something as simple as move a d*mned vertex...
Oh ! I will try to make a new brush part by part (not hard, it only has 3 parts) and put the "pivot" thingy of the active brush to stand where I want the center of the intersected to be.
I will post again to tell whether it works or not.
EDIT: BTW, a short question: Can I put more different pivots for different keypoints?
EDIT: Omfwtflol you posted while I was writing (2 seconds difference)!
EDIT: Tim Sweeney is a bastard. I would LOVE if new version of Unreal had the feature to move the central pivot of a brush!
EDIT: Oh thank you, thank you, thank you, thank you, thank you! I just intersected the Added brushed with bigger active brush!
EDIT: BTW, I saw an option "Add Pivot Here" or something like that but I'm done with my map for today!
Last edited by [§Ŕ] ŤhěxĐâŕkśîđěŕ on Thu Oct 09, 2008 9:07 pm, edited 1 time in total.
1. select phucked brush
2. select any vertex
3. move that vertex to where you want that brush's center to be
4. deselect the brush (is this step really necessary? I'm not in the mood to try...)
5. select that brush again
6. select any vertex EXCEPT THE ONE YOU MOVED (THIS IS NECESSARY!)
7. select the vertex you moved
8. move that vertex back
9. TA-DA! there is the new central pivot!
NOTE: If you phuck anything up, just move all vertexes where they were or load the backup.
I would shoot the guy who made the editor phucked like it is if I saw him... [SMALL JOKE!]
Last edited by [§Ŕ] ŤhěxĐâŕkśîđěŕ on Sun Oct 19, 2008 8:03 pm, edited 1 time in total.