But right now I think I can do nice aligned things thanks to these goodies.
I've added a couple of information if selected actors are aligned already or they have been aligned during current alignment request and all those selection checkers. Right now I'm looking again at scripts. Here is involved a check: old location data - new location data proposed, because if data is matching, actor won't be moved. I think that SetLocation is generating junk bytes like OldLocation which doesn't make any sense to fill map with these left-over "history" things, this is not run-time, it's an editing session.
Also you can select brush - poligons - merge. Rebuild geometry and all coplanar poligons must act as one.
If surtfaces not merged - try unalign/align to floor/wall all surfaces of brush. And repeat merge again.
No, I need to start over anyway, got so much stuff just insane.
Plus I moved my ut2004 install , moved it back, after I reinstalled win 7 it says my key is bad, but the editor opens is all I really need.
Yes, where I have small tunnels having 36-38 UU width (or a bit more) and I need PathNodes perfectly aligned - Like the rest of things.
And since this operation takes around 5 seconds why would not do it ? It will align decorations, lights (where they have to be exactly in the middle of a lamp...) everything, it doesn't hurt after all. A trigger for a 256 hall can be mapped to 260 UU, I will attempt to drop it in the middle and in next seconds aligning it perfectly. Why wasting time "pixeling" location ? Why preserving a stupid useless size since it can be properly placed using grid. If Editor has something without bugs, that's probably the grid and then I will be extremely abusive with this grid.
Else, next is the question: Is there any reason for not having everything aligned at grid ?
Look at these paths. I was wasting time painting these, now is easier...
By using this toy, even if I'm drunk or a half asleep I can have a perfect alignment - because builder is not drinking and neither sleeping .