It is nice to find dimensions, I always have to type values in and not use scaling. While looking at grid 1
Working on others maps or even my own map after you leave for a while or stop working on it you can't remember what size things were.
How to get the numeric dimensions of a brush in UnrealEd?
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Re: How to get the numeric dimensions of a brush in UnrealEd
If I need to recreate a cube based on a similar previous one, I really don't need to know how big it was... when you do work with Editor several things are simple. You can duplicate a brush, you can copy red builder to selected brush for creating a clone, seriously I have never need to know any brush dimension - these new requests are confusing me - except these paths-doing stuff where I need an exact confirmation because these are NEVER visible and I need to know exactly the distance for not making borked things. What is building Editor is different from what I have in game and links through walls are not what I want, as long as I have some custom rules for linking them.
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Re: How to get the numeric dimensions of a brush in UnrealEd
The problem with polys to brush, is that you get the same damn BSP error or polyflags or some weird pivot vertice stuff.
So in order to weed out some BSP problem is start fresh with a new brush.
Just another tool.
So in order to weed out some BSP problem is start fresh with a new brush.
Just another tool.
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Re: How to get the numeric dimensions of a brush in UnrealEd
I had a bad-ass semisolid giving me pain - more painful to redo it, so I FIXED IT without redoing.
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Re: How to get the numeric dimensions of a brush in UnrealEd
What they say is, once you intersect and subtract from a semisolid, it's permanently marred. I hate those semis cuz you never know.
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Re: How to get the numeric dimensions of a brush in UnrealEd
Not in purpose to go off topic but... my semisolids were breaking and busting all myths toward these things:
- do not make them big - I have done entire islands;
- do not make them available as ground and players touching even two of them in the same time - I did this - So what ?;
- do not put them closer to portals - under some island there is a portal to a death zone - So what ? Not a single one like this and it works properly;
My notes in exchange:
Semisolid and non-solid closer in a subtracted room with BSP cuts around = VERY UGLY Things. And that's the main issue BSPCuts and nothing else than them and only them + miss-aligned also are painful and also intersecting them with others is not always that nice, the rest of semisolid's scary movies are not fascinating for me.
You can copy semisolid to a builder and making later a solid or a non-solid thing - depends on situation... To be honest I need more practice toward Level Design things because I'm not scared about building simple things.
For figuring their size I simply look at GRID - it's self explanatory after all - that's why exist this grid, for being used.
- do not make them big - I have done entire islands;
- do not make them available as ground and players touching even two of them in the same time - I did this - So what ?;
- do not put them closer to portals - under some island there is a portal to a death zone - So what ? Not a single one like this and it works properly;
My notes in exchange:
Semisolid and non-solid closer in a subtracted room with BSP cuts around = VERY UGLY Things. And that's the main issue BSPCuts and nothing else than them and only them + miss-aligned also are painful and also intersecting them with others is not always that nice, the rest of semisolid's scary movies are not fascinating for me.
You can copy semisolid to a builder and making later a solid or a non-solid thing - depends on situation... To be honest I need more practice toward Level Design things because I'm not scared about building simple things.
For figuring their size I simply look at GRID - it's self explanatory after all - that's why exist this grid, for being used.
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Re: How to get the numeric dimensions of a brush in UnrealEd?
(Necro bump) The above Google Sites link is dead now, so here are some mirrored copies of the tools:
For Unreal: https://bunnytrack.net/assets/y_dimensionget.7z
For Unreal Tournament: https://bunnytrack.net/assets/Y_DimensionGetUT.zip
For Unreal: https://bunnytrack.net/assets/y_dimensionget.7z
For Unreal Tournament: https://bunnytrack.net/assets/Y_DimensionGetUT.zip
Join the BunnyTrack.net Discord chat server: https://www.bunnytrack.net/discord
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Re: How to get the numeric dimensions of a brush in UnrealEd?
This would be immensely helpful. How does it work? There's no instructions.Dizzy wrote: ↑Sun Nov 24, 2024 6:31 pm (Necro bump) The above Google Sites link is dead now, so here are some mirrored copies of the tools:
For Unreal: https://bunnytrack.net/assets/y_dimensionget.7z
For Unreal Tournament: https://bunnytrack.net/assets/Y_DimensionGetUT.zip
I assume you copy it into your System folder...
Thanks Dizzy
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Re: How to get the numeric dimensions of a brush in UnrealEd?
No .U ? ... need a file if you can ..........
You need to find the size to work faster than constantly typing sizes for working on the map or sections that are already done and need to change it or edit the walls , doorways, etc etc....
You need to find the size to work faster than constantly typing sizes for working on the map or sections that are already done and need to change it or edit the walls , doorways, etc etc....
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Re: How to get the numeric dimensions of a brush in UnrealEd?
"the rest of semisolid's scary movies are not fascinating for me."
Other than getting collision problems way on the other side of a map and have no idea where it came from, then spend hours trying to fix it, then you can't get rid of it.
My theory is to sandwich them (complex brushes) between add brushes, only add brushes will be touching the subtracts.
That way if there was a BSP or some problem you can delete them without marring the maps build.
I think that is why they called it a "pillar" just set them on the ground for deco that would not add more cuts just for a ,,,,,pillar.
Other than getting collision problems way on the other side of a map and have no idea where it came from, then spend hours trying to fix it, then you can't get rid of it.
My theory is to sandwich them (complex brushes) between add brushes, only add brushes will be touching the subtracts.
That way if there was a BSP or some problem you can delete them without marring the maps build.
I think that is why they called it a "pillar" just set them on the ground for deco that would not add more cuts just for a ,,,,,pillar.
Last edited by Red_Fist on Tue Dec 03, 2024 10:52 pm, edited 1 time in total.
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Re: How to get the numeric dimensions of a brush in UnrealEd?
jmartin wrote: ↑Wed Nov 27, 2024 2:29 amThis would be immensely helpful. How does it work? There's no instructions.Dizzy wrote: ↑Sun Nov 24, 2024 6:31 pm (Necro bump) The above Google Sites link is dead now, so here are some mirrored copies of the tools:
For Unreal: https://bunnytrack.net/assets/y_dimensionget.7z
For Unreal Tournament: https://bunnytrack.net/assets/Y_DimensionGetUT.zip
I assume you copy it into your System folder...
Thanks Dizzy
Thanks Red_Fist
Still not exactly sure how this is supposed to work, but here are the instructions included within the “Y_DimensionGetUT.u” file itself
Maybe if there were some screen shots.A limited UT port of Yrex's Dimension Getter.
Displays bounding box dimensions of a brush.
Usage:
- select a brush
- copy it to the clipboard
- execute the dimension getter
- a message will appear showing the dimensions, copy it to the notepad
and then copy the individual values to some brushbuilder.
bTransformRedBrush assigns selected brush's location, rotation, etc. to the
red brush.
Until then, whenever I need to keep track of the dimensions of certain brushes, (in case I need to make a slightly larger or smaller duplicate without stretching) I just jot it down on a piece of paper as I'm making them. Saves a LOT of guess work.
As for Semi Solid Brushes?... never used them, not once, in any of my maps. Not even sure what the benefit is in using them.
HOWEVER
In a few of my last maps, “TRON Legacy” and “Gangrene Gulch” I made 16x64000 Semi Solid 2D Sheets as my own custom grid lines to help align brushes across extremely long distances with exacting precision - because you want both sides of a CTF map to be a perfectly balanced mirror image of each other. Once the map is finished I just delete them, or leave them for the next mapper to use.
I just used semi-solids because of their color - they are tan, instead of blue or green, which makes them easier to locate and slide around.
Enormously helpful.
Thanks.
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