New features and changes of patch 469, which already here

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Buggie
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Re: New features and changes of patch 469, which already here

Post by Buggie »

26. Example of fixing errors after rebuilding a level

Map used in this example: Unreality-09-Tygron

First, I joined the polygons, since that usually resolves most problems.
Select all (Ctrl+A) and join polys — without force merge.

Second, I found a broken brush and tried fixing it with force merge. This helped, but did not fully solve the problem.

Finally, I made the problematic brush semisolid, which stopped it from breaking the whole level.

These simple steps were enough to completely solve the map rebuild problems. They even improved FPS and produced a more stable BSP, since a few brushes with non-coplanar surfaces were fixed during the first rebuild.

darksonny
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Re: New features and changes of patch 469, which already here

Post by darksonny »

Buggie wrote: Fri Sep 12, 2025 1:11 am 26. Example of fixing errors after rebuilding a level

Map used in this example: Unreality-09-Tygron

First, I joined the polygons, since that usually resolves most problems.
Select all (Ctrl+A) and join polys — without force merge.

Second, I found a broken brush and tried fixing it with force merge. This helped, but did not fully solve the problem.

Finally, I made the problematic brush semisolid, which stopped it from breaking the whole level.

These simple steps were enough to completely solve the map rebuild problems. They even improved FPS and produced a more stable BSP, since a few brushes with non-coplanar surfaces were fixed during the first rebuild.

@Barbie hey, look at this feature, this could help you fixing maps! :)
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Barbie
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Re: New features and changes of patch 469, which already here

Post by Barbie »

darksonny wrote: Fri Sep 12, 2025 8:17 am @Barbie hey, look at this feature, this could help you fixing maps! :)
This is how it looked here like with a "normal" rebuild:
Unreality-09-Tygron-rebuild.jpg
I tried several changes in the build settings but with few success. Then I asked Buggie if such can be solved - answer is above. :tu:
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darksonny
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Re: New features and changes of patch 469, which already here

Post by darksonny »

Barbie wrote: Fri Sep 12, 2025 10:17 am
darksonny wrote: Fri Sep 12, 2025 8:17 am @Barbie hey, look at this feature, this could help you fixing maps! :)
This is how it looked here like with a "normal" rebuild: Unreality-09-Tygron-rebuild.jpg
I tried several changes in the build settings but with few success. Then I asked Buggie if such can be solved - answer is above. :tu:
What map are you trying to reconstruct? I can't recognize it lol
Buggie
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Re: New features and changes of patch 469, which already here

Post by Buggie »

darksonny wrote: Fri Sep 12, 2025 10:30 am What map are you trying to reconstruct? I can't recognize it lol
Barbie wrote: Fri Sep 12, 2025 10:17 amUnreality-09-Tygron-rebuild.jpg
darksonny
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Re: New features and changes of patch 469, which already here

Post by darksonny »

Buggie wrote: Fri Sep 12, 2025 11:12 am
darksonny wrote: Fri Sep 12, 2025 10:30 am What map are you trying to reconstruct? I can't recognize it lol
Barbie wrote: Fri Sep 12, 2025 10:17 amUnreality-09-Tygron-rebuild.jpg
true, the name its in the title bar, lol Ill have to change my glasses :facepalm:
Buggie
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Re: New features and changes of patch 469, which already here

Post by Buggie »

27. Move Mesh Positions and Arrange Actors in Perfect Circles

In 469e, the Array Tool got even more powerful!

Now you can move actors while keeping their meshes perfectly in place — ideal for repositioning objects, fixing meshes that disappear on older clients, or cleaning up map geometry.

You can also use the Array Tool to place actors in a perfect circle or arc, great for creating decorative layouts, symmetrical structures, or even circular barriers using BlockAll actors.

All of this makes editing and designing new maps faster, cleaner, and more creative than ever!

Buggie
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Re: New features and changes of patch 469, which already here

Post by Buggie »

28. Revolve with Scale — Build Smarter Shapes

In 469e, you can apply gradient scaling to revolved geometry — opening up new ways to create complex and expressive shapes.

While the process is manual, it’s a major step forward and already allows you to build forms that weren’t practical before.

As an alternative workflow, you can use a linear pipe, apply gradient scaling to it, and then rotate the parts around a pivot point. This method can produce even cleaner and more impressive results.

🛠️ More control, more flexibility, and more creative freedom for advanced geometry work!


Auto merged new post submitted 8 hours 2 minutes later
29. Another Way to Revolve with Gradient Scale

In 469e, you’re not limited to scaling selected vertices — you can rotate them as well!

This lets you start with a simple pipe, apply a gradient scale first, and then manually revolve it exactly the way you want. The result is cleaner and more accurate, since the scaling happens in a single plane and intermediate parts don’t get skewed.

And of course, you can move the pivot while bending or revolving, allowing seamless, complex curves in multiple directions.

A powerful technique for building smooth, elegant shapes with full creative control!


Auto merged new post submitted 4 hours 3 minutes later
30. Auto Texture Panning on Meshes — Made Easy

In 469e, you can create automatic texture panning on meshes using the classic Ice texture technique.

Here’s how it works:

- Use an Ice texture (limited to 256×256).
- Prepare a black texture for Glass and your actual texture as the Source.
- Make sure all textures are the same size and match the Ice texture resolution.
- Set Source and Glass, then disable MoveIce.

Now the fun part: you can control the pan speed and direction using just two attributes!
- Values below 128 pan in one direction.
- Values above 128 pan in the opposite direction.

A simple setup — powerful animated effects.
✨ Good luck, and Happy New Year!

Buggie
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Re: New features and changes of patch 469, which already here

Post by Buggie »

31. Why You Should Never Use Deintersect (or Intersect) on Brushes

Whenever you deintersect a brush with the world,
you are permanently "baking" that brush into the current BSP.
It isn't just cutting the brush to fit the empty space in the world.
Every time you rebuild the level, you'll get a very similar result,
but it will never be exactly the same.
This introduces "math jitter"
by creating tiny planes that are nearly coplanar.
Eventually, this leads to HOMs and a broken BSP,
along with a whole host of other bugs.

To fix this specific issue,
you need to extend your brushes outward.
This prevents math jitter and stops the BSP from fighting over the same space.
You can easily do this using the vertex edit tool in 3D m