@Barbie !Buggie wrote: ↑Sat Oct 25, 2025 11:31 am 31. Fix the HOM Bug – Fast and Easy!
In 469f, you can finally hide any Hall of Mirrors (HOM) bug effortlessly in just a few clicks!
Simply duplicate the target brush, remove unnecessary polygons, convert it to a mesh, and set its fatness to zero.
You can also fine-tune the mesh center (or adjust the pivot beforehand) and tweak ScaleGlow to perfectly match the target surface.
Masking HOM has never been this easy!
All textures, scales, and other properties are automatically preserved — no extra steps required!
New features and changes of upcoming patch 469f
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darksonny
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Re: New features and changes of upcoming patch 469f
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Man_With_No_Body
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Re: New features and changes of upcoming patch 469f
A/........ What about this viewtopic.php?p=153203#p153203 huge HoM.
Can it be fixed by "duplicate the target brush and convert it to a mesh"?
I'm worried about the collision roller and how it will affect online play.
B/........Or RebuildAll is the only and best option?
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Buggie
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Re: New features and changes of upcoming patch 469f
Yes. And typically collision is unaffected by HOM.
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Buggie
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Re: New features and changes of upcoming patch 469f
32. Paste at Click Position — Now with Offset Preservation!
In 469f, you can hold Shift while pasting at the click position to keep all pasted actors’ relative offsets intact.
This powerful addition makes it easier than ever to reuse groups of actors from other maps or different areas within the same level — keeping your layout perfectly aligned in just a few clicks!
In 469f, you can hold Shift while pasting at the click position to keep all pasted actors’ relative offsets intact.
This powerful addition makes it easier than ever to reuse groups of actors from other maps or different areas within the same level — keeping your layout perfectly aligned in just a few clicks!
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Buggie
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Re: New features and changes of upcoming patch 469f
33. Convert 1300 Brushes to Meshes — Effortlessly!
With 469f, you can convert thousands of brushes into individual meshes in just a few clicks.
This makes porting maps from other games — like UT2004’s static-mesh–heavy levels — incredibly easy and fast.
In this example, I demonstrate converting 1,300 brushes from the ONS map IslandHop directly into meshes.
Huge workflows, done in seconds — mapping has never been more powerful!
With 469f, you can convert thousands of brushes into individual meshes in just a few clicks.
This makes porting maps from other games — like UT2004’s static-mesh–heavy levels — incredibly easy and fast.
In this example, I demonstrate converting 1,300 brushes from the ONS map IslandHop directly into meshes.
Huge workflows, done in seconds — mapping has never been more powerful!
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Buggie
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Re: New features and changes of upcoming patch 469f
34. Create Perfect Collision Hulls — Easily and Accurately!
In 469f, you get powerful new tools that let you create Invisible Collision Hulls for any mesh — perfectly matching its shape without needing overly complex brushes.
Just grab a picture from a 2D viewport into the 2D Editor, trace the outline, and extrude it into a collision hull that fits your mesh precisely.
We also upgraded the 2D editor for a smoother workflow:
* Draw grid lines directly over background images.
* Precisely zoom images with Shift + Middle Mouse Button.
* Drag images freely with Middle Mouse Button.
* Images from a 2D viewport automatically scale and align so the picture’s grid matches the editor grid.
Designing collision hulls — or any custom-shaped brushes — has never been this easy or this accurate!
In 469f, you get powerful new tools that let you create Invisible Collision Hulls for any mesh — perfectly matching its shape without needing overly complex brushes.
Just grab a picture from a 2D viewport into the 2D Editor, trace the outline, and extrude it into a collision hull that fits your mesh precisely.
We also upgraded the 2D editor for a smoother workflow:
* Draw grid lines directly over background images.
* Precisely zoom images with Shift + Middle Mouse Button.
* Drag images freely with Middle Mouse Button.
* Images from a 2D viewport automatically scale and align so the picture’s grid matches the editor grid.
Designing collision hulls — or any custom-shaped brushes — has never been this easy or this accurate!
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Buggie
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Re: New features and changes of upcoming patch 469f
35. Split a Brush into Multiple Brushes — Instantly!
In 469f, you get a powerful new feature: the ability to split a baked brush back into separate pieces.
Each connected group of polygons becomes its own brush — clean, organized, and ready to edit.
This is incredibly useful when importing entire levels as a single OBJ from external tools, or when working with maps where everything was baked into one giant brush.
Now you can break it apart without exploding the level, giving you full control and smooth workflow.
Mapping from external sources has never been this easy!
In 469f, you get a powerful new feature: the ability to split a baked brush back into separate pieces.
Each connected group of polygons becomes its own brush — clean, organized, and ready to edit.
This is incredibly useful when importing entire levels as a single OBJ from external tools, or when working with maps where everything was baked into one giant brush.
Now you can break it apart without exploding the level, giving you full control and smooth workflow.
Mapping from external sources has never been this easy!
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Buggie
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Re: New features and changes of upcoming patch 469f
36. Precise Texture Panning — Pixel-Perfect Control
In 469f you can now pan textures with sub-pixel precision — perfect for nail-tight alignment in even the trickiest spots.
Just hold Shift (instead of Ctrl) while in Texture Pan mode to move textures precisely.
This makes it easy to get pixel-perfect seams, decals, trims, and alignments that were impossible with regular panning. Try it — your surfaces will thank you.
In 469f you can now pan textures with sub-pixel precision — perfect for nail-tight alignment in even the trickiest spots.
Just hold Shift (instead of Ctrl) while in Texture Pan mode to move textures precisely.
This makes it easy to get pixel-perfect seams, decals, trims, and alignments that were impossible with regular panning. Try it — your surfaces will thank you.
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Man_With_No_Body
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Re: New features and changes of upcoming patch 469f
Good if it's about leveling a large area with a simple texture.
But There's Always Someone Better…....... TrenchBroom 2: “UV editor and skewing”
Watch current time 0:56-1:05 https://youtu.be/shcAvnYp9ow?t=56
Based upon this idea. Add mini texture preview for F5/Surface Properties for UED
The reason: Imagine 4uu x 4uu x 128uu rod - brush. Imagine 512x512uu texture.
You need just a tiny section of 512x512 texture.
Align tiny part of the texture to the tiny brush is a long term painful process.
You can use either 1uu panning or 4uu panning. Mapper quickly losing situation awareness especially if using fine rotation or skew tool.
Since we already have a "red brush", then called the selected surface "red frame".
Possible workflow:
1. Select surface and set “red frame” (analogue to already existed functionality “Insert New Shape from“ /*/ )
2. Launch the F5/Surface Properties/Alignment
3. Apply any Pan/Rotation/Alignment/Skew/Scaling buttons
4. The “red frame” is static (does not change position)
5. Its a preview texture that rotates and resizes, skew….etc.
6. Tiny texture alignment finished.
My notes: after releasing v469e all functionalities are present, we need to merge all into F5/Surface Properties. Its will further enhancement the UT.
F5 - photo montage:
/*/ Insert New Shape- from selected surface (BSP): viewtopic.php?p=148889#p148889
/*/ Insert New Shape- from selected surface (brush): viewtopic.php?p=148892#p148892
You do not have the required permissions to view the files attached to this post.
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Buggie
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Re: New features and changes of upcoming patch 469f
That not how things works, but I got idea. Will check what can be done.
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Buggie
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Re: New features and changes of upcoming patch 469f
37. Show Walkable Surfaces — Smarter Pathing Made Easy
In 469f, you can instantly visualize walkable surfaces in the editor — an incredibly useful tool when building AI paths.
No more guessing whether a slope is walkable or too steep. You can see it immediately and place paths with full confidence.
This also makes it easy to create complete path coverage across your level, ensuring the AI can move smoothly and pull off impressive gameplay tricks.
Building paths has never been this easy or this reliable!
Auto merged new post submitted 1 hour 47 minutes later
38. Fix BSP Glitches by Converting Brushes to Meshes
In 469f, you can easily eliminate BSP visual glitches by converting a problematic brush into a mesh.
The collision remains exactly the same, because the original brush is converted into an invisible collision hull.
Visual artifacts disappear — just keep an eye on lighting, as lighting results may differ after conversion.
A simple, effective way to clean up BSP issues and keep your levels looking sharp!
In 469f, you can instantly visualize walkable surfaces in the editor — an incredibly useful tool when building AI paths.
No more guessing whether a slope is walkable or too steep. You can see it immediately and place paths with full confidence.
This also makes it easy to create complete path coverage across your level, ensuring the AI can move smoothly and pull off impressive gameplay tricks.
Building paths has never been this easy or this reliable!
Auto merged new post submitted 1 hour 47 minutes later
38. Fix BSP Glitches by Converting Brushes to Meshes
In 469f, you can easily eliminate BSP visual glitches by converting a problematic brush into a mesh.
The collision remains exactly the same, because the original brush is converted into an invisible collision hull.
Visual artifacts disappear — just keep an eye on lighting, as lighting results may differ after conversion.
A simple, effective way to clean up BSP issues and keep your levels looking sharp!
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Kayako
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Re: New features and changes of upcoming patch 469f
These are exciting additions! Are they backwards compatible with older versions, or are maps using this feature 469 only? Impressive regardless!
The mad (undead) mapper formerly known as --=VatcilliZeitchef=--
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Buggie
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Re: New features and changes of upcoming patch 469f
Yes, all compatible for old game.
Maybe some features not compatible with old editor.
Auto merged new post submitted 19 hours 17 minutes later
39. Precisely Import Complex OBJ Files as Brushes
In 469f, you can now accurately import even the most complex OBJ geometry as brushes.
The result is a clean shape with correct UVs, except for a few rare edge cases. In contrast, 469e struggled with such complex models, often producing broken or unusable imports.
Tip: Don’t forget to select the proper texture before importing — it directly affects the generated UVs.
A huge step forward for advanced geometry workflows and external asset pipelines!
Maybe some features not compatible with old editor.
Auto merged new post submitted 19 hours 17 minutes later
39. Precisely Import Complex OBJ Files as Brushes
In 469f, you can now accurately import even the most complex OBJ geometry as brushes.
The result is a clean shape with correct UVs, except for a few rare edge cases. In contrast, 469e struggled with such complex models, often producing broken or unusable imports.
A huge step forward for advanced geometry workflows and external asset pipelines!
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mikaeolke
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Re: New features and changes of upcoming patch 469f
Hi @Buggie !
Thanks for the updates for my lovely game!
Will the new patch support bumpmapping for the DX11 renderer using external textures?
I'm really looking forward to this feature.
Thanks for the updates for my lovely game!
Will the new patch support bumpmapping for the DX11 renderer using external textures?
I'm really looking forward to this feature.
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Buggie
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