UnrealEd Problems (And quantum thingies! :D ) New Problem :(

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GenMoKai
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Re: UnrealEd Problems (And quantum thingies! :D )

Post by GenMoKai »

UT Sniper (SJA94) wrote:@ GenMoKai
it does seem to be the best idea to move this topic :tu: I have just noticed that this sort of thing happend before with unreal edhttp://www.ut99.org/viewtopic.php?f=5&t=3106 lol we cant stay on topic :lol:
at least ut99.org will not get in trouble because someones brain melted because they was looking for ued probs. but there has been some interesting stuff i have read in this topic :tu:
lol thnx, i just was confused about it... :wink:
JackGriffin wrote:That was completely my fault Gen and I apologize for the deviation.
Don't worry, everyone talks offtopic once in a while :mrgreen:
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Feralidragon
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Re: UnrealEd Problems (And quantum thingies! :D )

Post by Feralidragon »

JackGriffin wrote:That was completely my fault Gen and I apologize for the deviation.
It wasn't only your fault, everyone who discussed about that are also "guilty" (me included, and I am a moderator, so I have more guilt on this specially since I put wood into the fire lol).
So don't worry :tu:
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Re: UnrealEd Problems (And quantum thingies! :D ) New Proble

Post by papercoffee »

Hey is this now a apologize thread?? ...man, we really can't stay topic for long huh?











:mrgreen:
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UT Sniper (SJA94)
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Re: UnrealEd Problems (And quantum thingies! :D ) New Proble

Post by UT Sniper (SJA94) »

Hey is this now a apologize thread?? ...man, we really can't stay topic for long huh?
:lol2: it seems to be a multi changing topic :P. But at least its puting a bit more activity into this website, we need things to be off topic sometimes we can't talk about ut99 all the time :wink:
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FrostInks
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Re: UnrealEd Problems (And quantum thingies! :D ) New Proble

Post by FrostInks »

Um any help on why my dimensions are totally screwed up?
*check original post*
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Re: UnrealEd Problems (And quantum thingies! :D ) New Proble

Post by JackGriffin »

Sure bro, just do this:

1) Open your map in editor.
2) Right-click your builder brush (the red one).
3) Select "Brush Properties"
4) Now check these properties to make sure they are all one point zero (or 1.0):
a) In "Brush" look at "Main Scale" and "Post Scale". The X, Y, and Z should all be 1.0
5) Now open "Movement" and make sure these are all zero:
a) "Desired Rotation": Pitch, Yaw, and roll are zero
b) "Rotation": Pitch, Yaw, and roll are zero
c) "Rotation Rate": Pitch, Yaw, and roll are zero
d) "Velocity": X, Y, and Z are zero

A lot of times messing around with the brush rotation and size will screw up your zeroing. It's a very good idea to not ever change scale in the builder brush and rotate it only when needed. It's much better practice to build the brush to fit the scenario rather than rotate it from being generated another direction.
So long, and thanks for all the fish