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    Local Space for BSP?

    Is there a way to operate in local space of faces in BSP? I would like to move a face forward or backward along its normal...
    Also: is there a way to do that without affecting the normals of adjacent faces of the BSP?
    If not, would it be possible to implement such behavior as some kind of toggle?

    To clarify:


    Naturally, such behavior may increase or decrease the number of edges, vertices or even faces in a BSP brush. It would greatly help when working with irregular BPS shapes...

    If anyone worked with Quark (editor for old Quake games) - that is actually the main way to shape your level. I acknowledge, that the current BSP tools in UE4 are often superior, but there are cases when they are not - especially when dealing with those irregular shapes.
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    #2
    Sadly the BSP tools in UE4 aren't that sophisticated; there was talk of a Geometry 2.0 but it's yet to appear.

    This is an engine issue rather than a UT one, so you might have more luck posting on the engine forums themselves.

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      #3
      Originally posted by LiliumAtratum View Post
      Is there a way to operate in local space of faces in BSP? I would like to move a face forward or backward along its normal...
      Also: is there a way to do that without affecting the normals of adjacent faces of the BSP?
      If not, would it be possible to implement such behavior as some kind of toggle?

      To clarify:
      That would be awesome!

      Be nice if they'd fix all the existing bugs with BSP editing too. Clipping, extrusion, materials alignment, scaling, rotation, lathe, etc., but instead of getting better the editor just seems to get buggier with every new build. Seems like with every new build, more things break and it crashes more often.

      Heck, it's not just the BSP tools either. Box selection of meshes doesn't even work anymore! Used to work just fine but for a build or two now it'll only select brushes, not meshes.

      Can't even select multiple same actors and edit them all at once anymore either because everything is buried in a redundant wrapper in the details panel now. Have to select each of them individually and slowly, tediously change them one at a time now instead of all at once. Things that used to take just a few clicks and keypresses to change globally, can now take hundreds or even thousands of clicks/keypresses.
      Last edited by MoxNix; 10-14-2015, 02:11 PM.

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        #4
        Originally posted by MoxNix View Post
        That would be awesome!

        Be nice if they'd fix all the existing bugs with BSP editing too. Clipping, extrusion, materials alignment, scaling, rotation, lathe, etc., but instead of getting better the editor just seems to get buggier with every new build. Seems like with every new build, more things break and it crashes more often.

        Heck, it's not just the BSP tools either. Box selection of meshes doesn't even work anymore! Used to work just fine but for a build or two now it'll only select brushes, not meshes.

        Can't even select multiple same actors and edit them all at once anymore either because everything is buried in a redundant wrapper in the details panel now. Have to select each of them individually and slowly, tediously change them one at a time now instead of all at once. Things that used to take just a few clicks and keypresses to change globally, can now take hundreds or even thousands of clicks/keypresses.
        use the extrude tool in the 'geometry editing', once you got one chunk out, switch back to 'place' mode and adjust it
        Maps:

        DM-PSi ; DM-Genku ; DM-Untold Storage ; DM-Station (WIP) ; DM-HeatRay Physx (WIP)

        DM/TSD-Formidable (WIP)

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