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  1. #1
    Philosoraptor Toametru's Avatar
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    Question Random, Undeleteable Surface Appeared

    I have had this issue once or twice, and it is really something that I hate about the unreal editor. This random checkerboard surface appears at random times when I am making a map, always in the shape and location of the builder brush. It is totally undeleteable and cannot be moved, rotated or scaled. Here is an image.



    As you can see, it is really obstructing to the landscape behind it, and there is no clever enough way I can come up with to hide it, since it cannot be moved.

    If you took the time to read this, thank you.

    (FLoFF) Floofie: I fear that person with my life

  2. #2
    Primal Carnage Team dinosauriac's Avatar
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    You probably pressed Ctrl+A at some point, it's a shortcut to place an additive brush. Find your red builder brush cube and size it to encompass your invading checkerboard, then press Ctrl+S to subtract the geometry from the world. Build geometry after to make sure it's gone, can also then go to Tools and select clean BSP to be doubly sure it's not there anymore.

  3. #3
    Philosoraptor Toametru's Avatar
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    Quote Originally Posted by dinosauriac View Post
    You probably pressed Ctrl+A at some point, it's a shortcut to place an additive brush. Find your red builder brush cube and size it to encompass your invading checkerboard, then press Ctrl+S to subtract the geometry from the world. Build geometry after to make sure it's gone, can also then go to Tools and select clean BSP to be doubly sure it's not there anymore.
    Many thanks! You sure are a wizard at the UDK. When did you first start using it, don't mind if I ask?

    (FLoFF) Floofie: I fear that person with my life

  4. #4
    Primal Carnage Team dinosauriac's Avatar
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    Quote Originally Posted by Toametru View Post
    Many thanks! You sure are a wizard at the UDK. When did you first start using it, don't mind if I ask?
    I started sometime in 2010, not long after I found out about Primal Carnage and its move to the Unreal Development Kit. With UDK, game development finally seemed accessible and it was pretty exciting. There was modding support promised back in the day and I thought it'd be fun to get into that. There was over a year before Primal came out so I figured I'd get a head start on all the other people who'd be making maps for it (ha).

    I'd messed around with a few editors ages back and had done my fair share of modding other games, which probably helped me get to grips with it fairly quickly. So I spent about a year experimenting with a bunch of stuff and just seeing what was possible, never finished a map actually. Here's the few screenshots I have from back then...

    http://i.imgur.com/001LpVq.jpg
    http://i.imgur.com/lo5eda0.jpg
    http://i.imgur.com/p7dc7le.jpg
    http://i.imgur.com/0XK67cF.jpg

    When the idea of an SDK was dropped for Primal 1 it was a bit crushing, but the whole thing was a good learning process. It meant I was able to transition into other roles after I was lucky enough to be brought on to do loading screens / textures back in the day.
    Last edited by dinosauriac; 03-21-2016 at 02:12 PM.

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