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  • ...you take a look on the toolbox, you will recognize you can add more basic geometry forms to your map than just cubes. ...adjust properties and move it to desired location in your already existing geometry and click add to apply it.
    822 bytes (145 words) - 09:22, 23 December 2017
  • As usual we have our room or BSP geometry where we want to apply our skybox. ...cube brush with 512 units in each direction and move it out of you current geometry and assign those five textures to its location so it should look like this:
    1 KB (220 words) - 09:42, 14 January 2018
  • Let's start our map with some basics rooms (BSP Geometry) which we are connecting to each other. ...k at the left screen border. You will see some icons which look like basic geometry (cone, cube, tuby, stairs...).
    4 KB (660 words) - 11:51, 30 November 2017
  • ...tingLevel; // This actor currently has contacts with some level geometry (bsp, static mesh etc.). OUTPUT VRIABLE.
    1 KB (151 words) - 19:59, 11 April 2021
  • ...we want to place our terrain. We also need to place a zoneinfo inside our geometry. Zoneinfo can be found inside Actor browser under Actor->Info->ZoneInfo. Adjust the XSize and YSize to the Size or geometry you need. Never go above 128!!! Always use the power of 2!!! (2,4,8,16,32,6
    3 KB (572 words) - 09:19, 14 January 2018
  • Onces you found your parent class, mark it and place it in an empty BSP geometry eg. room. '''Important!: If you don't place the parent actor in a BSP geometry and instead directly click on "New From Selection", you will be able to cre
    4 KB (614 words) - 11:07, 30 November 2017
  • Pressing Q will hide BSP Geometry. Pressing C highlights every geometry mesh.
    3 KB (476 words) - 18:07, 8 July 2021
  • ...bool bWorldGeometry; // Collision and Physics treats this actor as world geometry var int iLeaf; // Bsp leaf.
    69 KB (8,070 words) - 18:51, 11 April 2021