1. Hit right click > Transform permanently.
Once done, hit show polys and fix textures misalignments.
2. Delete the mover.
Grab your builder brush, resize it so that you can intersect the one you'll use as mover.
Hit Transform Permanently on the builder brush.
Now hit intersect.
NOTE: Make sure you don't hit back, editor memory doesn't save brush intersections on back/forward operations.
Remake your mover with this new brush.
-= Things to consider when making movers:
Before creating your mover, make sure the POSTSCALE (vector) value is always (1,1,1), this means, don't ever resize the brush once ready.
You can resize the brush manually using MAINSCALE (vector), which is at default (1,1,1).
Hitting TRANSFORM PERMANENTLY will keep the brush shape, misalign textures if it was rescaled, but it will return both POSTSCALE and MAINSCALE to (1,1,1) which is recommended.
If you're making more than 2 keyframes, make sure you specify it on the NUMKEYS property of that mover actor.
If your mover/solid at default scale isn't solid, then check the surface flags, surfaces on custom brushes can become intangible by themselves, to fix this:
-Select the mover, only the mover.
-Open notepad.exe and hit paste, you'll get your mover and its brush in text format
-On every face check the FLAGS= value
-If it says FLAGS=8, delete that, else, substract 8 from the flags value
-Copy all the text, paste back into UnrealEd
-If you're not really sure, you can simply eliminate all FLAGS= values and make the brush a full solid without surface flags, you can reconfigure those later
-If pay very close attention on the MODEL= property of a brush (or mover) you'll notice it is possible for the engine to have 2 brushes (movers) with the exact polygon set saving memory or simply changing all the brushes properties at once (useful for decoration brushes that is copied 100 times)
I wrote a native package that gives the user the ability to fabricate a mover, and change it's MODEL value in runtime, this can make a mover change shapes. Not sure what happens to geometry, but it should be readjusted if you make the mover interpolate a bit.
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