Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
Legacy:Transform Permanently
This page should give a simple explanation of the Transform Permananetly command... work in progress, feel free to add.
shunted from the beginner faq:
When you're trying to rotate a brush and it doesn't want to, it just changes shape as you try to rotate it, this is what to do.
- Brush Context Menu -> Transform -> Transform Permanently
Also use Transform Permanently on brushes which you've scaled, etc.
Alignment[edit]
Align the textures *after* you used transform permanently, since it will reset your brush completely, including the alignments of the textures. Try to use it while you're finishing your map, and only if you're positive you won't change the brush anymore.
Deep into Transform Permanently[edit]
When using Unreal Engine 1.0 and 2.0 versions, brushes vertex values are not updated if you rotate or scale up/down it. It is using Rotation,MainScale,PostScale and TempScale to do so. See sample brush here taken from AS-Mazon(Unreal Tournament) map:
Begin Actor Class=Brush Name=Brush6 CsgOper=CSG_Add MainScale=(SheerAxis=SHEER_ZX) PostScale=(Scale=(X=50.000000,Y=73.000000),SheerAxis=SHEER_ZX) PolyFlags=67109132 Level=LevelInfo'MyLevel.LevelInfo0' Tag=Brush Region=(Zone=LevelInfo'MyLevel.LevelInfo0',iLeaf=-1) Location=(X=4352.000000,Y=-4000.000000,Z=-16.000000) Rotation=(Yaw=-16384) Begin Brush Name=Model7 Begin PolyList Begin Polygon Texture=Swater4a Flags=67109132 Link=0 Origin -00064.000000,-00064.000000,+00000.000000 Normal +00000.000000,+00000.000000,+00001.000000 TextureU -00022.719593,+00019.566399,+00000.000000 TextureV -00028.566942,-00015.561364,+00000.000000 Vertex -00064.000000,-00064.000000,+00000.000000 Vertex +00064.000000,-00064.000000,+00000.000000 Vertex +00064.000000,+00064.000000,+00000.000000 Vertex -00064.000000,+00064.000000,+00000.000000 End Polygon End PolyList End Brush Brush=Model'MyLevel.Model7' PrePivot=(X=64.000000,Y=64.000000) Name=Brush6 End Actor
When using "Transform Permanently",the editor updates vertex,prepivot,origin and normal values so that Rotation and scale values are not set.
Here you can see the "transformed" brush:
Begin Actor Class=Brush Name=Brush6 CsgOper=CSG_Add MainScale=(SheerAxis=SHEER_ZX) MainScale=(SheerAxis=SHEER_ZX) PolyFlags=67109132 Level=LevelInfo'MyLevel.LevelInfo0' Tag=Brush Region=(Zone=LevelInfo'MyLevel.LevelInfo0',iLeaf=-1) Location=(X=4352.0,Y=-4000.0,Z=-16.0) Begin Brush Name=Model7 Begin PolyList Begin Polygon Texture=Swater4a Flags=67109132 Link=0 Origin -3200.0,4672.0,0.0 Normal 0.0,0.0,1.0 TextureU 0.39132798,0.311227301369863,0.0 TextureV -0.31122728,0.3913279726027397,0.0 Vertex -3200.0,4672.0,0.0 Vertex -3200.0,-4672.0,0.0 Vertex 3200.0,-4672.0,0.0 Vertex 3200.0,4672.0,0.0 End Polygon End PolyList End Brush Brush=Model'MyLevel.Model7' PrePivot=(X=3200.0,Y=-4672.0,Z=0.0) Name=Brush6 End Actor
Algorithm
For brush: Set Rotation=0 Set MainScale=0 Set PostScale=0 For Origin and each vertices: Do *= MainScale Then MakeRotate(Pitch,Yaw,Roll) Finally: *= PostScale For Normal: Do MakeRotate(Pitch,Yaw,Roll)
For rotation matrix, see this section: http://wiki.beyondunreal.com/Legacy:T3D_File