Hello there.
I am very deeply sorry that I opened a second threat so soon, but I am in a bit of a trouble here.
I really read a lot before starting with UnrealED for Killing Floor (basically I read about UnrealED and watches some tutorials at 3d buzz).
So after a week or so of getting familiar with the basics, I started my own map.
As I stated in my previous threat, I have been mapping only in the Source and GoldSource Engine for quite some time.
I started my first map yesterday, because I had an Idea, and it all went so awesome until I started to get some strange problems in the editor.
For example, problem number one:
When I try to edit the vertex of a brush with Vertex Editing, when I select the vertexes, and CTRL+Click to move them, my brush teleports 128x128 units (I think) down.
A second problem is, I have grid snapping issues. Whenever I snap something to the grid, when I zoom in to the max, it seems it is off the grid like a little bit like this " || " really close, but not snapped. I tried snapping by right clicking and it sill stays that way. This problem wasn't an issue when I started the map.
Another problems is, when I clip the red builder brush, in order to achieve a desired figure, after I "add" the brush and then "Build Geometry", the clipped side of the brush appears on the other side of it. I mean, like if I clip it like that |\ - when I add the brush and build the geometry it appears like that /|.
This is really confusing me, and I can't continue mapping like that, because the 2D views are screwing up and everything is upside down and not correct.
Can anybody help me fix these problems, which weren't issues when I started the map. I guess I screwed something over big time in the beginning but do not know why. I guess the articles and material I have read and watched didn't explain something important about optimization.
P.S. Yes I know you have to use More static meshes than brushes, but I saw a couple of maps which ran smooth with 70% brushes and 30% static meshes. I am not a 3d modeler, as I can't make my own meshes, but I would be happy if I can transform my Idea into a reality in the KF Editor, without any of those annoying problems.
Thank you for taking your time to read my threat, and many more thanks if you decide to reply!

I am very deeply sorry that I opened a second threat so soon, but I am in a bit of a trouble here.
I really read a lot before starting with UnrealED for Killing Floor (basically I read about UnrealED and watches some tutorials at 3d buzz).
So after a week or so of getting familiar with the basics, I started my own map.
As I stated in my previous threat, I have been mapping only in the Source and GoldSource Engine for quite some time.
I started my first map yesterday, because I had an Idea, and it all went so awesome until I started to get some strange problems in the editor.
For example, problem number one:
When I try to edit the vertex of a brush with Vertex Editing, when I select the vertexes, and CTRL+Click to move them, my brush teleports 128x128 units (I think) down.
A second problem is, I have grid snapping issues. Whenever I snap something to the grid, when I zoom in to the max, it seems it is off the grid like a little bit like this " || " really close, but not snapped. I tried snapping by right clicking and it sill stays that way. This problem wasn't an issue when I started the map.
Another problems is, when I clip the red builder brush, in order to achieve a desired figure, after I "add" the brush and then "Build Geometry", the clipped side of the brush appears on the other side of it. I mean, like if I clip it like that |\ - when I add the brush and build the geometry it appears like that /|.
This is really confusing me, and I can't continue mapping like that, because the 2D views are screwing up and everything is upside down and not correct.
Can anybody help me fix these problems, which weren't issues when I started the map. I guess I screwed something over big time in the beginning but do not know why. I guess the articles and material I have read and watched didn't explain something important about optimization.
P.S. Yes I know you have to use More static meshes than brushes, but I saw a couple of maps which ran smooth with 70% brushes and 30% static meshes. I am not a 3d modeler, as I can't make my own meshes, but I would be happy if I can transform my Idea into a reality in the KF Editor, without any of those annoying problems.
Thank you for taking your time to read my threat, and many more thanks if you decide to reply!