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Thread: How to use UnrealEd

  1. #11
    Senior Member Malloy's Avatar
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    Re: How to use UnrealEd

    Quote Originally Posted by Phopojijo View Post
    Static Meshes REALLY don't light well.
    Well I used this tutorial and it sexified my stuff. As for skyboxes, if you open up the existing available maps (e.g Deck ), they just use a geo sphere to cover the whole area of accessible map with accompanying properties.
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  2. #12
    A Loose Screw Phopojijo's Avatar
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    Re: How to use UnrealEd

    Yeah because that tutorial is designed for Unreal Engine 3 (Unreal Tournament 3, Gears of War)... which DOES light Static Meshes well.

    The other dude had a screengrab of an Unreal Tournament 2004 (Unreal Engine 2) which DOES NOT light Static Meshes well.

    Edit: About the skybox... here's mine: I made the 6 panels of the Skybox in Terragen.

    Out of Terragen, I put them into Unreal Tournament 3 as separate textures. Then, I created a Cubemap object in my Generic Browser and applied the textures to it. ((Note: This is a pain in the arse... to rotate a panel you need to rotate it in photoshop and re-import it into UnrealED... but you need to check its orientation in the Cubemap object because it doesn't update much... so you need to like play with the DeferCompression settings on the cubemap to make it stick... etc... annoying.))

    Anyway... once I get a properly generated Cubemap...

    I created a material with these Parameters:



    And applied it to (in my case... a sphere) that surrounds the whole level. Doesn't really matter its shape TOO much though as long as it's REALLY large and far away from the player.

    Note: This rotates the Sun around the world as well... I do it very slowly so it's not a big issue. Eventually I might re-render the Skybox without a Sun and simply multiply in a very bright texture that's NOT rotating with the skybox. Or not because it looks fine the way it is... but meh.

    Edit: I took out the Multiply 1,1,1 component... it just wasted GPU cycles. It was originally for coordinate transformations... but now is redundant for a Skybox.
    Last edited by Phopojijo; March 7th, 2009 at 11:46 PM.
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  3. #13

    Re: How to use UnrealEd

    Quote Originally Posted by ThePlague View Post
    1. I don't seem to have the same textures as the guy does for his maps.
    2. This happened when I loaded up UnrealEditor just now:
    LOL

    I've heard so many jokes about that

    "Torch, where the hell are you?"
    "I CAN'T SEE ANYTHING MY VIEWPORTS AREA ALL WHITE!!!"
    "God damn noobs..."

    It's a known glitch in the editor. So many people ask wtf is up with it
    Last edited by t3h m00kz; March 10th, 2009 at 04:44 AM.
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  4. #14
    Rocket jump! Lateksi's Avatar
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    Re: How to use UnrealEd

    And no one bothers to help them I see D;
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  5. #15
    A Loose Screw Phopojijo's Avatar
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    Re: How to use UnrealEd

    I already did... http://www.modacity.net/forums/showp...16&postcount=8

    It's Issue #1 in the FAQ.

    ((haven't had it happen in UT3's editor though))
    Last edited by Phopojijo; March 10th, 2009 at 01:05 PM.
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