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View Full Version : [UNREAL] How to use UnrealEd



ThePlague
February 25th, 2009, 08:22 PM
Unreal Ed 2.0 Tutorials:
http://squacky.planetunreal.gamespy.com/unrealed.htm

Unreal Ed 3 Tutorials:
http://www.youtube.com/view_play_list?gl=GB&hl=en-GB&p=A2F0CEF26EACA3E9
http://hourences.com/book/tutorialsue3modeling1.htm

Links thanks to:
Ki11a_FTW
Saggy

Tips:

Watch your lights. They are trippy and like to leave the map in darkness unless you know what you are doing. I'd peruse that part of the tutorials well.

Ki11a_FTW
February 25th, 2009, 09:27 PM
http://www.youtube.com/view_play_list?gl=GB&hl=en-GB&p=A2F0CEF26EACA3E9

Those are the ones i used for Unreal Tournament 3, but some things are the same for the 04 editor, and some are different.

DEElekgolo
February 25th, 2009, 10:42 PM
Wow. This helped me to!
+rep

Saggy
February 25th, 2009, 10:53 PM
These are the tutorials I used:
http://squacky.planetunreal.gamespy.com/unrealed.htm

ThePlague
February 25th, 2009, 11:04 PM
These are the tutorials I used:
http://squacky.planetunreal.gamespy.com/unrealed.htm
This looks really helpful, and it's for my version. I'll try it. Thanks man :D

Warsaw
February 28th, 2009, 12:26 AM
Tip:

Watch your lights. They are trippy and like to leave the map in darkness unless you know what you are doing. I'd peruse that part of the tutorials well.

I remember when I made Wizard for UT because I wanted a Wizard map to go with the HaloUT mod. I also modified one of those many Bloodgulch maps to more closely match the real on in textures...hmmm, good times.

ThePlague
February 28th, 2009, 01:08 AM
Well a few things happened while following the tutorials.
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:
http://i301.photobucket.com/albums/nn64/Hazard1337/ummwtf.png

Anyone know what's up with that?

e: Also, does anyone know how to create maps using 3ds max, and importing them into UnrealEd. Because i'm way better with 3ds max than UnrealEd :/

Phopojijo
March 3rd, 2009, 07:02 PM
Anyone know what's up with that?

e: Also, does anyone know how to create maps using 3ds max, and importing them into UnrealEd. Because i'm way better with 3ds max than UnrealEd :/
#1 -- Issue 1 -- http://www.modacity.net/forums/showthread.php?t=9205
#2 -- Not recommended for the Unreal Tournament 2004 editor... but in the UnrealEngine3 editor (UT3, Gears, etc) it's not only possible, it's recommended. The problem with UT2004 is that Static Meshes REALLY don't light well.

If you want to map using all Static Meshes... best to pick up a copy of UT3... it's only like 20$ (http://store.steampowered.com/app/13210/) on Steam.

Oh -- and about the textures thing... you're looking at an Unreal Tournament 1 tutorial (UnrealEd = Unreal... UnrealEd 2.0 = UT... UnrealEd 3.0 = UT2003/4... UnrealEditor for {Insert UnrealEngine3 powered game here} = {Insert UnrealEngine3 powered game here})

ThePlague
March 3rd, 2009, 07:37 PM
Alright, thanks for the help/tips.

Malloy
March 7th, 2009, 04:27 PM
and Ki11a's links thanks to me :P

yeh good tuts.

Malloy
March 7th, 2009, 04:32 PM
Static Meshes REALLY don't light well.

Well I used this tutorial (http://hourences.com/book/tutorialsue3lightmap.htm) 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.

Phopojijo
March 7th, 2009, 10:51 PM
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:

http://img.photobucket.com/albums/v342/Phopojijo/Skybox_Material.jpg

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.

t3h m00kz
March 10th, 2009, 04:40 AM
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:
http://i301.photobucket.com/albums/nn64/Hazard1337/ummwtf.png

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

Lateksi
March 10th, 2009, 05:10 AM
And no one bothers to help them I see D;

Phopojijo
March 10th, 2009, 12:19 PM
I already did... http://www.modacity.net/forums/showpost.php?p=369516&postcount=8

It's Issue #1 in the FAQ.

((haven't had it happen in UT3's editor though))