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Limited
May 15th, 2008, 10:23 AM
Okay, I opened editor yesterday and was like woah wtf. I cant find out how to create any geometry, just a flat floor will do.

If I keep looking I can probably figure it out but was wondering if there were any simple tuts that show the basics.

Caboose O'Malley
May 15th, 2008, 11:37 AM
http://utforums.epicgames.com/showthread.php?t=583707
You'll probably find some more in the respected forum scattered around.

http://unreal.gamedesign.net/tutorials/ued.shtml
http://squacky.planetunreal.gamespy.com/unrealed.htm

Those are older but should still apply...

http://forums.3drealms.com/vb/forumdisplay.php?f=20

Might also be helpful.

Tweek
May 15th, 2008, 03:39 PM
little mini tutorial

you start with 1 red box.

that's your builder brush.
you deform it by simple vertex dragging (select verts by dragginselection, by holcing alt and control) then you can hut spacebar to cycle trough the transform tools. (you'll need to hit the top right button, on the left toolbar, to go into the modifying options, and select the vertex mode)

when you've moulded the brush into a shape you want, you can either add, or substract it. this is done with the 4 buttons on the left, near the button, which say substract or add or whatever. you wont actually see anything because theres no light, so rightclick on your new brush, and go down to add actor: Light (point) and move it up a bit, so it actually illuminates your newly made brush.

then you basically boolean together boxes, by adding or substracting.



this is as quick and as basic as i can put it really. i've skipped TONNES, but this should get you on your way to start making brushes, and putting together the basic skeleton of a level.

Limited
May 15th, 2008, 06:45 PM
Ah so its alot like Hammer? Thanks for the info guys.

Tweek
May 15th, 2008, 06:48 PM
yes, Hammer is basically a ripoff from UnrealEd

Phopojijo
May 16th, 2008, 04:12 PM
Wow... no UnrealWiki, no UDN, no Hourences?

http://udn.epicgames.com/Three/UT3ModHome.html
http://www.hourences.com/book/tutorialsindex.htm
http://wiki.beyondunreal.com/ <--- More on the programmer's side of things.

MMFSdjw
May 17th, 2008, 12:15 PM
Here's some good tutorials
http://waylon-art.com/LearningUnreal/

l SINERGY l
May 26th, 2008, 07:37 PM
Check out 3dbuzz.com

Click on the unreal tech dropdown... they've got a lot of good tutorials.

Limited
May 26th, 2008, 08:31 PM
http://www.gasduck.com/

That helped me out quite well, thanks for the links :)

Zeph
June 1st, 2008, 09:17 AM
http://www.amazon.com/Mastering-Unreal-Technology-Level-Design/dp/0672326922/ref=pd_bbs_sr_1?ie=UTF8&s=books&qid=1212326054&sr=8-1
http://www.amazon.com/Mastering-Unreal-Technology-Beginners-Design/dp/0672329913/ref=pd_bbs_sr_2?ie=UTF8&s=books&qid=1212326054&sr=8-2

Take your pick. My professor made us get the one for pre-UT3 for when we worked with Unreal. They cover pretty much everything in the editor and all you need to know for basic modeling in Maya (I of course skipped over that).

MetKiller Joe
September 24th, 2008, 10:23 PM
Is there anyway to do a complete environment in 3DS Max then put into UnrealED?

I've seen people do it would just "static meshes" or single models (and I'm sure you could somehow get away with using just that for the level).

I'm just asking because I abhor proprietary level editors (in Unreal I might make an exception because it is so widely used).

Phopojijo
September 28th, 2008, 01:13 AM
Definitely, that's how Skyhook is done.

Just make your structure/floor/whatever in 3dsMax/Maya/whatever and place it as a static mesh, give it collision... maybe some special lightmaps and stuff... annnd you got a level.

None of that Halo closed world bullcrap... if you see out to infinity the only downside is a hall of mirrors effect. Whoopdie-do.

Think about it? What's a level but just a bunch of static objects to stand on... and something to see in every direction?

Some smart things to do however: Make your static meshes in pieces and place those pieces in the editor... it imports better, takes like 20 minutes, and REALLY speeds up rendering (since you don't need to portal/antiportal in Unreal Engine 3) and make the things you can't touch non-collision... so you don't need to calculate physics on it all the damn time.