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begginer questions about unrealED | Locked | |
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Dec 30 2008 Anchor | ||
hello, id like to start level design for unreal 2k4 and UT3. Im starting off with unreal 2004 and im finding it hard to get used to the editor, being a hammer level designer ive found it quite difficult so it would be great if someone could help me out with a few things. heres my list of questions: 1. once you have made a brush, is it possible to resize it? i have to edit un-do if i dont like it I hope some of you will be able to help me out with this, it would be most appreciated, Thanks much |
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Feb 21 2009 Anchor | ||
In canse you are still in this forum or anyone else have those questions: 1. Yes, vertex drag or brush properties -> scale (brushes in UED are in fact, actors). Note: UED renders map realtime, but it doesn't rebuild BSP realtime, that would kill any CPU. 2. Yes. But the BSP doesn't recompiles realtime, as I said above. In hammer / radiant you see brushes scaling and moving realtime because the editor doesn't render the map realtime, it just shows the brushes and textures, there is no BSP in there, it's like modelling. I think this is more confusing than the subtractive x additive world building process. 3. I think what is called a 3d skybox can also be called a portal skybox, whereas old games use simple parallax or panorama pictures to create the illusion of an infinitely distant sky 4. There is a slight difference in here. In quake / half life you place the clip marks, see a clip plane on the 3D view and press a key to clip. But in UED you must select one of the 2D viewpoints as your active viewpoint, else it doesn't clip anything. And that's another difference, depending on which viewpoint you are currently active, it'll clip in relation to that viewpoint's plane. And a third difference, depending on your brush's pivot position, the brush won't clip. Don't forget to have the brush highlighted. 6. UED texture alignment buttons doesn't help much. There's a tool called texalign which calculates scale and panning for perfectly fiting textures on surfaces. By default UED comes with Texture lock on, which prevents texture alignment from being reseted when you scale a brush. It's on advanced options, editor, grid. 7. Click on a vertex while holding alt to drag. Or enter vertex mode, which makes all vertexes gray colored. The vertex mode in UED2 is kinda broken, it's impossible to highlight a vertex, no matter how many times you click it keeps placing the red pivot there instead of selecting that vertex. Edited by: zero_k |
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Feb 22 2009 Anchor | |
If you are getting heavily into vertex manipulation, you may find it easier to build those pieces of the level in Max/Maya/etc and import them as static meshes. For complex geometry static meshes give better performance too -- "lets say Portal is a puzzle game, so its a rehash of Tetris" |
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Feb 22 2009 Anchor | |
Of course if this is 2k4 we're talking about, it also lights like crap vs. BSP Edited by: AJ_Quick |
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Feb 22 2009 Anchor | ||
thanks for your responses guys. The idea of creating static meshes puts me off a little because of the texturing and UV mapping, its so time consuming. Can you texture static meshes in unreal ed? i think you can convert it to brushes, texture it then reconvert it into a static mesh, is this possible? thanks |
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Feb 28 2009 Anchor | ||
Hay people |
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