Welcome to The Occult Archives 2024! I enjoy mapping and modding with UnrealEd since the old days of Unreal '98 and UT '99. My most favorite UnrealEngine-based game is Deus Ex 1 ! My most favorite RPG Shooters, based on the X-Ray Engine, are all 3 games of S.T.A.L.K.E.R. (Shadow of Chernobyl, Clear Sky, Call of Pripyat), which I convert stuff from for Unreal Engine. I also create old-school mods and maps for most known and lesser known UnrealEngine1-based games and also port stuff between them with UnrealEd and various tools. My UE1-Games installed and optimized are : Unreal v2.26f (1998) and v2.27 + RTNP Addon Pack (Return To Na Pali), Unreal Tournament 1999, Deus Ex v1112fm and GOTY Edition (2000), Wheel Of Time v3.33 (1999), Star Trek - Klingon Honor Guard v1.1 (1998), Star Trek DS9 - The Fallen (2000), Rune (2000), Undying (2001). Plus I own thousands of user-made community mods and maps ever created for all these games. Yes, this is strictly Unreal Old School!!

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Report RSS Checkerboard DefaultTexture 512 + Shots (view original)
Checkerboard DefaultTexture 512 + Shots
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Lurker2011 Author
Lurker2011 - - 6 comments

Forum Discussion Thread for this release : Oldunreal.com

Roomtype Brush Sizes (Height):

64 = Standard Duck Shaft for Actors
80 = Special Duck Shaft (required in Deus Ex Multiplayer only!)
112 = Realistic Door (Deus Ex), rest 16 units can be used for either door frame above or door steps below (112+16=128)
128 = Standard Room, Corridor and Door
160 = Realistic Room/Corridor (e.g. Hotel, see 'Ton Hotel map in Deus Ex)
256 = Big Room with high Ceiling and stuff above (e.g. Horizontal Beams, Pipes, Hanging Lamps, Ventilators)
512 = Two-story Building or Big Warehouse
1024 = Big Hangar for Aircraft
1664 = Huge Hangar for Boeing 747 (see Hangar 747 at Lebedev Airfield in Deus Ex)

Brush/Texture Sizes (Width x Height, Scaling Factor 1, Standard Resolution):

64 x 64 = Standard Shaft (cubic)
56 x 112 = Realistic Door (Deus Ex), use 64x128 texture size to fit in, rest 8x16 units for door frame.
64 x 128 = Standard Door
128 x 128 = Standard Wall (cubic)
128 x 160 = Realistic Wall, use 128x256 texture size to fit in.
256 x 128 = Long Wall (rectangle)
256 x 256 = Big Wall (cubic)
512 x 512 = Building Wall (cubic)

If you use high resolution textures (e.g. 1024x1024) or S3TC (2048x2048) then you have to double or quadruple the Width x Height numbers and use scaling factor 0.5 or 0.25 in UnrealEd Surface Properties.

Only upscale textures sizes. Do not upscale brush sizes or your whole map will become unrealistically huge! (no pun intended)

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Description

My Checkerboard DefaultTexture (512x512) for precise surface texturing in UnrealEd. Useful as placeholder for new areas and rooms in maps.