Welcome to the
UnrealEd
Tools
Page This page will tell you about the very basic things you should be aware of when editing maps with UnrealEd. Start off by reading the Navigation table, that tells you how to move in 2D and 3D views. Then there's a section on the Moving of "Objects", be they actors or brushes, an extensive section with icon shots on UnrealEd's Toolbar and finally a shortcut Keys section... ... and then... Up, up and away ! ;)
Page start: Monday, August 10th 20:28 1998 |
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Navigation
3D View:
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2D Views:
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Moving and Placing of Actors & Brushes
3D View:
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2D Views:
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UnrealEd's Toolbar
, , Camera: Normal Camera View, try holding left, right and both mouse buttons in the 2D and 3D views to get a feel for the navigation in maps. You can set the speed with the keys 1, 2, 3. Zoom Camera will speed up movement in the views. Finally there is also an icon to set the camera Speed.
, World Brushes: Any primitive or more complex object you have put together has to be added to or subtracted from the World. Since Unreal uses a Constructive Solid Geometry, you will be subtracting rooms most of the time. If you then want to include a box in this room you will need to add it.
, Brush De/Intersection: You can Intersect brushes, the part of the "red" active brush that overlaps with the world will be removed, and DeIntersect keep everything of the "red" brush except the overlapping part.
Special Brush: Somehow needs to be used for building special 2D brushes, like fires etc. Add Special Brush
, , , , Brush Manipulation: Select a brush you want to manipulate and ... Rotate: Change orientation angle, Sheer: 2 opposing sides are moved relatively, thereby keeping the distance between them constant, Scale: Brush as a *whole* is scaled, Stretch: Change hight, or width, or depth, SnapScale: Scale whole brush, but do it in steps that the grid defines.
, , , , , , Primitives: The building blocks of everthing in Unreal. Note: you can manipulate all sorts of aspects of each primitive, by right clicking the appropriate tool icon. Thusfar provided primitives: Cube: Solid/Hollow (S/H), (h)eight, (w)idth, (b)readth, Wall Thickness, Group Name (GN). Sphere: S/H, Inner Radius (IR), Radial Sides, Vertical Stripes, GN. Cylinder: S/H, Align to Side (AtS), Outer Radius (OR), IR, Sides, GN. Cone: S/H/Capped, AtS, h, Cap Height, OR, IR, Sides, GN. Stair: Add to First Step, Step Length, Step Height, Step Width, N° of Steps, GN. Spiral Stair: Anti-/Clockwise, Fill Ex/Interior, Surface: Steps/Sloped, Ceiling: Steps/Sloped, AtS, Stair IR & OR, Wall OR, Step Height, Step Thickness, Steps per full Circle, Total Steps, Calc -> Total Height, GN. Curved Stair: Anti-/Clockwise, AtS, Step Height, IR, Step Width, Angle of Curve, N° of Steps, GN. Sheet: Orientation: Floor-Ceiling/X-Wall/Y-Wall, Size: u,v, GN.
, , , , Selection: UnrealEd provides serval mechanisms to select map parts or actors: All Polys: Selects all "walls" or "textures". All Actors: Selects all "rooms". None: Deselect all. Actors Inside Brush: Select all items, weapons, players, monsters etc. in the selected brush(es). Invert Actor Selection State: Selects all the other actors :).
, Replace: This aught to be pretty powerful to be able to globally replace things. This comes in 2 flavours: Selected Brushes, and Selected Non-brush Actors: Read lights, items, monsters and the like. The latter should really be useful, e.g. give all light sources more intensity.
Movers: Any thing that moves in Unreal map is called a Mover. E.g. doors, a drawbridge, lifts, a collapsable plank. First select one of the primitives and then the Movable Brushes tool. This changes the brushes color from red to purple.
, Un/Re-Undo: Made a building mistake?... Take it back with Undo or take the Undo back with Redo 8-).
, Textures: Texture alignment is *very* important!... Misaligned textures totally mess up the ambience of a map, so be sure to fix them with Pan: "Horizontally" offset the textures, or Rotate: Change the angle of the textures. As a tip try to keep as many texture "reset" and only change those very few textures that need fixing. I wonder how textures are scaled ?
, , , Drawing Region: Maps can become very complex and make it really hard to see what you are doing... by defining different drawing regions you can selctively blend out stuff that's in the way. Selected Actors: Only draws selected stuff. Off: Draws everything again. BrushZ (Depth): Hoem ? Hide Selected Actors: Directly hides anything You selected.
Vertex Snap: Well... I am guessing here... when manipulating vertexes ("corners") individually, this tool should force the moved vertex points to grid points. Snap... hmmm... but how the heck does one manipulate vertex points... ?
, Grid Snapping: This is *one* big help for level builders. Pros don't just randomly position brushes all around. They use the grid, to ensure that all brushes are properly placed. UnrealEd provides a grid for normal othogonal Grid and Rotation Grids. The latter helps us to rotate brushed in specific angle steps.
Help: Well this should provide extensive help on anything that has to do with the editor. Alas it does *not* work. Only the upcoming Commercial version of this editor will provide it.
Shortcut Keys
Special Mouse Clicking Combinations
Key | Use | Key | Use |
A + right mouse click | Add actor there. | L + right mouse click | Add light there. |
Keys
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