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
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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.
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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.
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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
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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.
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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.
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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 :).
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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.
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Un/Re-Undo: Made a building mistake?... Take it back with
Undo or take the Undo back with
Redo 8-).
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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 ?
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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... ?
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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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