Posted: Tue Sep 07, 2010 3:28 am Post subject: Unreal Editor Tutorials
It looks like more and more persons I talk to , want to know how I build maps.
Shall I make and upload some video's how to create a succesfull monsterhunt ,DM or CTF map in Unreal Ed 2.0 >?
I made a TEST video and uploaded it on youtube, instructions and sound on the video will come later.
It seemed pretty good. Of course with audio and maybe slowed down a bit it may be better
I also know a website that explains a lot of UED2 stuff all the way from building a cube to making breakable windows.
They are the best basic a mapper could have.
Watch them all before doing anything considering mapping!
THE BEST TIPS FOR THE BEST GAME!
CONSOLE CHEATS ¬†
addbots 1 (more than 16 possible)
set input B suicide
Edit the "unreal tournament" config data in UT\system as following
to enable 32 or more bots per team!!! ¬†
And to the "User" config add this
to enable the Boss bot
Search the "user" config data in UT\system for a useable button and enter (example)
Aliases=(Command="Set Engine.Playerpawn MouseSensitivity 7.0 | OnRelease Set Engine.Playerpawn MouseSensitivity 27.0",Alias=SlowMouse)
to have a new key command lower mouse speed (very good for aiming) !!!!
You also find the mouse axis speeds here.
Lower the Y axis speed abit to have better aim on high sensitivity.
Or type in the console
example: set input B suicide
Start in CTF in the the red team and order to defend before changing to blue.
After downloading a server map package or skin you find the stuff listed in the cache folder config.
Just search the file rename it and put it in the destination folder.
Missing map files can easy be found by using UEd/View/Log ... .
MODEL SCALING AND SUBCLASSING
Now I explain how the new playerclasses were made!
Open UnrealEditor>ActorClasses>Pawn>Bot/PlayerPawn> where the bot and player classes are.
Consider that for certain pawns either the nalifix cowfix multimesh or skeletalcharsfix files need to be loaded first. ¬†
Now find the original class you like to edit and right click "new" on the name.
After defining the new package and class name hit in the appearing window under tools - Compile Changed Script.
You must do this for the same bot and player pawn.
Then you can play around with the new classes properties like drawscale fatness ect..
But all changes must be made for bot and playerclass the same way.
Start with the new menu name in the pawn property.
If you edit the drawscale to change the size you must find out the correct collosion height ingame.
Now you can save the new package - hit showpackages and check yours before.
After this copy a int file from the system folder and open it with a text editor.
The new class needs the following text:
find the correct names under the properties object and pawn.
Save the int file and rename it to your packages name.
You may also compile again by doubleclicking the classes in the browser but I dont know if thats necessary.
Now the new characters should be selectable ingame for bots and players.
If not just try again considering small and big typing and eventually false source classes.
Open the utx viewer program and select the original skin packages in the UT textures folder.
After setting the extract-to option it is possible to export the rightclicked bitmaps.
These pictures can be editet by paint or photo editors (like Adobe PhotoShop)
to change to another look. If not you may temporary convert them to jpgs.
Useful functions are: in the photo editors cut out and insert, change size, black and white,
colour, distort, mirror, lighten or darken, contrast and some more like e.g. sharping or resolution.
In the paint program, most important is the pipette tool which copys colours from the original ¬† ¬†
picture to use as pencil or paintspray (g.e. the free downloadable GIMP paint program).
Also there is a extremely important function in PhotoShop and GIMP - the fade selected function. ¬†
You can enter colours and size in a defined area (lasso) - a absolute must have for best results.
And dont forget to check the different fade brush before trying to spraypaint ect..
Also very useful are semi transparent masks like e.g. a orignial skin about a recoloured.
The texture bmps are quiet dark, so its a good idea to lighten them complete, before painting
and redarken after finishing. Or find the view filter option in GIMP or better-your VideoCard settings!
Some video card settings even allow sharping what is extremely good for finding hidden unclearances.
Its important to keep the textures filetype(bmp) and resolution so scale them down to 256 pxs before inserting.
Afer and before editing the Skin Maker program allows previews and even to set memory
points (if it should not work, try changing the 256 colours by rightclicking the the properties).
Are all textures done use skin maker to compile the skin files and insert all team colour bmps
which can also be the same. Check the skins in the option view also in medium detail what shows mistakes easier. ¬†
After editing and inserting a bmp again dont final save the skins -start a all new insert for best results. ¬†
AND: after saving a UTX UED automatically lowers the colour depth what causes unclearances.
So a final touching with the new palette is nearly unavoidable but its also quite helpful.
More help is given in the SM help file. Theres also a SMopenGLfix download somewhere ... .
MONSTERHUNT MAPPING TIPS
> dont increase all monsters health - it makes the map uninteresting ...
> check out the overall lighting options in levelinfo and skyzoneinfo ...
> use lights more as effects less for shadowing ...
> UEds copy function in the menu tab allows to duplicate contents from other maps ...
> plan your map to the last detail - this allows to make them quick and easy ...
> and dont forget to move the textures of stairs ect. ...
> important - Keep the viewed surfaces (polys) count as low as possible to avoid slowdowns ...
> and in case the viewports arent in place - keep cool goto view>viewports and click closeall/newviewport/configure in this order ...
> also try grid scaling and vertex editing and rightclicking brushes or pivots to snap ...
> for successful bot pathing make the pathline to the goal first before testing alternative ones ...
> and consider that blue pathes need at least 128UUs width ...
> a golden rule to avoid bsp cuts - you can turn any additive brush without substractions into a semisolid ... ¬†
> you also may like to combine brushes into one - therefore is the intersect function ...
> to save complex brushes as decoration get the meshmaker tool ...
> subclass projectiles only without monsterhunt loaded ...
> the new so called monsterhunt2 has zero bot support - find the original monsterhunt503 ...
> pawn combat styles > avoidant:-1.0 / cautious: -0.5 / normal: 0.0 / agressive: 0.5 / berserk: 1.0 ...
WINDOWS KEYBOARD COMBOS & MORE
Alt + Tab ¬†- ¬†exit to windows
Strg + Esc ¬†- ¬†exit to windows
Strg + Alt + Del ¬†- ¬†windowws task manager
Type "CMD" under startmenu>excute to enter DOS
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