|
|
Digital Architect - Misc - UnrealEditor FAQ - UnrealEditor 3
|
UnrealEditor FAQ - UnrealEditor 3
This FAQ (Frequently Asked Questions) is divided into three parts. One is for Unreal Editor 2,
another is Game Related and the last one is the one you're currently viewing.
Note: If you're having trouble with UED 3 and you don't find a solution in this section, you might also
want to check out the UED 2 section. A lot of the problems/solutions presented there still apply to UED 3
(such as the infamous "white viewport problem").
I'm running Windows 98 and UnrealED doesn't run.
|
| Download and install the latest official patch.
Even if you have the patch installed, UnrealED 3 might act weird or crash regularly on Windows 98.
UnrealED 3 was programmed to be run on Windows 2000 or Windows XP, it wasn't programmed to be run on Windows 98.
|
UnrealED seems to have a bug when I rebuild AI-paths.
|
| Download and install the latest official patch.
|
Mathematical Expressions in builder properties.
|
| This feature has changed in Unreal Editor 3. Now, you can simply
type in your expressions, there is no = sign necessary. So for example typing
in 256*4 as height will result in the height of the brush being 1024 once you
press the "Build" button. UED3 will not calculate the result once you press
enter (as in UED 2). The expression will remain displayed, even when you press
"Build". Closing the brush builder properties and re-opening it will display
a single number again, namely the calculated value.
|
| Hold SHIFT, press the wheel-button (middle mouse button) and
drag the mouse. A line will be drawn and the distance of that line will be displayed.
Very usefull for measuring stuff.
|
Freehand Polygon Drawing Mode - Quick Reference.
|
| Activate this mode by clicking the appropriate button in the
left toolbar. Once it's activated you can start placing the vertices of your
polygon in the viewport of your choice. To add a vertex hold down CTRL and right-click
with the mouse on the spot where you want the vertex to be. You don't have to
close the polygon because UnrealED will automatically connect the last vertex
you placed with the first one you placed, once you make the brush. When you
have the shape you want the brush to be, simply right-click somewhere in the
viewport and click on "Create Brush". UnrealED will ask you how deep the brush
must be. Enter a value and hit OK. Now the red builder brush should be there
in the shape of your polygon and with the depth you filled in.
I did notice that complex polygons have a tendency to screw things up.
|
| Locking to selected Actor is very usefull when you're doing
things like getting a spotlight to shine right where you want it.
The easiest way to use it is like this. In your 3D-preview viewport click on the "Lock to
Selected Actor" button (it's right next to the "Large Vertices"-button). Now select your spotlight.
You'll notice that the camera instantly changes location and rotation to match the location and rotation
of the spotlight. Now simple move/look around in this viewport as you normally would and you'll see that
the spotlight moves/rotates along with you.
|
| Do you have problems finding actors in certain viewports? Then
this might help you. Right-click with the mouse on the actor you need and click
on "Align Cameras". This will align all the viewport's camera's to that actor's
location. You might need to activate a certain viewport before it jumps to that
location, unless Realtime Preview is enabled.
|
| There is a whole list of new shortcuts in UnrealED 3.0. Here
are some of them.
These works when a viewport is active and will change what
it displayed in that viewport.
-
B: Toggle Active Brush (Red Builder Brush)
-
W: Toggle Static Meshes
-
O: Toggle Volumes
-
K: Toggle Backdrop (Skybox)
-
E: Toggle Event Lines
-
S: Toggle Selection Highlight
-
T: Toggle Terrain
-
F: Toggle Distance Fog
These works when you are selecting surfaces on brush.
-
SHIFT+B: Select all surfaces of the brush(es) of which you have selected at least one surface.
-
SHIFT+W: Select all adjacent "Wall"-surfaces.
-
SHIFT+C: Select all adjacent "Ceiling"-surfaces.
-
SHIFT+F: Select all adjacent "Floor"-surfaces.
These work when you are working with the Red Builder Brush.
Note: This is in no way a full list of all shortcuts. If you want
a full list of all possible shortcuts, you can find it
here.
|
How do I spy on bots (for when I'm working on my Botpath-Network)?
|
| It depends on which version of UT2003 you have. If you have
a version older then the 2186 version then it's pretty hard. But if you have
the 2186 version or later, then it's easy.
Two usefull commands to get information on what the bots are thinking are "showai"
and "showdebug". These work in all versions of the game.
Version older then 2186:
There are actually several ways to accomplish spectating. One of them is
like this. Boot UT2003 and go to "Instant Action". Then select the level and
hit "Play". Once loaded, go to a place where the bots cannot find you (for example:
make a seperate room with no entrances and use the "ghost" command to get there).
Then open the console and type "set input j viewclass pawn" (without the quotes).
Hit enter and close the console. Now you can cycle between all bots (and yourself) by pressing j.
Version 2186 and later:
You simply boot UT2003 and go to "Instant Action". There select the level
in which you want to spy on bots. Then instead of clicking on "Play" you click
on "Spectate". Once the level is loaded you'll be able to switch between bots
by clicking your "Fire"-button.
|
My skybox doesn't show up in multiplayer matches, how come?
|
| This is a known issue, apparantly you need to add a zone-info
actor in each zone where you want the sky to show up.
|
Where can I find the CTF-Flags in the Actor-tree?
|
| They are found pretty deep in the Actor-tree. So open up the
Actor-browser and go here:
Actor --> NavigationPoint --> JumpDest --> JumpSpot --> GameObjective -->
CTFBase --> xRealCTFBase
Here you'll find both the Blue and Red CTF-Flags.
|
How do I make my DM/CTF/BR/DOM Level an actual DM/CTF/BR/DOM level?
|
| Apart from adding the necessary actors (for example CTF-Flags
in a CTF-level) there are two things you need to do.
DefaultGameType:
Open the level in UED 3 and go to "Level Properties". There you'll find
an entry called "DefaultGameType" in the "LevelInfo"-section. You need to set
this "DefaultGameType" entry to one of these:
-
"XGame.xDeathMatch" for DM.
-
"XGame.xCTFGame" for CTF.
-
"XGame.xBombingRun" for BR.
-
"XGame.xdoubledom" for DOM.
Filename:
The filename of the level should be of this form:
-
"DM-MyLevelName.ut2" for DM.
-
"CTF-MyLevelName.ut2" for CTF.
-
"BR-MyLevelName.ut2" for BR.
-
"DOM-MyLevelName.ut2" for DOM.
|
Most of the LightTypes/LightEffects don't work. How come?
|
| This is a known "issue". In Unreal Tournament using these LightTypes/LightEffects
usually meant that the lights would become dynamic. Dynamic lights slow down
the level a lot, so they took most of them out of Unreal Tournament 2003. But
don't worry you can get those effects in other ways.
UED 3 supports Projectors and Emitters. With these two you can create the lighteffects you want. Projectors
can be used for example if you have water somewhere and you want the water to shimmer on the walls.
Check out "DM-Curse3", "Projector1" is an example of this. But for other effects you might need to use an Emitter.
For example a flashing light can be done with an Emitter. Check out "CTF-Maul", "xEmitter6" is an example of this.
However, some LightTypes/LightEffects still work. You need to
add an Emitter-actor instead of a Light-actor. In the Emitter-actor's properties
you can just adjust the light settings and choose a lighteffect that you want.
Of course the emitter doesn't need to emit anything.
|
I don't see the grid in the 2D-Editor! What's wrong?
When UED 3 starts my screen gets all bright! How come?
|
| By default UED 3 starts up with quite high brightness, contrast
and gamma settings. This causes the grid to "disappear" in the 2D-Editor. It
is there, but due to these high settings you cannot see it.
To see it you can do this:
-
Start UED 3.
-
Once loaded, goto the "View"-menu and click on "Advanced Options".
-
Then open the "Display"-section.
-
Here you'll find Brightness, Contrast and Gamma.
-
Change the values to these:
-
Brightness: 0.5
-
Contrast: 0.5
-
Gamma: 1
-
I found that these values tend to give the best results. Although it might depend on how your monitor is set up.
Note: When you change a value and go to the next one, the old value
will re-appear! The value is changed however, it just displays the old one again.
If you close the "Advanced Options" and open it again, the new values will appear.
There is another way to solve this problem. Make a
shortcut to UED 3 on your desktop for example. Right-click it and goto properties.
In the target-textbox there will be something like this: "C:\UT2003\System\UnrealEd.exe".
Add -nogamma at the end of it, so it reads: "C:\UT2003\System\UnrealEd.exe -nogamma".
Hit OK. Now when UED 3 starts the screen should remain at it's normal brightness
level.
|
The editor crashes when I try to dock/undock browsers!
|
| This is a known bug. There is nothing you can do about it.
On some systems it works, but on most systems it doesn't work. Just leave the
browsers as they are.
|
How do I make Translucent Textures?
|
| Here is a quick how-to:
-
While in the TextureBrowser, start a new texture.
-
In the window that comes next, you type the package, group and name for the new texture.
-
Select 'FinalBlend' as its material class.
-
Then you'll get an empty new material.
-
In the Material Property you set the texture you want to be translucent.
-
Then set FrameBufferBlending to FB_Translucent.
That should do it.
|
I can't select surfaces or other things! How come?
|
| If you have trouble selecting things you might want to try
turning down or disabling "anti-aliasing" of your video-card. How you turn it
down or disable it really depends on what video-card you have. The "anti-aliasing"
settings are usually found here:
Control Panel -> Display -> Settings -> Advanced
|
I get an error 'Brush x: has null material references', what does it mean and what do I do about it?
|
| If you get such errors, this means that Brush x hasn't been
textured yet and still has the default (ugly) bubble texture. It's actually
just a warning, you can leave it as it is, though that texture looks ugly ingame.
|
How do I make panning textures?
|
| The easiest way is making a new texture. So start a new texture.
Type in the name of the package (and group if you want) and name of the new
texture. Make sure the "MaterialClass" is set to "TexPanner". Click "OK".
In the Texture Editing-window you get next, you simply need to adjust the setting
"Material". This needs to point to the texture you want to pan. With the other
settings you can adjust the speed of panning, direction,...
If you made the new texture in a package other then "mylevel", then make sure you save the texture-package!
|
Movers appear at a wrong location in online games. How do I solve this? (Thanks to 'Angel_Mapper')
|
| If they appear at the wrong location, they'll most likely appear at the origin of the Unreal-world.
If it's just a normal rotating mover that
you don't want the player to be able to affect in any way, set it's "bFixedRotDir"
to "True" and give it a "RotationRate" as you would normally, but here is the
difference: instead of setting it's "Object" -> "Initial State" to "RotatingMover",
use "TriggerOpenTimed" instead. This ensures that the player bumping into it
won't make the mover go crazy, but avoids the apparently broken "RotatingMover"
property.
|
How do I add a WeatherEffect to my map?
|
| We'll be covering Rain in this quick tutorial, but other WeatherEffects are achieved in similar fashion.
Open the actor-browser. Near the bottom of the list there is an actor called "xWeatherEffect". Select it and
add it to your level. It's location doesn't really matter, although it might be a good idea to add it in
an sky area (but not in the skybox).
Next thing you need to do, is give the actor a texture/skin to work with.
To do this, open the xWeatherEffect's properties and goto Display->Skins. Click
"add". Now open your texture-browser and load in the texturepackage "EmitterTextures".
Once loaded goto the group "MultiFrame" of this package. There should be a rain
texture there ("RainFB"). Select it, go back to the xWeatherEffect's properties
and click "use" next to the newly added skin.
Ok, we're almost there. Now there are some other properties we'd like to
set. These are under "xWeatherEffect". This list is not exhaustive and you can
play around with all properties to get your xWeatherEffect "just" right.
-
Life: min = 0.3 / max = 0.5
-
MaxPclEyeDist: 800
-
NumCols: 2 (this is important as this defines how many "frames" your texture has)
-
NumParticles: 4000 (don't go to high with this)
-
NumRows: 2 (this is important as this defines how many "frames" your texture has)
-
Size: min = 0.8 / max = 1.5
-
SpawnVel: X = 0 / Y = -0.3 / Z = -1 (the Y parameter controls the angle at which the rain is coming down)
-
Speed: min = 800 / max = 900
-
WeatherType: WT_Rain
There you go, this should give you a nice rain effect.
|
When I export textures, they are in a weird format (.dds) which I can't get open. What do I do?
|
| This is actually the standard format in which they are exported
now. There are two possible solutions, depending on your preference. The first
solution is getting a plugin so your graphics program (Photoshop or similar) can open DDS.
You can find DDS tools here.
The second solution is downloading
this. This will allow you to export textures to tga-format, which is a more
common format. I uploaded this little utility to my site as I don't know anymore
where I found this. Credits go to whomever made it.
|
My terrain disappeared all of the sudden! What's going on?
|
| This is known to happen if you substract a cube. Doing a full rebuild should fix the problem.
|
How do I make an animated preview screenshot-sequence for my level?
|
| There is a nice tutorial covering this right here.
|
When I click the texture-browser button nothing appears? Same goes for other browsers.
|
| There might be several causes of this.
-
Are you running your monitor at
a resolution of 800*600 or lower? Then the browsers might not appear
as they appear by default at the 900th pixel (or somewhere around there).
-
If you're running your monitor
at a higher resolution and the browsers do not appear then check the bottom
left part of your screen. The browsers might be minimized and not restore
their size and position due to some strange reason.
-
If it still doesn't work you might
want to try to delete "unrealed.ini" which can be found in your "UT2003\System"
folder. Don't worry, a new "unrealed.ini" file will be created, although you
might loose some settings.
|
How do I add Weapons in UED 3 (for UT2003)?
|
| The way weapons are added in a level for UT2003 has changed,
compared to UT1. Now you don't add the weapon itself, but rather a weaponBase
that will contain the weapon of your choice.
Open your Actor browser and find
the actor "xWeaponBase" in the "xPickUpBase" section. Add this actor where you
want the weapon to appear in your level. Once placed, open the properties of
that newly added "xWeaponBase". Goto the "xWeaponBase" section and select the
weapon of your choice in the "WeaponType" dropdown box and you're set.
|
Back to top
|