Intro notes for UnrealEd.

Viewports

The black viewport is 3D, the others are orthogonal views.

2D Navigation [moving the camera]

Drag opposite the direction you want to go in

Pan = LMB

Pan = MMB

Pan twice as fast = RMB

Zoom = LMB and RMB

Zoom = scroll MMB

3D navigation

walk through = LMB

turn around = RMB

major moves = LMB AND RMB

Ctrl-LMB = X

Ctrl-RMB = Y

Ctrl-LMB and RMB = Z

Browsers

Actor

Anything not architecture – weapons, emitters, pickups, etc.

Groups

Collections of actors

Music

Don’t use it

Sound

Ambient and triggered sound fx

Textures

Mesh

Obsolete

Prefab

Obsolete

Static mesh

High[er] poly count architecture

Can import from other programs -- .ase or .lwo

Shows face count [triangles]

Animation

You can play an animation file here

Other

Some stuff for splines and scripting – we probably won’t be using

Build options:

Geometry, not lights or paths

Lighting, and Changed lighting

Paths for AI to navigate level and Changed paths

All

Build settings

Test

Saves as a temp file to play the level

Help – there is none

Advanced

View/Advanced options ...

Editor/Advanced ...

Default -- Autosave and about 5 minutes is essential

Open UT2k3/4/Maps folder, View/Details to see the newest file. Reopen the editor, and open the file. If everything looks normal, save it as the level you were working on and continue from where you left off.

UseAxisIndicator – set to false if you want

Making a hole for the rain to come in ...

The BSP comes completely filled, so we have to first cut away a space

BSP

We create what are technically actors – special actors -- called BSP brushes.

BSP = Binary Space Partitioning.

Binary Space Partition; static data structure method used by game programmers to determine correct front-to-back polygon visibility, so that scenes are rendered realistically.

Note – there are placeable and non-placeable actors. Non-placeables includes the HUD [heads up display] triggers, weapon projectiles, etc.

Cube, etc ... if Hollow is set to True, the cube's Wall Thickness can be set. Can be set to Tessellated, which shows each face as two triangles instead of one square.

Curved Staircase, Spiral Staircase Sloped = True, which makes them a smooth ramp, or Sloped = False, which makes them stairs. A clockwise or counter-clockwise direction can also be set.

Linear Staircase - Height, width, and length of the steps can be set, as well as the number of steps and an additional height to be added to the bottom of the staircase.

BSP Based Terrain - use normal terrain instead.


Sheet - Can never be solid and will not block players or weapons. These are mainly used for 2d decorations like spider webs, and for zoning off a level.

Cylinder - If Hollow is set to True, inner radius can be adjusted as well.

If AlignToSide is left True, the edges of the cylinder will line up with the grid.

If set to False, the vertices at the corner will line up with the grid.

Cone - If Hollow is set True, the inner radius and cap height can be set.

AlignToSide can also be set as with cylinders.

Volumetric – Better to use emitters. Don’t use.

Sphere – Don’t use – use static meshes instead.

The active brush
The basic tool of UnrealEd.

Displayed as a wireframe of dotted red lines.

AKA as the Red Builder Brush, or RBB.

There is only ever one RBB in a map.
The RBB is like a cookie cutter, or a template. Make it into a shape, and then use that shape to create a new additive or subtractive brush that will alter the map's space.

As there is always a builder brush, eventually you will want to set whatever one is last active aside, or scale down to .1x.1x.1.

Making and moving a brush

We start out with “nothing” that is actually a single vertex:

Start in a 2D viewport.

Click the toolbox cube and a cube appears in the v-ports.

You will see a square.

Ctrl-LMB to move the cube.

Ctrl-Alt also moves the brush

Shift-LMB causes the grid to appear to move while the selected brush will appear to stay in position

The little guy on the right is the camera. You will see him in the ortho views.

Grids

Keep 16 to 64

Do not turn off grids

Feel the brush object snap to grid at the pivot point

Note – lights and triggers do not snap.

Rotating

Have the rotation toggle on, set to snap to 1.

Rotate = Ctrl-RMB

 or, with Ctrl-LMB, use the tool:  ...

it rotates around the pivot, of course ...

Position the mouse pointer away from the pivot [like on an outer corner of the object] and pull opposite the direction you want to rotate towards.

Scaling

Use whole numbers:

Better to use this:

Vertex manipulation

Select in 3D v-port then,

Alt-drag in 2D v-port.

 

Right click a vertex to force it to snap to grid

You can also reset/move to origin.

This is the vertex editing tool:

Used to select 2 vertices, then Ctrl-drag. can also be used with 1 vertex.

Making a room with Subtract

The room is basically negative space. World Geometry is this subtracted space.

The wire for subtractive will be YELLOW [after we hit subtract – not yet!]

The objects we make are called CSG – Constructive Solid Geometry.

Right click cube, set this size, and hit build.

Select a texture

Abaddon, load entire package

Select walls

Click the texture you like

Close map browser

Hit subtract

You did it, you built a room:

Click on a plane to change the texture [hold Ctrl to select multiple planes] ...

Or, select a texture and Alt-click the floor plane ...

Ctrl click ceiling plane, pick texture

Note – if you need to deselect a plane, click it again.

Place an actor to get a sense of scale

Right click the floor

Aligning textures

Right-Click a plane [or ctrl click several] and go Alignment/Planar Walls/Planar Floor

or ...

Select Surfaces/Matching Brush

then

right click and hit Alignment/Box

Scaling floor

Select one of these ways:

F5

Right click it in the 3D viewport/Surface Properties.
Select in 3D viewport, hit the Surface Properties button in top toolbar.
Select -- View/Surface Properties in the top menu.

.3 looks right for my floor:

Walls/select adjacent ...

U ... pan side to side

V pan up and down

Click around on th U an V settings to get what you want:

Ceiling

If you need to tile a map do it here

[For now we will be tiling at planar or default]

Texture PanTexture Rotate

Textures can also be panned and rotated with tools.

Panning

Ctrl plus left or right mouse buttons to pan U and V

Rotating

Ctrl plus either mouse btn

Make a pillar with Add

The wire for add will be BLUE

Scale the Active brush down and move it aside.

Use the Add button (next to Subtract) to place a few pillars near the sides.

Choose a texture for your pillars and align them.

Make other rooms

Use Subtracts to make hallways leading from your room to others.

If we wanted to make another room at the end of the hallway exactly the same as our first one, we can easily duplicate it.

Selecting and duplicating brushes

There are two ways to select all of the brushes that make our room.

Ctrl click on each of them in the 2D views.

or ...

With the Camera button in the left toolbar selected -- move the mouse past one corner of the room, above or below and off to one side in one of the 2D viewports.

Ctrl and Alt, then left-click and drag your mouse to the opposite corner.

You should see a red box form around the room. Let go of the mouse button and everything that has a vertex inside the box will be selected.

Right-click part of it and hit Duplicate.

The duplication appears one grid unit below and to the right of the original. Now you can move them as one to the end of the hallway.

Build geometry to see these changes

If you make any changes to BSP brushes or if you duplicate brushes, you will have to use the Rebuild button in the top toolbar to see changes.

Note – build options are here – leave at defaults rof now:

Use subtract to create a hallway.

Scale the brush AFTER the subtract button is hit.

Note – do not overlap subtractive spaces, to avoid a possible HOM [hall of mirrors] effect.

Note – active brush is moved off to the left.

Active Brush is RED

You cannot delete the active brush

Review the process:

1 Set brush size.

2 Build.

3 Subtract – default ugly texture appears.

4 Move the active brush out of the way.

It will be sitting on top of the subtract you just made.

Subtracts are yellow.

The active brush is red.

Each time you hit subtract you get another room

Change the active brush attributes and hit build

Subtract and move, and you now have a large room

Hit the cylinder and change the properties and now the active brush is a cylinder for a column:

Hit the ADD tool and move the column into place.

Active brush is RED

ADD object is BLUE

Subtract is YELLOW

Build

Hit Build to see the adds and the subtracts together.

Note – the active brush is red

Eventually, hide the active bush by scaling down and moving

If you need to change a large subtract that has adds inside it, change the order of that large room to first:

Adding lights

Right click the center of the ceiling

Hit Rebuild all

Double click light to see properties and increase brightness

Rebuild

Add Player Start

Right click the floor

 

Play!

[Note – you do not have to rebuild first]

Tilde [~] to close console then type exit to go back to desktop

Tip – do not have your maps on a CD or other media if you don’t want to possibly have errors or fail to execute play successfully.

World size

Maximum is 6 miles square [524,288 Unreal units]

Character size and Collision

Room height must be at least 2x the character height plus 2 [would be extremely tight fit]

Better to add 5

Most characters:

96 tall = 6 ft

Crouch height -- 64

16 Unreal units = 1 ft.

Example – a rock 3.5 feet high

3.5 ft x 16 = 56 Unreal units

Scaling for jumps

Jump height = 64

Double jump = 132

Dodge = 320

Dodge-jump = 720

If you want a recess in a wall, align it to the wall so edges are on the same axis

It is very common to change snap to 2.

The other hint is to set grid to 16 and make your brushes in multipliers of 16.

Note on snapping

Ctrl-RMB click any vertex of the brush to force snapping

Make another larger room subtraction that buts up to the other side of the window edge

Make a light on a wall and move to center of the room.

Ctrl-W to duplicate:

Note – you can duplicate multiple objects at once.

Viewports with dynamic lighting

Adding static meshes

Opening a static mesh from Busby’s book

Right click add static mesh ...

There it is ...

Scale

Add and position railing the same way

Stairs ...

Notes:

Make sure all your static meshes are in the right place, ie, in the UT2400 StaticMeshes folder ..

Static meshes are always additive, never subtractive.