$inergy 19 Posted November 1, 2016 Is it possible to design a TO map in unreal editor 3 or 4? Or do you have to use the original one? Share this post Link to post
ZEE.WONK 133 Posted November 1, 2016 Unreal editor 2 is for TO and UT99. Share this post Link to post
$inergy 19 Posted November 1, 2016 (edited) I downloaded the editor out of curiosity, but I can't get the axisIndicator to show. any idea how to solve that? Edited November 1, 2016 by $inergy Share this post Link to post
$inergy 19 Posted November 1, 2016 the blue yellow and red arrow, to move your objects easily along the x-axis, y-axis and z-axis Share this post Link to post
Pillarist 12 Posted November 1, 2016 (edited) He thinks an axis is in every editor, but its not. UED works in a total different way then the source hammer does if you are refering to that one. You have to use shfit and control in combination with your mouse to drag a brush or the camera view. You can add me on fb if you want, ill answer questions you'd like answered Im Ting Dos on Fb with a picture of a spooked charlie sheen o.o Cryengine makes great use of the axis thingy imo Works decent but UED works as good, its just some getting used to if you are familiar with the axis mechanic. Edited November 1, 2016 by Pillarist 1 $inergy reacted to this Share this post Link to post
ZEE.WONK 133 Posted November 1, 2016 Was wondering If any other version of ued using that. Here u Add, Substract, etc Hold crtl + left mouse to ve the object. ctrl+A=Add ctrl+S=Substract Or use menu bar. Share this post Link to post
Pillarist 12 Posted November 1, 2016 Ah you use the shortcuts Zee? I always use the menubar hehe Share this post Link to post
ZEE.WONK 133 Posted November 1, 2016 Yes i use some short cuts and some extra bars ;P Also using Extended Toolbar and some costume brushes(tarquin) Share this post Link to post
Pillarist 12 Posted November 1, 2016 Cool I dun have those extentions, just basic Share this post Link to post
$inergy 19 Posted November 2, 2016 I don't really have time to make a map.... I really was just curious about it. I tried it out a bit and it seems like fun, but also very frustrating Share this post Link to post
ZEE.WONK 133 Posted November 2, 2016 It's easy to learn snake-korn had a site but seems to be off =( Tutorial in enlgish and ducth. Contacted him to active sites again, But he haven't read my PM. Share this post Link to post
Thomas 312 Posted November 2, 2016 Luckily there's always the Wayback Machine https://web.archive.org/web/20101030170940/http://www.freewebs.com/to-map-tutorial_eng 2 ZEE.WONK and $inergy reacted to this Share this post Link to post
ZEE.WONK 133 Posted November 2, 2016 15 minutes ago, Thomas said: Luckily there's always the Wayback Machine https://web.archive.org/web/20101030170940/http://www.freewebs.com/to-map-tutorial_eng Thanks =) Then i can post link on dutch.https://web.archive.org/web/20090719131119/http://www.freewebs.com/to-map-tutorial_nl/index.htm Some more useful links:http://lodev.org/unrealed/movers/movers.html http://www.unrealfuzz.com/forums/Toots/BBDrac/ut_ued.html DL for Tarquin's builder brushes https://ut99.org/viewtopic.php?f=5&t=5559 OR DL here: Share this post Link to post
Pillarist 12 Posted November 6, 2016 (edited) One tip though, SnakeKorn's tutorial is not using the grid that it should, if you create more complex maps it will create (major) issues. Sometimes will even end up corrupting your map because it can crash when loading the unr file in the editor, or even remake the whole thing with correct values because you cannot get rid of the bsp holes. Quote Put brushes on the grid (see Keeping brushes snapped to the grid). If your brush dimensions aren't grid units (e.g. 100 units wide instead of 96, 112 or 128, then you have angered the UnrealEd Goblin. You'll have to remake them. Tough.) For example; he creates a brush at the water part using 256x500x500. https://web.archive.org/web/20090718222925/http://www.freewebs.com/to-map-tutorial_eng/advanced.htm You can't use 500, but you can use 512. UED uses those values because it HAS to. I'm not sure if all of his tuts are based on those 500 instead of 512 thingy, but miscalculating or unknowingly use the wrong values will create BSP holes. https://wiki.beyondunreal.com/Legacy:BSP_Hole#Prevention Tutorials are good enough to learn though! BUT its crucial to know how maps are made technically to continue building big detailed maps with complex mechanics. Id say use only 8-16-32-64-96-128-192-256-320-512-1024-2048. Or calculate which ones r in between Per map I usually open calculator to calculate which size I need about 1000 times atleast. Edited November 6, 2016 by Pillarist Share this post Link to post
ZEE.WONK 133 Posted November 6, 2016 Ye i always using the 16,32,64 etc. Took a while before i learned the measure's to use But a very simple & well explained tutorials for "newbs" Share this post Link to post