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Ued2 | General Info and Tips

The contents of this tutorial were written by those at http://www.birrabrothers.com/drac/dmain.html


Also check the FAQ for more information.

Texture browser:
To show ALL textures you need to check the checkbox for all.
The reason is that the texture browser will never
show any texture that does not belong to any specific group.

Playing UT:
UED2 stores your UT settings and restores them when you
quit UED2 again.

Realtime Editing:
If you actiavte realtime update in UED2 all animated textures and lights
will animate, invisible walls and zone-portals will disappear and you will hear sounds.
(Things will maybe not go at normal game-speed though).

Other music/sfx and textures:
Deus Ex use the exact same game engine as UT and have the same
system of using music, sounds and textures.
All filetypes are stored on the disk as .uax, .umx and .utx.

Player size and movement:
A player occupy 84×36 units (cylinder).
(Even if the player is crouching).
A player is barely able to exit from water if the distance from water
to the edge is 32 units.
A player is able to jump 72 units up and, barely, 344 units across.
A player is able to step/walk if the height is max 28 units.
A player is able to hammerjump a far way up, close to 464 units, keep
that in mind when creating levels like AS and CTF.

Custom sounds, textures and music:
If you use custom objects (sound, music and so on) in your level make sure
it is made available for others by either importing it to “MyLevel” package or
include the correct package with the map.

You should also make sure that the filename of the package is the same as the level.
It will make control of what package belong to what level easier and when you create
other levels with the same or new included objects the package may change.

Never include imported objects in any of the original packages.
No-one is willing to overwrite their original packages to include your modified ones.

Autosave:
While in UnrealED, goto the “View”-menu and select “Advanced Options”.
You should get a new window containing several sections.
Open the “Editor”-section and in there open the “Advanced”-subsection.
Now set the “AutoSave”-properties to true and adjust the “AutoSaveTimeMinutes”
to whatever you think is best.
Now UnrealED should autosave your current map every x minutes.
I know a lot of people have lost a lot of work because of an editor-crash
and they didn’t save their map.

(Thanks to the G.O.A.T. for this information)

Change the pivot point of a brush:
Right-clicking a vetex of a selected brush will put the pivot point of that brush
to that vertex.
Or you can select the brush right-click where you want the pivot point to go and
goto the ‘Pivot’ menu. There you can choose between ‘Place pivot snapped here’ and
‘Place pivot here’.
The first will first snap the pivot point to the grid and place it there while the
second will put it exactly where you pointed it, without snapping it to the grid.

Changing the pivot point of a brush will change the point
around which the brush will be rotated.

(Thanks to the G.O.A.T. for this information)

Selecting multiple Actors:
Selecting multiple actors is easy.
There are several ways to accomplish this. One is using the CTRL-key.
Press and hold down the CTRL-key and click on each actor you want to select.
An actor can be a brush, lightsource, weapon,… Another way is using CTRL-ALT.
Press and hold down the CTRL-key and the ALT-key and drag a box around the actors
you want to select. And yet another way is to simply right-click each actor.
So right-click the first actor (a menu will appear, but don’t bother with that),
then right-click the second and so on.

(Thanks to the G.O.A.T. for this information)

Mathematical Expressions in builder properties:
When customizing your red builder-brush you’ll sometimes want to do things like this:
add an extra 128 to the width, divide the height by 2,…
This is easy to do because you can use mathematical expressions in
the builder properties. For example:
Let’s assume we have a standard 256*256*256 cube for our builder-brush.
Let’s say I would want to quadruple the height.
What I do is go to the builder properties and type and = before the
current value and a *4 at the end. So the value should look like this:
=256.000000*4. Now by pressing enter UnrealED will evaluate this expression
and change the value to 1024.

(Thanks to the G.O.A.T. for this information)

Quick Texturing:
There are some handy tricks when dealing with textures.
While in the Textured 3D viewport, you can make a texture the current
texture by holding down the ALT-key and right-clicking on that texture.
Now that texture will be the current one.
To assign the current texture to a surface,
hold down the ALT-key and left-click on that surface.

(Thanks to the G.O.A.T. for this information)

Figuring out stuff on your own:
If you take a look at the script of objects you might be able to
see what and how it works.
It might require that you have some basic programming skills or at least able to
read pseudo code.

Page last modified on October 03, 2005, at 11:02 PM