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legacy-Noctivagus
10-05-2002, 11:11 PM
Hey Folks,

I just put up a couple of beginner tutorials for UED 3.0. Feel free to check 'em out and let me know what you think. They're aimed at the complete beginner to offer a foundation on which to build, but I'd appreciate it if those of you already familiar with the editor gave them a once over. Are they helpful for beginners? Too much? Too little? Also, if you find something wrong in the methods mentioned, let me know so I can correct it. Any comments are appreciated.

The links are

Table of Contents: http://www.planetunreal.com/architectonic/first_level.html

Part I
http://www.planetunreal.com/architectonic/first_level_part1.html

Part II
http://www.planetunreal.com/architectonic/first_level_part2.html

Part III
http://www.planetunreal.com/architectonic/first_level_part3.html

Part IV
http://www.planetunreal.com/architectonic/first_level_part4.html

Part V
http://www.planetunreal.com/architectonic/first_level_part5.html

Part VI
http://www.planetunreal.com/architectonic/first_level_part6.html

Part VII
http://www.planetunreal.com/architectonic/first_level_part7.html

Part VIII
http://www.planetunreal.com/architectonic/first_level_part8.html

Part IX
http://www.planetunreal.com/architectonic/first_level_part9.html

And, these tutorials were written by others:

Level Preview Pics
http://www.planetunreal.com/architectonic/level_preview_tutorial.html written by Kosh

Lifts and Movers
http://www.planetunreal.com/architectonic/lifts.html written by Rob Nelson

Lifts and Movers Part II
http://www.planetunreal.com/architectonic/lifts2.html written by Rob Nelson



Enjoy!

Noctivagus

legacy-me again
10-05-2002, 11:15 PM
good job. When you have a complete tut done please let us know.

legacy-MannyFresh027
10-05-2002, 11:31 PM
looks good. thats about how far i already was in unrealed. i cant wait for the next part of the tutorial.

legacy-Preeminence
10-06-2002, 03:10 AM
Very nice thus far as a complete and total (obviously) newbie, it helped a lot, as the UED 2.0 tutorials that I keep finding help a bit, but anything past basic room creation and whatnot seems to be at least a little different in 3.0. Looking forward to the next one(s).

legacy-Major A Payne
10-06-2002, 03:18 AM
Noc. Thanks muchly for this tutorial. For once I actually made my first box shaped room. Yay me!!! I've sent you an ICQ message with details of a minor annoyance I'm encountering. Basically I'm trying to select the light but when I try to use the CTRL+LMB method I'm just reselecting the original cube. What the hell am I doing wrong??

legacy-Baller
10-06-2002, 03:47 AM
THIS IS WHAT I'VE BEEN LOOKING FOR! THX FOR TAKING THE TIME TO MAKE THIS TUTORIAL, KEEP ADDING TO IT PLZ!!!

legacy-kgb
10-06-2002, 04:21 AM
awesome
thanks man, keep them coming

legacy-Gord
10-06-2002, 04:49 AM
hey guys try http://www.birrabrothers.com/drac/dmain.asp?dbp=18

its got EVERYTHING.......but im bored of map editing i want to edit some models.........how

legacy-Chluke
10-06-2002, 06:17 AM
I started mapping three days ago, this was better and more deatil than the ones I read. Nice on m8 wish i'd seen this before i started.

Basically I've done the single room and I've added corridors and some other rooms and messed about with stair, boxes and anything else i could easily mess with.

legacy-imon
10-06-2002, 05:24 PM
Just wanted to add to all the other posts, how much appreciated your tutorials are. It's actually one of very very few ones that actually explain everything from scratch. Eagerly awaiting your next addition...

keep it up

legacy-Noctivagus
10-06-2002, 05:30 PM
Thanks for all the great compliments!

I just finished Part III of the tutorial. I'd planned on adding more to this tutorial, but fell into a texture alignment trap that needed more explaining, so I kept the info with just that. I didn't want to fry anyone's brains with information overload :) .

Again, if you have any questions, comments, or concerns about the new info, let me know. Your comments help me to improve the tutorials. :cool:

Thanks!

Noctivagus

legacy-SlyboneS
10-06-2002, 06:30 PM
Very good tutorial. The texture aligning is very good and I think not well covered in other tutorials.

One thing you might want to change is that when you do the intersecting corridor it's usual to make it longer than you need and then use intersect to avoid BSP holes.

legacy-MalOSB
10-06-2002, 07:28 PM
Thanx. Very Helpful... keep it up ;)

legacy-Lily
10-06-2002, 08:34 PM
Very nice tutorial, would be most interesting to see it continued :)

Lily

legacy-mthomas935
10-06-2002, 09:02 PM
Nice:up:

legacy-DawgPound
10-06-2002, 10:07 PM
This is very nice and I'm grateful that you have taken your own time to do this for others. It really is a great thing... one question, and I know you're going to cover it in the next part, but how in the heck do you put in guns!!! It kills me... it was so easy in UT.

legacy-DawgPound
10-06-2002, 10:48 PM
Nevermind, search is a wonderful thing. Sorry. And GJ again on the tuts.

legacy-Takuhii
10-07-2002, 01:13 AM
Very cool, I was unnaware you could rotate/pan textures. That's going to help me a lot! :)

legacy-Major A Payne
10-07-2002, 08:13 AM
What the hells this doing on page 2?? Noc. As soon as possible please could you cover stairs. Mine keep disappearing when I try to create them. Thanks muchly.

legacy-Calne
10-07-2002, 11:32 AM
Really great tutorial, brilliantly written for nOObs like me who are wet behind the ears at mapping. I really enjoyed it, thanks so much for your effort in helping others :)

I did get stuck when pressing the subtract button - nothing happened, no default textures, it remained with the wireframe room. It took me ages to realize that i needed the textures button depressed in the perspective window. Maybe you'd like to put a note on that in your tutorial.

Stunning piece of work though, can't wait for part 4!! I am a good person to give feedback because I am a total mapping virgin, lol!!

Thanks again.

legacy-W1ll3m
10-07-2002, 11:38 AM
Great tutorial indeed!

Cant wait till the other ones go online...could really need some help :D

legacy-kgb
10-07-2002, 01:23 PM
i think this thread needs to always stay at the top

legacy-Axel40
10-07-2002, 01:28 PM
just wanna say thanks and bump this at the same time.

I have already made maps but im looking forward to the more tecy stuff that comes later.

I'll keep checking the page for updates, thx again


Axel

legacy-LazyOverLord
10-07-2002, 04:02 PM
Hey thnx for the tutorial. It does help even those of us that are fairly computer illiterate can figure out what is going on and how to figure out how to figure out things on our own.

legacy-Preeminence
10-07-2002, 06:10 PM
Still going nicely, hope to see them continued, and something of a bump too I guess.

Sticky this thread! It's the ultimate UED 3 tutorial!

legacy-DawgPound
10-07-2002, 08:13 PM
Originally posted by Preeminence
Sticky this thread! It's the ultimate UED 3 tutorial!

:up:

legacy-phadeaway
10-07-2002, 09:02 PM
finally a tutorial i can actually use.

good job!

legacy-Preeminence
10-08-2002, 12:11 AM
Nooo no 2nd page for this thread... back to the top! Before this, when a tutorial would say to move a builder cube, I wouldn't even know how to do that! Ctrl+click? Who thought of that? This guy explains everything! Make Part IV pleeease!

legacy-MrPacketloss
10-08-2002, 12:47 AM
Great job I love it

legacy-putzld
10-08-2002, 01:24 AM
Thanks a ton for the tutorial, that really helped me to get started ande xtremely informative, much apreciated:up:

legacy-Noctivagus
10-08-2002, 05:24 AM
Well, I just put the finishing touches on Part IV of the tutorial, and it's uploaded and ready to go. The link is http://www.screenwritersworkshop.com/UT2K3/first_level_part4.html .

I'm also about to begin work on Part V. (I made the mistake of drinking a cup of coffee at about 10 p.m., and sleep isn't happening for a little while yet. :rolleyes:)

Now, as you work through this next installment, don't pull out your clubs and start beating me...I still haven't gotten to adding weapons yet. I covered a lot of information on adding static meshes and stairs as well as touching briefly on optimization of BSP brushes. But, I promise that weapons will be included in Part V.

As always, I'm open to any comments you have--good or bad. And, thanks for all the positive encouragement. They've served as a great motivator to get these tutorials written! :cool: :D :up:

Enjoy!

Noctivagus

legacy-Baller
10-08-2002, 05:37 AM
Seriously, don't stop! It's really easy to follow the way you lay it out. Keep up the good work!

legacy-(DOW)Wildthang
10-08-2002, 06:30 AM
Just to reiterate what everyone else has already said.. great work! :up:

I used to be pretty handy with UED a couple of years ago, but have long since forgotten it's nook and crannies. Your tutorials are bringing it all back as well as teaching me the new aspects of the editor.

Thanks for putting in all the effort, hugely appreciated.

legacy-Krak3n
10-08-2002, 06:38 AM
Good work, easy to floow setp by step titorials, nice one :D

I did editing with the Q3 engine and honstely i'm find this esditor harder to move objects around, in radient all you did was hihlight a entity and drag it, here, holdingdown shift, control etc is a bit harder to get used to, but i'm slowly getting there.

When do doors and sky box's come in? :p

legacy-Calne
10-08-2002, 08:02 AM
Stunning tutorial, keep up the good work.

Just wondered if you were going to put it into pdf or Word format?

legacy-IronJammer
10-08-2002, 09:04 AM
Noctivagus !!! This Tutorial totaly rocks!!!! Thanks for the effort!!!

Is it be possible to get a downloadable version of it in .doc format or other??
So I can save it and Print it.. some things don't always print properly from IE.

Thanks Again!!!!

-IJ

:up::D :up:

legacy-Calne
10-08-2002, 09:30 AM
Originally posted by IronJammer
Noctivagus !!! This Tutorial totaly rocks!!!! Thanks for the effort!!!

Is it be possible to get a downloadable version of it in .doc format or other??
So I can save it and Print it.. some things don't always print properly from IE.

Thanks Again!!!!

-IJ

:up::D :up:

Your right, I am having trouble printing it too, formatting and fonts get screwed occasionally. It would be great if it was in pdf or doc format.

legacy-Mac3
10-08-2002, 09:35 AM
Your tutorials are amazing...

Thanks so much for putting in the effort. I thought you may forget about doing the rest of them, as they must take up a lot of your time... but I was so excited when i saw the updated thread.

Feel free to put a small guest book or message board on your site so we can put our messages of thanks down for all to see.

Keep up the good work! We all appreciate it.

May be we can make this a sticky, as it is what many people are looking for!

legacy-flabioh
10-08-2002, 12:01 PM
First off, simply spectacular tut. I haven't seen a more thorough and step by step one yet. However, I seem to be having trouble with the lighting step. I don't know if it is something stupid I screwed up before using the tutorial or what, but I can't seem to get proper lighting. I am following your instructions exactly, and everything looks honky dory up to the point where I am looking at the dynamic lighting perspective and the lighting looks just fine with the single light lighting up all four walls, the ceiling and floor. However, as soon as I hit "build lighting" or "build all" the dynamic perspective window shows only a couple of walls lit and maybe the ceiling. I will then try and adjust the light a little, and as soon as I do the lighting looks fine again. However, when I build again, the same thing happens: only a couple of walls will be lit and the others completely black. Is there some type of build option I could have screwed up? Or is there something else that is going on? Any help would be appreciated. Oh, and I have tried redoing the map about 5 times with the same results. Thanks again for the tutorial though!

legacy-kevlar69
10-08-2002, 12:32 PM
As everyone else has said, thanks for the tutorial, it great, but I don't think my wife will thank you, I'm addicted!

A quick question, is it possible to line up the little bridging sections with the hallway perfectly? I don't seem to be able to do it. If you line up the leading edge with the floor, you get holes on the sides where the little angle pieces end higher than the leading edge. If you line up the top edge with the hallway floor you get a shimmering where textures overlap. If you set the top edge one unit below the hallway floor, it works ok but you get a small step. Am I missing something here?

keep up the good work

Kevlar69

legacy-\/\/0RF
10-08-2002, 03:15 PM
I have the tut reformatted for Word 2000 (sorry, pre 2000ers and WordPerfecters), and converted the Word documents to PDF files so they can also be read in Acrobat.

The bad news is all the images are embedded, so the Word doc is 1 Meg, and the PDF file is about 2.5 Megs. I also have these broken down into the Table of Contents as a standalone, and each of the four parts individually, again in both Word and PDF formats.

If anyone wants these emailed, or feels like hosting some files, let me know!

legacy-Noctivagus
10-08-2002, 04:07 PM
Hey Worf,

Excellent work! Thanks for packing up the tutorials. I was thinking about doing it myself, but that'll save me the trouble. Go ahead and email them to me in separate emails (I'm not too sure what the limit per email is for my email account, and I'm on dialup, so it'll just be easier to do them one at at time) and I'll upload them to my server and link them off the intro page.

To those of you with questions: I tried to answer some questions earlier, but kept running into those "Server is too busy" messages and constant database errors. :sour: I gave up, but I'll get back to you in a little bit. (Hopefully this message will get through...)

Take care,
Noctivagus

legacy-Wolv34ine
10-08-2002, 05:03 PM
I have been trying to register with these forums today (trouble with my mail:rolleyes: ).
My reason for this is to thank Notivagus for the tutorials.

Please keep them coming,they are excellent and I am following them every installment.

So little good info on the new version of the editor maiking your contribution all the more valuable.

Exellent Work

I saulte you.:up:

legacy-Axel40
10-08-2002, 05:49 PM
Noctivagus
This one could go on to be the definative guide m8:D
I hope after this (basic stuff) you move on to zones, water, lava etc. Your's could go down as the #1 site for ued3.

Got a question for you though m8, i made maps, long time ago now:( and just having them lights glowing there in the level looks a bit 'iffy' can you jog our memories in a later tute on where the light meshes/models are please, so we can add them to make the rooms look more realistic?


many thanks m8

axel

legacy-jugement
10-08-2002, 05:58 PM
Very cool your tuts for newbies like us. Keep on!.
If anyone knows about building heightmaps to use the terrain editor, plz go ahead on the tut.

legacy-kgb
10-08-2002, 09:57 PM
bump to the top

legacy-nivoset
10-08-2002, 10:07 PM
nice tutorial, i read over it, wished i would have seen it a while ago when i started making maps, but oh well. good work, keep it up

legacy-Preeminence
10-08-2002, 11:22 PM
Seeing as how it appears I am your official fanboy™, I feel it is my duty to say awesome Part IV tutorial, looking forward to Part V. I will second Axel's suggestion to maybe include some lightbulb, etc. meshes in the next part to make the lights look more realistic. I'll now take the oppurtunity to answer some questions in my infinite newbness..

flabioh: The lights are a bit dim on their default setting. For example, if you put a light in the middle of the big room, it'll only barely light the the areas directly below, above, and across from it. If you right-click on the light bulb and choose light properties, and then go to lightcolor and change the brightness, that'll help, but of course you could always just put more than 1 light. My big room has 11 I think ;) I switched up the position and brightness and whatnot though to create a very moody setting :D

kevlar: I found that it's pretty impossible. The hallway is just a bit too narrow to get a perfect fit, so just move it so that the textures overlap evenly on both sides and leave it like that. You won't really notice it unless you are looking for the error though, and even then it doesn't look BAD (like the wall seams) it just looks different.

legacy-CurlyJ
10-08-2002, 11:59 PM
Thank you for your time and effort :up:
Please sir, can I have some more? :confused:

legacy-WavyGravy
10-09-2002, 02:19 AM
Looks really great! Thanks, Fecal Marmaset for the PM heads-up. This is just the stuff I'm looking for. I've never made a thing and this is what a newbie like me needs to get started. Thanks.:D

legacy-LazyOverLord
10-09-2002, 03:28 AM
Great Tut and keep um coming. No rush though I mean if you have a life don't forget to live that too. But if you are like me you don't realy have a life worth living so you make Tuts for other people.

legacy-Chluke
10-09-2002, 04:36 AM
Great tutorial m8, although i am having two problems. One is a texture problem when i joined the rooms no matter what i do i've still got a joining line on one side of texture.

The other (i soldiered on thinking i'll get back to the texture problem) is the the walkway, I' cant get it to match up with the two hallways its out what looks to be about 6 inches or so. In your tut it looks like that you have put the joining mesh slightly into the two hallways but when i do this it doesent look all that good. Any ideas? I'll try and post a pic later on in the day

legacy-Ipsissimus
10-09-2002, 06:22 AM
Just thought I would join the rest in saying thankyou for your effort in making these tutorials. I made a few for editing HalfLife a few years ago and I know the work that goes into producing just one tutorial.

One request though. (You knew there would be one ;) ). Do you have the space to have some of the pictures linked to full sized ones, especially for the mesh section. It would be nice to see how you got the sections lined up.

legacy-Calne
10-09-2002, 08:55 AM
It's clear from this thread that everyone is very pleased with Noctivagus for giving us such an enjoyable tutorial.

May I suggest that Epic speak to Noctivgus and arrange to link/host his tutorial on the official site. They may even want to include it with a future patch.

Once the tut is pdf'd, can someone please let me know the link to it?

Thanks

legacy-Corpsewalker
10-09-2002, 09:32 AM
well...i hope you add quick a part about errain cause its now interresistng, inst it?

i want to build a mixed map...half indoor and half outdoor...
so i have to know how to build a terrain so the map could look good ;)

legacy-Preeminence
10-09-2002, 10:23 AM
I'll attempt to answer some more questions from what I've found to work :D

Chluke: With the texture problems, did you move not just the central hall texture but one of the rooms too? You have to do both, since the hall is shorter than normal. To maybe explain better, let's say the hall texture looks like "ABCDEF," and ideally you want all your hall texture to be something like "ABCDEFABCEDFABCDEF..." and so on and so forth smoothly and unbroken. However, your little connector hall is only half the length of the texture though, so it'd look more like "ABC." So if you should try to line up all the rooms it'd look something like this.. "ABCDEF-ABC-ABCDEF." And C does not match up with A (and F does). So you have to move the right wall texture so that it ends up looking like "ABCDEF-ABC-DEFABC." I know that looks confusing but I hope it helped :weird:. The second problem I found to be solvable by moving the joining pieces up or down 1 or 2 notches on the Z axis, and then fiddling with the X/Y axises. If you move the Z it'll change the appearance slightly in the X/Y regular stuff. You have to mess with it for a few minutes to get it right though it seems.

legacy-flabioh
10-09-2002, 10:51 AM
Preeminince: Thanks for the response. However, I think my troubles are a little more severe than that. Even if I add 16 lights to a 256x256x256 room, I will still get some of the walls not lit AT ALL. Not even a speck of light seems to shine on them. I have adjusted the brightness of all the lights, and have adjusted the radius of how much light spreads out (I can't remember what it is called) but still the same results. Everything seems to be just fine up until I build the lights, but immediately after the lights will brightly light up 2 or 3 walls, but the rest of the walls in the 256x256x256 room will be totally black. Should I just uninstall and reinstall the editor? Is there a quick way to uninstall just the editor without uninstalling the whole game and then reinstall just the editor? Thanks again for your help.

legacy-Wolv34ine
10-09-2002, 12:18 PM
Bump BUMP

legacy-Major A Payne
10-09-2002, 12:19 PM
Well Noc. Thanks muchly for pt4. Now I realise what I was doing wrong with regards to the stairs (my own stupid fault mind you). ANyway, please can you give me a clue as to correcting my diagonal texture query. Please bare in mind that my texturing is without problems up to this point and its not a 45 degree slope. Its much more gentle a slope than that (probably around 20 degrees or so).

legacy-Noctivagus
10-09-2002, 12:54 PM
Hey all,

Sorry I didn't make it back to the forums yesterday. Work called and decided to use me and abuse me for a turn to Dallas.


Originally posted by flabioh
Preeminince: Thanks for the response. However, I think my troubles are a little more severe than that. Even if I add 16 lights to a 256x256x256 room, I will still get some of the walls not lit AT ALL. Not even a speck of light seems to shine on them. I have adjusted the brightness of all the lights, and have adjusted the radius of how much light spreads out (I can't remember what it is called) but still the same results. Everything seems to be just fine up until I build the lights, but immediately after the lights will brightly light up 2 or 3 walls, but the rest of the walls in the 256x256x256 room will be totally black. Should I just uninstall and reinstall the editor? Is there a quick way to uninstall just the editor without uninstalling the whole game and then reinstall just the editor? Thanks again for your help.

Hmm...two possibilities: the texture is special lit or the lighting is positioned so that a shadow is cast over the dark walls. A special lit texture won't light at all, except with a light that has bSpecialLit set to True. So, open up the surface properties for that texture and activate the Flags tab. Look to see if anything is checked--in this case, "Special Lit". If it is, uncheck it and rebuild the lighting.

Also, try positioning a light directly in front of the dark walls and rebuild the lighting. When a light is first placed in a level, it isn't blocked by any geometry, so the light appear brighter. However, when you rebuild the lighting, UnrealEd computes how the light should fall on the surfaces of geometry, which sometimes darken walls that fall outside the light radius or are angled in a way so that light doesn't touch that surface. Think of a light that is positioned in the corner of a room with a hallway. If the hallway is at a 90 degree angle to the light's position, the hallway will appear dark (of course in the real world, light will bounce off surfaces make the hallway appear a little brighter than in the game).

You shouldn't have to reinstall the editor, but if you decide to try that, you don't have to uninstall the game. You can simply place the CD in the tray, and a box should pop up that will give you the option of installing the game again. This will overwrite the old files and set everything back to default values. Of course, if you've already played through the single-player ladder, this will reset that as well (it just means you'll have to play the game some more...aww, shucks :p ). But, with the old version of the editor, this was a necessity every now and then as sometimes things would go a little awry, and it appears it might be a necessity with the current version.

Hope this helps!

Noctivagus

legacy-Noctivagus
10-09-2002, 01:23 PM
Originally posted by Major A Payne
Well Noc. Thanks muchly for pt4. Now I realise what I was doing wrong with regards to the stairs (my own stupid fault mind you). ANyway, please can you give me a clue as to correcting my diagonal texture query. Please bare in mind that my texturing is without problems up to this point and its not a 45 degree slope. Its much more gentle a slope than that (probably around 20 degrees or so).

And a quote from the original email:


Well one thing that you might want to run through is how to make a texture follow a sloping wall. I've managed to piece together a rudimentary map which is a smallish room, connected by two corridors which leads to a crossways. One branch is a slop which heads in an upwards direction, and eventually ends in a large room (where I've added a couple of rocket packs but can't get them to work so I'll just wait). Problem is the textures fine up to the sloping area.

Just a quick clarification: is it the texture on the slope itself that you're having problems with or lining up the floor of your new room with the slope texture?

Here's a quick shortcut that might solve your problem. This was suggested to me by Rob--it's basically one of those cases where a simpler method is always right there, but you don't trust it until you try it out... :p When you highlight a texture, you can copy and paste it just as in any Windows program. In your case, you might try highlighting the texture on the floor of your hallway and hitting [CTRL] + C. Then highlight the slope texture and press [CTRL] + V. This should paste the texture from your hallway onto your slope with all the basic settings such as size and direction. You might still have to line it up a bit using the Texture pan tool, but you don't have to guess at the numbers to size it to fit.

Hope this helps!

Noctivagus

legacy-Preeminence
10-09-2002, 08:51 PM
Bump for the tut and for Part V! C'mon! Please?:cry:

legacy-Dorsid
10-09-2002, 10:58 PM
thanx man :D !!!

legacy-Baller
10-10-2002, 01:25 AM
Eagerly awaiting next update....

legacy-Noctivagus
10-10-2002, 03:19 AM
Just wanted to let you all know that the next update is coming soon. It's half written, but I was sidetracked today by setting up these tutorials with PlanetUnreal. After Part V is written, I plan to put a preliminary site together with plans in the works to expand it quite a bit. But, once it's up, I'll update the links at the top of this thread.

Just wanted to keep you all in the loop...

Take care,
Noctivagus

legacy-CurlyJ
10-10-2002, 03:23 AM
im on the edge of my seat!!!!

legacy-\/\/0RF
10-10-2002, 09:13 AM
This thread belongs on Page 1, I wonder if someone is going to *bump* it :D

legacy-Choc
10-10-2002, 10:27 AM
Bump

:D

legacy-DeathGoblinX
10-10-2002, 10:34 AM
Great tutorials man! Even though my static meshes never align but that's ok can't wait for part 5 man!

legacy-Wolv34ine
10-10-2002, 02:18 PM
BUMP BUMPBUMP

legacy-CurlyJ
10-10-2002, 02:44 PM
sooooo, ...... might I ask,
you know.............just in passing.....
how is.....er that is..............when..........err...
PART 5 WHERE IS IT MAN?????????

is it getting there??
just wondering!:D ;)

legacy-\/\/0RF
10-10-2002, 05:46 PM
Worthy of a *bump* methinks....

Text versions of the first four lessons are available online!

http://www.donka.pwp.blueyonder.co.uk/

thanks to donka for hosting the files. They are available in Word2000 and PDF format.

Will keep an eye on this thread for Noctivagus to post Part 5 and translate it for text readers! Keep it up Noct! :D

legacy-Noctivagus
10-10-2002, 10:11 PM
Well, I finally finished Part V of the tutorial for weapons, pickups, and lighting. I also updated the links to the new PlanetUnreal site--it's basically the same as before except with the required banner ads and not as much stress on my personal bandwidth. Enjoy!

I'm a little pressed for time now as they decided to give me a hell trip that leaves late tonight--I'm a flight attendant in real life, for those of you wondering what I'm talking about--so the next tutorial won't be started until I get home late tomorrow night. I'm planning on covering terrain!!

Take care,
Noctivagus

legacy-Baller
10-10-2002, 11:20 PM
Noctavigus!

You freakin' own!

legacy-ven
10-11-2002, 12:12 AM
First, let me thank you for putting together a great tutorial, Noctivagus. Like flabioh, however, I am having problems with the lighting. It's really quite frustrating, and hinders all progress to map making. It's been detailed in this thread, which has been ignored.
http://www.ina-community.com/forums/showthread.php?threadid=217893


Originally posted by Noctivagus
Hey all,

Hmm...two possibilities: the texture is special lit or the lighting is positioned so that a shadow is cast over the dark walls. A special lit texture won't light at all, except with a light that has bSpecialLit set to True. So, open up the surface properties for that texture and activate the Flags tab. Look to see if anything is checked--in this case, "Special Lit". If it is, uncheck it and rebuild the lighting.




I checked the "Special Lit" flags, as well as many other possible causes. It doesn't seem to make sense. I'm hoping SOMEONE here can toss us a bone. One can only look at ambient lighting for so long.

legacy-jer0
10-11-2002, 03:55 AM
Can they sticky this already? this tut rocks, as coming from only quake3arena mapping experience, i jumped right in and made my first level with this tut. MODS, Sticky this NOW.

legacy-kgb
10-11-2002, 04:15 AM
Originally posted by jer0
Can they sticky this already? this tut rocks, as coming from only quake3arena mapping experience, i jumped right in and made my first level with this tut. MODS, Sticky this NOW.

I second that opinion. Sticky please.

legacy-Wolv34ine
10-11-2002, 05:12 AM
One again, thankyou for what must be a mammoth effort feeding all of our creative urges.
I have a request, now I know everyone does but hear me out.
I dont know if a terrain tutorial is coming soon but I need one. badly.
I have an original (prettly sure about this:) ) idea for a map.
However I need a concise and well written terrain tutorial.Sure there are tutorails and they seem to work for some but I am geting nowhere quick, and I dont think im alone.
I know you must be bombarded with requests but I have mapped before, admittedly not on the Unreal editor and I am grasping a lot of the teqniques pretty quick.But terrains is still an uphill stuggle (pun intended).
If no. Then fair enough I am just happy that this clear and informative selection of tutorials is making its way to us people with a desire to create .
Scratch that, just read that you are doing one. halleluja
Colour, texture and light me happy!!:D

legacy-DwImP
10-11-2002, 05:45 AM
Originally posted by Gord
hey guys try http://www.birrabrothers.com/drac/dmain.asp?dbp=18

its got EVERYTHING.......but im bored of map editing i want to edit some models.........how

Check your UT2K3 DISK3, there you can find MAYA. When you install it you'll automaticaly get the Tuto.

legacy-Corpsewalker
10-11-2002, 06:17 AM
Ahhh...can't wait for part 5!

y d'U need so long ;)

its the greatest tutorial ive everseen...
evreything was clear and ive got no questions, yet... finish part V FAST!!!

legacy-Icecool
10-11-2002, 06:17 AM
Goo job Noctavius, keep up the good work man! :up:

legacy-Major A Payne
10-11-2002, 06:53 AM
Corpsewalker. Go back to the first page. Noc, has changed the links for the tutorial, and the links are in noc's first posting.

legacy-Corpsewalker
10-11-2002, 07:18 AM
damn...im waiting n waiting n wating...
how long is part V out allready???

well...now cant wait for Part VI!!!

can you make also an tutorial about jumpads, lifts and other movers??

legacy-Wolv34ine
10-11-2002, 07:59 AM
I think we should just trust Noctivagus (he who flies by night).
I asked prematurely for a terrain tutorial, and hes doing it next, I feel sure he is going to adress the issues everyone is interested in in time.
Trust in him.:)

legacy-DeSetuede
10-11-2002, 08:20 AM
very very good tutorial, nice and clear, especially for us Editor n00bs ;) thanks alot man, keep em coming...

legacy-{SUYM}_Ajax
10-11-2002, 08:53 AM
Best tut i have seen done upto part 4 gonna have a look at part 5 now, Noctivagus way you discribe everything makes them a joy to use :D one little request, I have made an br level using the tut as a ref but now stuck on how to get the ball and goals to work if you could put this in your one of you next parts this would be of great help.

legacy-Axel40
10-11-2002, 09:38 AM
Part V all done an dusted, hurry up an make part VI:D Im just kidding.
Very nice job Noc, i really enjoyed part V, its all coming back to me now.
One question for you though.

When you say in your tute (and this is a 'for instance') "when the player moves SHE will see" etc etc
How come you use the she word and not HE, not sexist or anything, its just unusual terminolgy in this male dominated world in which we all live, ie gaming/mapping.
Are you female perchance? Anyway, not important, its just a word but it did set me wondering.

Thx again Noc, really greatfull.

Axel

legacy-MalOSB
10-11-2002, 10:21 AM
Hi. :up: :up: :up:
Thanx again Noctivagus for the tutorials. I've only just got part V because i was updating the old page instead of looking here.

At last i can finish my two levels. Please can you enlighten me on how to create Skybox's and Lava/water :D .

I know you still have alot to cover mate and real life gets in the way. Keep up the good work, i can't wait for Part VI.

:up: Oh.... I like the idea of Epic including this Tut in a Patch. That would be cool. So Epic if your listening. Headsup :up:

legacy-Have Mercy Plz
10-11-2002, 10:51 AM
Wow, Nice!

I consider myself a reasonably experienced mapper with the old editor, but I learned a lot from this tutorial. I doint care for thea way this editor is laid out in places, but your tutorials have helped to ease the transition. I think I might come out of mappiing retirement after all! :)

legacy-\/\/0RF
10-11-2002, 04:44 PM
Chapter 5 has been converted to Word2000 and PDF formats. The update has also been added to the complete tut documents, again in Word2000 and PDF formats.

legacy-Yolmer
10-11-2002, 08:31 PM
bump goddamnit

legacy-flabioh
10-11-2002, 09:41 PM
Hey Worf, have you managed to get those files hosted? If not I'd be willing to host them on my website. Email them to me at lmadsen@socwk.utah.edu and I'll put them in the downloads section. I have plenty of bandwidth to burn... :)

legacy-MalOSB
10-12-2002, 09:43 AM
Hi.
I've been following your Tutorial and have finished my first map.

Please can you give me as much detail as possible as i want to learn as much as possible, so if there is something wrong no matter how minor tell me and i'll fix it.
This includes:
Weapon placement
Textures (used or alinment)
The placement of the Static Meshes (are they in the way?)
BOTs paths
Overall flow
and anything i have not mentioned.

Screenshots
www.gameover.org.uk/ut2003/vergeofextinction01.jpg

www.gameover.org.uk/ut2003/vergeofextinction02.jpg

www.gameover.org.uk/ut2003/vergeofextinction03.jpg

www.gameover.org.uk/ut2003/vergeofextinction04.jpg

www.gameover.org.uk/ut2003/vergeofextinction05.jpg

Download
http://www.unrealplayground.com/download.php?mapid=1166
Thanx again for the tutorials

legacy-Preeminence
10-13-2002, 04:27 AM
Page 4? I think not! BUMP

legacy-Corpsewalker
10-13-2002, 06:10 AM
@ MalOSB:
fine map...wich static meshes U took for the walkways??

had you taken everything from the tutorial and just changed textures or also the walkways from the samllroom in the bigroom?

PS:
where i have to unzip the files if i downloaded a map??

legacy-Wolv34ine
10-13-2002, 06:34 AM
I do not mean to be pushy, truly I dont but do we have an eta for the terrain tutorail as I would very much like to know when we can expect it so I can allocate some time to working with it (work etc).

Sorry if I sound "whiney" but like I said the tutorails are so excellently done and I can work with them so well.

Or is Noctivagus having problems with the tutorial too? Joke.

Oh and BUMP

legacy-jack9911
10-13-2002, 06:36 AM
i learned whit ur tuto, but linked from beyond unreal

its the best till now

legacy-Wolv34ine
10-13-2002, 06:46 AM
Anybody know of any really good terrain tutorails for Unreal Ed 3.0?
Seems to be a little thin on the ground, and UDN have mailed me telling me that the "Offical Guide" to using 3.0 will be with us by spring 2003. Cheers for that.

legacy-Wolv34ine
10-13-2002, 07:15 AM
Anybody know of any really good terrain tutorails for Unreal Ed 3.0?
Seems to be a little thin on the ground, and UDN have mailed me telling me that the "Offical Guide" to using 3.0 will be with us by spring 2003. Cheers for that.

legacy-amarok80
10-13-2002, 07:46 AM
Thanks for the tuts - they are very good.
I have been following them carefully, but I hit a problem when starting part 5.
I added the weapon base, set the weapon type to flak cannon as suggested and saved, then click on build all - fine until it comes to building the paths when unrealed 3 crashes with an invalid page fault.
Anyone else getting the same problem?

I am using win98 with the unrealed patch.

legacy-Wamplet
10-13-2002, 10:52 AM
Thank you for an awesome tutorial.

I had made only one small box map in Unreal 1.

Last week i made Some more stuff and when i finally found your tutorial, it helped explain a lot. I managed to figure out how to do all the cutting and stuff on my own, but finding textures and other simple stuff like that was the greatest value i got from the tutorial.

I hope you keep making more.

legacy-Choc
10-13-2002, 02:32 PM
Originally posted by amarok80
Thanks for the tuts - they are very good.
I have been following them carefully, but I hit a problem when starting part 5.
I added the weapon base, set the weapon type to flak cannon as suggested and saved, then click on build all - fine until it comes to building the paths when unrealed 3 crashes with an invalid page fault.
Anyone else getting the same problem?

I am using win98 with the unrealed patch.


I have the same problem, but I am using windows xp.

Choc:cry:

legacy-Taliesin-DS
10-13-2002, 06:51 PM
I had the same problem.
Just download the patch and no more crashes.
I think it's somewhere @ epicgames.com

legacy-CurlyJ
10-13-2002, 10:06 PM
The error with the editor crashing out once a weapon base has been added is due to a bug and will be fixed with the first patch for ut2003 from epic.

Easy fix for now......

Every time you load the editor up, go to the build options (3rd button from the right at the top) and take the tick out from define paths at the bottom - then click the x in the top right of the build options window. Now you can just build the map as normal.

Hope that helps!

CurlyJ:)

legacy-ORiGINAL
10-14-2002, 01:46 AM
whoa this is wikid. This helped me so much to get started, i was a WorldCraft HL mapper b4 so this helped me get a grasp on the UT Mapping situation.

One think I would really like though is a Liquids section, I am havinr REAL trouble getting this done. If not maybe someone can gimme a link to a UED 3.0 liquids tutorial.

legacy-Preeminence
10-14-2002, 01:47 AM
Yep, if you add a weapons base and try to do a build all, it screws up the game. If you're like me though and too lazy to d/l a patch, just save the level, close editor, reopen editor, and build all. That should work too ;)

legacy-Noctivagus
10-14-2002, 02:35 AM
Originally posted by Taliesin-DS
I had the same problem.
Just download the patch and no more crashes.
I think it's somewhere @ epicgames.com

(Finally I'm able to read the forums...any word on the new servers so more than just 2000 people can read the forums at one time? ;) )

Actually, the patch is a very quick download...and I'm on dialup (only for another two weeks...Woo Hoo!!!!). There's a bug that causes the editor to crash when it's building paths between the player start and the weapon base. The patch fixes it.

Noctivagus

legacy-CurlyJ
10-14-2002, 02:55 AM
i cant find a patch??
Can u post the link for me please??

Thanx!

legacy-Noctivagus
10-14-2002, 03:00 AM
Originally posted by CurlyJ
i cant find a patch??
Can u post the link for me please??

Thanx!

Oh...oops...I meant to do that in my last post. :p The link is http://unreal.epicgames.com. It's the "Unreal Tournament 2003 Tools Update."

Enjoy!

Noctivagus

legacy-varIant
10-14-2002, 03:00 AM
It's on the Unreal Technology page - just look that up in google (sorry I'm too lazy to find it myself - I'm about to go to bed).

legacy-Choc
10-14-2002, 03:37 AM
The patch can be found here.


http://unreal.epicgames.com/files/editorupdate.zip

Just unzip and replace your Engine.dll (UT2003/System/Engine.dll)


Regards Choc:D

legacy-Corpsewalker
10-14-2002, 08:56 AM
plz Noctivagus
can you make a part of tutorials also about lifts, jumppads and water or slime (liquids)???

i think they cant miss in a map cause its boring to walk only about ramps n stair...
thx!

legacy-Wolv34ine
10-14-2002, 08:59 AM
I think its about time my Noctivagus posted to advise that all is well and the terrain tutorail is under way.
Sure hope nothing bad has happened.Its been days now.

legacy-CurlyJ
10-14-2002, 04:48 PM
I feel like an addict going cold turkey!
any news on part 6 might help the cold sweats!!!.
LOL

legacy-Noctivagus
10-14-2002, 11:14 PM
Originally posted by Wolv34ine
I think its about time my Noctivagus posted to advise that all is well and the terrain tutorail is under way.
Sure hope nothing bad has happened.Its been days now.

LOL!

Okay...here's an update: The terrain tutorial is started, and I plan on continuing it tonight. I got a little sidetracked today when I started working on the website and fell into a PHP trap (that trap being I have no clue how to use it...:p ). So, after finally putting my brain to rest for a bit, I'm going to continue the tutorial with the hopes of having it ready by tomorrow.

Stay tuned...

Noctivagus

legacy-Wamplet
10-14-2002, 11:23 PM
Bless you Noctivagus,

Your tutorials are the best!

Keep 'em comin!

legacy-MalOSB
10-15-2002, 01:41 AM
HI.

I think what we should be asking is can we help in any way?
Is there something you need that we could do to speed up your Tutorial and lighten the load as it is?

I offer my services to you.... Not sure what i can help... but i will do what i can...

:D

legacy-Wolv34ine
10-15-2002, 04:22 AM
Thankyou for the update on your progress.

Great work.

legacy-Krak3n
10-15-2002, 05:10 AM
Very nice tuts, can't wait for the terrain one. I'm finding conflicting tutorials out there, most of which either don't work or don' contain the right amount of information for a total n00b when it comes to terrain like me. :down:

legacy-dumbass
10-15-2002, 05:31 AM
I hate going with flow, so:

This Tut sucked.....


... my nipples and made me happy:eek: :up:

legacy-MegaDaisy
10-15-2002, 05:54 AM
Release teh tutorial!

Seriously, these tutorials are excellent. I have a fully functionaing map based on the one in the tutorial and we had a few people playing on it last night and they liked it! It was great fun making the map and I am hooked now. Keep em coming Noctivagus.

MegaDaisy

legacy-Wolv34ine
10-15-2002, 07:06 AM
Noctivagus.I have a question, will the terrain tutorail cover creating holes in terrain for caves etc? This would be really handy.

Just a suggestion.

Thanks again.

legacy-Zubkavich
10-15-2002, 08:03 AM
Noctivagus,

I gave the tutorials a quick look and was really impressed with what I saw there. I plan on going through them step by step and seeing how much I can retain of it. I'm hoping that I can slowly learn the mapping system and create some levels of a decent caliber down the road. For now though, the basics... :)

From the look of your tutorials, you're logically stepping your way through the system. I hope you keep it up and take it all the way through with bot pathing, emitters and everything else that you're aware of.

I can't imagine how much work it is to pull all this info together. I hope you're learning as you teach and enjoying the help that you're bringing to the community.

All the best to you,

legacy-Wolv34ine
10-15-2002, 08:17 AM
Originally posted by Zubkavich
Noctivagus,

I gave the tutorials a quick look and was really impressed with what I saw there. I plan on going through them step by step and seeing how much I can retain of it. I'm hoping that I can slowly learn the mapping system and create some levels of a decent caliber down the road. For now though, the basics... :)

From the look of your tutorials, you're logically stepping your wy through the system. I hope you keep it up and take it all the way through with bot pathing, emitters and everything else that you're aware of.

I can't imagine how much work it is to pull all this info together. I hope you're learning as you teach and enjoying the help that you're bringing to the community.

All the best to you,



B]Yeah! Now where is it!!?[/B]
Sorry..... couldnt resist.
:) :)

legacy-Krak3n
10-15-2002, 10:25 AM
Could this be made a sticky?

legacy-Wamplet
10-15-2002, 11:22 AM
In regards to a previous post in here on the 4th page:

I have a small Teleporter Tutorial that i made myself.

Its actually just a map (2 rooms to teleport in and out of), but its fairly straight-forward and would be easy to document in tutorial form.

if anyone needs to learn how to set up a teleporter, i will post how to do it when i get home.

legacy-Wolv34ine
10-15-2002, 01:33 PM
Teleports!? Go for it my boy.
Knowledge is power. Bring power to the people!:D

legacy-nite__mare57
10-15-2002, 01:40 PM
Excellent stuff! I got creative with this tutorial and sat engrossed for a couple of hours. I couldn't wait to see how to put the weapons on though, so I farted around with this until I could put a weaponbase on.

Only problem was, this caused the bug where UED crashes unless you upgrade...and it trashed my beautiful map lol :) Not really a beautiful map as you can imagine :) So I downloaded the fix and I'm ready to start all over, maybe just follow your tutorial AGAIN to pick up what I missed.

Keep up the good work, I'm VERY interested in map making and this is really teaching me how.

I'm also very interested in making moving lifts, fancy lights (haven't read your new one yet maybe that is already there), waterfalls and/or lavapits, skyboxes, etc....


Thanks very much again
:up:

legacy-Wamplet
10-15-2002, 05:29 PM
To Wolv34ine:

i have most of the Teleporter tutorial done right now.
i just gotta go pull up the right property names.
since i don't remember them off hand, ill have to look them up in my map at home hehe.

when i get home, i will finish it up and post it around 7pm CST.

legacy-MannyFresh027
10-15-2002, 06:04 PM
when is part 6 coming? i finished the first ones already and now im adding stupid stuff like secret redeemer rooms, nice static meshes, extra lights, and a bunch of crap.

i want terrain tutorial.

legacy-jugement
10-15-2002, 06:18 PM
Great tuts, thx for taking the time.

Anyone using Maya and the UT exporter. Everything is fine except that i can not find my static mesh in UT as it should be.

Any clues???.

legacy-nite__mare57
10-15-2002, 08:46 PM
I just finished the lights/weapons tutorial engrossed again for a few hours in figuring this mapmaking out.

Who would have thought to make a "brown" light lol.

Thanks again. Great stuff.

*bump*

legacy-mersil
10-16-2002, 01:42 AM
MANN !! You took a Total Newbie. ( like i never, ever opened up an editor before ) and i have Completed the First Tutorial With a Breeze.... all in 1/2 day time... :) with your help i Have done a supurb job in lining up The textures , lights, meshes, etc .

i had NO intrest ( before ) in mapmaking , But Now im pretty confident that i could acomplish a Well made map..

Thank You for the INVALUABLE Training lessson . i will be waiting for the terrain Part as well :)

legacy-varIant
10-16-2002, 02:01 AM
I agree, one of the admins needs to make this a sticky - or make a new post with the links in it a sticky... Great tutorial man, helped on some parts I didn't quite understand and for that I am most greatful!

legacy-eon5
10-16-2002, 02:14 AM
please, any1 know some link to:

"how the bots Ai do the right thing in the BombingRun mapas, tips, etc... "

thx in advance:)

legacy-Noctivagus
10-16-2002, 03:04 AM
Well folks,

Unfortunately there's been another hold up on me finishing the terrain tutorial today. I just found out that I'm probably going to have to move to San Diego as soon as the end of this month, so I spent much of the day preparing for that. It's a long story, so I won't get into the details. The upside is that I'll be moving from the harsh Chicago winter to the sunny San Diego beaches. :D

Anyway, I have to go to Dallas tomorrow, and I won't be back until Thursday afternoon. I plan to do a little writing while I'm on my trip, but it's kinda hard when I don't have UED in front of me. But, not to worry...it's definitely on the way. I can't leave you all hanging (any more than you already are, that is :p ).

Take care,
Noctivagus

legacy-kevlar69
10-16-2002, 03:38 AM
No Problem Noctivagus, you have to put the real world before the wire frame one!

Kevlar69

legacy-Wolv34ine
10-16-2002, 09:15 AM
Please make this a sticky.

If I can get into the forum without it being full I am getting sick of going to the first page and then finding its on the second page and I cant veiw it cos the server is full!!

legacy-GAMES-BOY
10-16-2002, 09:51 AM
I have a WINXP and the update of the editor to.
but when i add weapons ot pickups and i press BUILD ALL option so my EDITOR crashes always !
what to do ? and i did not missed a thing in the tutorial to !

legacy-flabioh
10-16-2002, 11:59 AM
I have decided to carve out some some more webspace for this Excellent Tutorial in Pdf and Word2000 format.

They can both be downloaded from here:

http://www.socwk.utah.edu/flabiohsfragfest/

Just go to the downloads section and enjoy!

legacy-\/\/0RF
10-16-2002, 12:09 PM
mods: please sticky this thread. These tuts rock!

Noctivagus - thank you for all your hard work. The text versions of these tuts are already being hosted by Donka and there are others offering to do the same. Since the forums are in transition (translation: teh suck), maybe some of you can keep an eye on hosted sites for updates.

to all who complain that WeaponsBase crashes the server:

First, make sure your Ued is patched. If it's patched and it still crashes, I think you have to wait for first Epic UT2 patch.

Second: save, close, reopen, THEN rebuild. Some say this helps, and you don't have to rebuild to save your changes. They WILL stay in the map, they just won't work properly ingame until you rebuild.

Third: I don't know if anyone's tried rebuilding piece by piece yet? How about rebuilding just geometry, then just lighting? When working in UEd2, I saved time by not rebuilding the pathing AT ALL when working on architecture and lighting. Why should I? I've not gotten to botpathing yet, it just wastes time and, as in this situation, increases the risk of crashage.

apparently the forum edited out my attempt to mix the verb crash with the suffix -itude (e.g. attitude, latitude, longitude).

Last point of note: save save save! Don't do the whole tut, then save and crash! I have lost hours worth of work on UT maps by getting engrossed in my l33t editing skillz and then crashed out.

legacy-CurlyJ
10-17-2002, 12:01 PM
I had wasted much time because I didnt save enough. The editor is soooooooooo buggy!! SAVE SAVE SAVE SAVE SAVE SAVE SAVE SAVE

Any more new on the next stage?

legacy-\/\/0RF
10-17-2002, 12:42 PM
Curly makes an excellent point which I sort-of but not all-the-way made. Yes, the Editor IS buggy and not exactly supported by Epic. Yes, it sort of is, but the whole thing was written in Visual Basic and just sort of uses the engine by proxy, it's kind of screwy, and I remember some features in UEd 2 were crashy / broken / never implemented (terrain builder was a great example of a screwy feature).

Don't expect the editor to work 100% of the time, I'm not entirely convinced it's the same program Epic uses. What it IS, is a free tool that utilizes MOST of the features of the engine, allows you to do MOST of your own mapmaking, works MOST of the time and avoids MOST of the pitfalls. In the UEd2 days you could construct a perfectly legitimate brush and get BSP holes for no reason whatsoever and have to manipulate the brush all to h3ll to get it to work right. It's just the nature of the beast.

Just remember you're getting for free a program that, if it were fully functional with everything properly implemented, might be worth a couple hundred bucks (check out AutoCAD prices one day... or AGI32...) The real art of UEd is two parts design, three parts mapping skill, and two parts managing and working around the more unstable aspects of the program.

Oh yeah, and SAVE SAVE SAVE SAVE SAVE. Every time you implement a new major portion of the map, for example finishing your architecture and moving to doors/movers/triggers/zones, a lot of mappers start saving their maps under a different name so that if they do something that totally hoses the map, they can go back to an earlier version and try something else. SAVE REBUILD SAVE, CLOSE, REOPEN, REBUILD SAVE.

When you've done that, then SAVE SAVE SAVE SAVE SAVE SAVE SAVE.

If my point is not clear, let me know and I'll clarify. :D

T@F
10-17-2002, 01:17 PM
Noctivagus
i hope you rereg and fin this tut off.one off the best ones i`v seen yet:-)
plz keep it going for all the newbies like me:-)
10x:-)

legacy-Preeminence
10-17-2002, 07:54 PM
DO IT! And make Part 6 too... plzzz :cry:

legacy-Choc
10-18-2002, 04:01 AM
Guy should write a book on it, I'd buy it.

Choc

legacy-ash_ljs
10-18-2002, 06:17 AM
This is the best and most comprehensive tutorial I've ever seen.. I think it deserves more recognition such as a link from an important ut2k3 site or at least make this a sticky topic!!



:D

legacy-\/\/0RF
10-18-2002, 10:05 AM
The mods had better sticky this before people start trying to *bump* it

legacy-Yolmer
10-18-2002, 01:02 PM
Bump

legacy-CurlyJ
10-18-2002, 01:09 PM
I think that any mods that might still look in here are all too busy getting a sticky hand to make this thread sticky.

legacy-nite__mare57
10-18-2002, 03:48 PM
Well I took off building this map waiting on part 6 -- and hosed all my work.

So when people tell you save/rename/save/rename/save/rename they really mean it! The editor can crash everything you have done.

*bump*

legacy-Noctivagus
10-19-2002, 12:40 AM
Hey Folks,

Part 6 of the tutorial is finished, but it's only Part I of the terrain tutorial, which covers the basics along with how to generate quick terrain. I plan to have Part 7/Part II of the terrain tutorial finished tonight. It shouldn't take nearly as long to finish as the first, so hopefully by the time you work through the first part, part 2 will be ready.

I'll keep you all posted.

And, if you find any technical errors in the tutorial, let me know.

Also, I didn't want to clutter up this board with an off-topic message for this, so I figured I'd post a request here. Is there anyone out there who has a little background in PHP web programming that would be willing to devote a little time? There are a couple of things I'd like to have set up for my PlanetUnreal website, and I'm at a loss when it comes to this. I wouldn't demand a lot of your time--just a little help with getting the scripts to work correctly on the website. If you're interested, let me know at Noctivagus@mindspring.com, and we'll discuss how you might be able to lead this blind man to the PHP light. Thanks!

Take care,
Noctivagus

legacy-ORiGINAL
10-19-2002, 12:55 AM
w00t thanx mate, well done

legacy-Hungabo
10-19-2002, 03:19 AM
Bump

eagerly awaiting : Part VII: Terrain Part II »»

legacy-Baller
10-19-2002, 04:05 AM
YESSS!!!!

I almost thought you quit the project...

Moderator, can this please be made a sticky? It's important that all beginners go through the tutorial first.

legacy-SniperXx
10-19-2002, 04:45 AM
Don't know what I did wrong but my terrain was going through the bottom of my cube if I made any hills. Also you didn't explain how to set the ambient brightness back to normal. I tried going back into the zoneinfo actor but the option was gone :bulb: .

Nice tutorial though I could actually understand it.

legacy-TracerTong
10-19-2002, 04:45 AM
Can't wait to see the rest of you tutorials when they are finished!
Keep up the good work

legacy-Darkblaster
10-19-2002, 06:12 AM
thx for your great tutorial, it's the best one and easy to understand
:up: :up: :up: :up: :up: :up:

legacy-Hungabo
10-19-2002, 06:55 AM
Originally posted by SniperXx
Don't know what I did wrong but my terrain was going through the bottom of my cube if I made any hills. Also you didn't explain how to set the ambient brightness back to normal. I tried going back into the zoneinfo actor but the option was gone :bulb: .

Nice tutorial though I could actually understand it.


should be able to find the zoneinfo actor with the " Search for Actors button" looks like a set of binoculars. locate the zoneinfo double click it and then close the window, now you can right click on it to adjust its properties. sometimes the "search for actors button" places you right on top of the actor and you need to move the camera back to get at it.

legacy-AxTeR
10-19-2002, 08:28 AM
Wow guyz
this tut rox!
Thanks for the good work
I built some maps for UT only to learn the editor and this tut refreshed my will of mapping.... I must definitely start build up something.

PS: if u want to take a look ..
http://andyaxter.virtualave.net/downloads.htm

Cya all
Ax
http://andyaxter.virtualave.net/images/nWg.Ax.gif

legacy-jack9911
10-19-2002, 09:30 AM
ur my new god :eek: :haha:

legacy-m.h 1982
10-19-2002, 10:25 AM
Thanks for the tutorial! helped me getting started. What I really need now is a tut to import static meshes/brushes from maya 4/ maya ple/ 3dsmax. look at my thread;
http://www.ina-community.com/forums/showthread.php?s=&threadid=224005

legacy-Yolmer
10-20-2002, 05:55 AM
What's this thread doing on the 4th page?

legacy-Helios
10-20-2002, 09:39 AM
Noctivagus is tha man :D:up:, he did the impossible, learn me to make a map:eek:

legacy-CurlyJ
10-20-2002, 08:21 PM
Originally posted by Noctivagus
Hey Folks,

Part 6 of the tutorial is finished, but it's only Part I of the terrain tutorial, which covers the basics along with how to generate quick terrain. I plan to have Part 7/Part II of the terrain tutorial finished tonight. It shouldn't take nearly as long to finish as the first, so hopefully by the time you work through the first part, part 2 will be ready.

I'll keep you all posted.

And, if you find any technical errors in the tutorial, let me know.

Also, I didn't want to clutter up this board with an off-topic message for this, so I figured I'd post a request here. Is there anyone out there who has a little background in PHP web programming that would be willing to devote a little time? There are a couple of things I'd like to have set up for my PlanetUnreal website, and I'm at a loss when it comes to this. I wouldn't demand a lot of your time--just a little help with getting the scripts to work correctly on the website. If you're interested, let me know at Noctivagus@mindspring.com, and we'll discuss how you might be able to lead this blind man to the PHP light. Thanks!

Take care,
Noctivagus

I know I will sound like a pest, but how is part 7 doing?
Great job!!!
:)

legacy-Noctivagus
10-20-2002, 08:32 PM
Just to update everyone...Part 7 is taking a little longer than I expected, in case you hadn't noticed. ;) But, not to fret--it's nearly finished. All I have to complete is a section on visibility, then I'll upload it. I started to include more such as how to create skyboxes and how to put sunlight, but I think I'll save that for Terrain, Part III. Part 7 is already much longer than I'd planned...(that seems to be the case with all the tutorials I've written so far...I guess that just means I'm a blowhard. :haha: )

Noctivagus

legacy-varIant
10-20-2002, 09:41 PM
Great job bro - Pez - if you listenin' make this topic sticky man! It needs to stay up there for all the new guys :D

legacy-Noctivagus
10-21-2002, 01:55 AM
Hey folks,

Part 7 is posted and ready for you to tackle. Sorry it took longer than expected. I hit a little snag as a couple of you emailed me to say you were having problems sizing the terrain using the XScale and YScale method. So, I wanted to be able to post another workable solution for you just in case you run into this problem. It seems that sizing the terrain from the terrain editor sometimes causes the UED to crash (imagine that). I'm not really sure why this is, but after a little research and a couple of test runs, I found another method that should work. Just make sure you SAVE A LOT as you're working.

The link for the new tutorial is http://www.planetunreal.com/architectonic/first_level_part7.html .

Enjoy!!

Take care,
Noctivagus

legacy-badgimli
10-21-2002, 02:02 AM
This is clearly the best tutorial out there.

Great job.

Please keep expanding and added new sections. A true Master Mapper.

legacy-marith
10-21-2002, 03:20 AM
These tutorials are great. Please keep them coming - thanks.

One problem I had with tutorial 6. Even though I followed the instructions explicitly, the horizontal size of the terrain was smaller than the first subtracted cube. In other words the terrain did not fill the 4096 x 4096 cube horizontally - it was more like 3968 x 3968.

Did anyone else notice this? Is it a bug in the editor or did I do something wrong? I repeated the tutorial several times and got the same result.

legacy-Kurgan26
10-21-2002, 07:04 AM
Hi Noctivagus,

I used to make quake III Maps.
I'm not realy a newbie at map making.

But when I opened the unreal 2003 editor I didn't know where to start.

Your tutorials are helping me a lot.

Thx verry much.

Kurgan26

legacy-Wolv34ine
10-21-2002, 10:18 AM
Thanks again for the tutorials. Truly excellent work.
I had most of the terrain editing sorted before the tutoraial came out but its has clarified a few key points for me. My map is about 50% done and when it is done I will post here.
Couldnt have done it without you.

Just hope no-one has had the same idea as me!;)

legacy-\/\/0RF
10-21-2002, 10:56 AM
Parts 6 and 7 have been added to the DOC and PDF formats, and sent to Andy and Donka. Links should be somewhere on this thread (which the mods need to sticky).

legacy-CurlyJ
10-21-2002, 09:21 PM
That did feel like a rough ride!
But well done dude!! Im not scared of the dirt any more!!

Great job!!:up:

legacy-MannyFresh027
10-21-2002, 10:35 PM
ive strayed from the tutorial level, but noctivagus' tutorial is really helping me on my big BR level. its an ambitious project for my first time, but its turning out real good. ill be sure to include a special thanks somewhere in my level :P

legacy-kevlar69
10-22-2002, 07:21 AM
Thanks again for a great tutorial. You said to point out any problems if there were any, well here are my minor problems.

1, when I create a new texture layer in the terrain editor, a get a warning that a texture has to be selected first, so I have to pick the texture required then click new, not the other way around. ( very minor point, and something that may be my fault.)

2, I feel the tutorial went off at 100 mph at the end when it came to placing the static mesh and cutting out the hole. I find this part extremely difficult, if not impossible without making a complete hash of it. Again this is probably down to me being useless.

cheers again for the tutorial.

Kevlar69

legacy-Wolv34ine
10-22-2002, 08:15 AM
Kevlar69.

It is all there in the tutorial I can assure you.Take your time and fiddle with it.
I am not bragging but I sussed most of this with no tutorial.


Good luck.

PS.Wait till you get a problem like this and no one knows what to do!
http://www.ina-community.com/forums/showthread.php?s=&threadid=225841

legacy-kevlar69
10-22-2002, 02:18 PM
I eventually completed the terrain tutorial, and have linked the main room with the terrain room, but now the lighting has gone weired in the main room. I assume this is because of the ambient lighting in the outdoor section spilling over into the indoor section. At the end of the tutorial it says that lighting for the outdoor section will be sorted next. I just wanted to check that what has happened to my indoor lighting is normal.

Anyone?

Kevlar69

legacy-Choc
10-22-2002, 05:46 PM
Great tutorial.

Thanks once again

Regards Choc:up:

legacy-MannyFresh027
10-22-2002, 06:04 PM
this new terrain tutorial really helped my map. my map used to be really ugly, but now it looks pretty good. now check the sig and comment on it :P

legacy-Zyngath
10-22-2002, 08:48 PM
Thank you sooo much for this tutorial!

It is the best i have found so far and really helped me to get started.

Jeeez you should write a book about the Unreal Editor :D

legacy-Noctivagus
10-22-2002, 09:03 PM
Originally posted by kevlar69
I eventually completed the terrain tutorial, and have linked the main room with the terrain room, but now the lighting has gone weired in the main room. I assume this is because of the ambient lighting in the outdoor section spilling over into the indoor section. At the end of the tutorial it says that lighting for the outdoor section will be sorted next. I just wanted to check that what has happened to my indoor lighting is normal.


Yup...you hit the nail on the head. Once you connect the terrain with the level, the editor thinks it's all one zone, therefore it lights it as such.

There are a couple of ways you can fix it.

First, you can always just go into the zoneinfo actor you added with the terrain and reset ambient brightness back to 0. Then, you can add placer lights in your terrain until you work on real lighting.

Second, you can make the indoor part into a new zone. Use a sheet brush and make it large enough so that it covers the entire entrance to your indoor level. Then, click on the "Special Brush" button in the CSG Operations. From there you'll be given a new window with several different prefab options in a drop-down box. Choose Zone Portal from the drop down box and click "ok." So long as you have the entire door covered, this will tell the editor that the indoor part of your level is a new zone. There's a button on the title bar of the Perspective viewport that allows you to see the zones. Click on it, and if you see two separate colors in your level--one color for the terrain zone then a second color for you indoor part--then you're good to go. However, if you don't see one, double-check to make sure that your zone portal is covering every entrance into your indoor section.

Hope that's not too confusing for you...

Take care,
Noctivagus

legacy-Lt_Leadcock
10-22-2002, 09:23 PM
Thanks again for the great tut!!

I have 1 wordfor your next tut. MOVERS

legacy-kevlar69
10-23-2002, 03:10 AM
Cheers Noctivagus, a mini tutorial just for me!.

keep up the good work

Kevlar69

legacy-CurlyJ
10-23-2002, 03:33 AM
Ive been through the terrain tutorial parts 1 & 2 3 times.
I cant get the the door thing to to work!!!

Huge holes above and below it and I just dont know what to do about it - also, in the picture, the door looks deeper then the mesh I have!! my door is much thinner!!.

I cant do it!!! im gonna go cry now - and try to stick my hair back on!:p

legacy-MegaDaisy
10-23-2002, 05:56 AM
Hi all

Well I finally got the chance to go through the second part of the terrain tutorial last night and its so fantastically well written... gold star and 2 house points to Noctivagus :)

Anyway, for CurlyJ and others having trouble lining up the arch-way into the terrain Ive got a work around. I had a look at some of the maps from in the game and what they do in those maps is they cheat! The use bsp geometry to create a nice large flat face that intersects with the ground and then just plonk the arch-way or door onto that. Take a look at December at the bottom of the dry dock where theres doors going into the indoor bits.

I know this isnt what Noctivagus was getting at, but it ended a lot of frustration for me.

MegaDaisy

PS Skyboxes next please Mr Noctivagus :)

legacy-donka
10-23-2002, 06:23 AM
Another Bump.

You can download this tutorial in it's entirety from my site in either Word doc or PDF fotmat:

http://www.donka.pwp.blueyonder.co.uk/

Thanks to Noctivagus for this great tutorial and also Worf for doing the embedded conversions.

legacy-SANGOOR
10-23-2002, 07:05 AM
Atlast I can build my first map ever....
Thank u soo much :D :D

legacy-GORENOX2003
10-23-2002, 09:08 PM
Time for skyboxes eh?:D :up:

legacy-varIant
10-23-2002, 09:29 PM
I think this post should be stickied...anyone else agree? Also, Noctivagus, you /should/ consider contacting a publisher about making this into a nice beginner's tutorial for mapping with Unreal Editor 3.0. These tutorials are easy to follow, contain many pictures with explanations, and cover many of the things users like to see/know. Think about it for when you've finally finished all of them (I know I'd purchase it).

legacy-MalOSB
10-23-2002, 09:44 PM
Originally posted by varIant
I think this post should be stickied...anyone else agree? Also, Noctivagus, you /should/ consider contacting a publisher about making this into a nice beginner's tutorial for mapping with Unreal Editor 3.0. These tutorials are easy to follow, contain many pictures with explanations, and cover many of the things users like to see/know. Think about it for when you've finally finished all of them (I know I'd purchase it).

HHHmmmm hardback copy.... sounds good to me :D
I've already printed all the Tut so far and put it in a nice folder.

legacy-Ikaros
10-23-2002, 10:02 PM
You've heard this so much but I also want to thank you for your tutorials! Especially the terrain parts. I tried to follow the UDN terrain tutorial but the editor kept crashing on me. Your tutorial worked perfectly! Again, thanks so much :)

legacy-GORENOX2003
10-23-2002, 10:41 PM
Pezman please make this a sticky.:D

legacy-^»{@mBRo$e}«^
10-24-2002, 06:13 AM
Ok.. Got a question..
When i make a intrance from the terrainroom to the other rooms, i can see the rest of the level right trough the walls with the fake backdrops.. How do i stop that?

legacy-Showtime
10-24-2002, 10:14 AM
I just can´t wait for the tutorials about placing enemies, Pathnodes and gametypes.

Awesome tutorial *!*

legacy-mthomas935
10-24-2002, 10:24 AM
These are great Thanks (One on making good water would be nice too):p :) :p ;)

legacy-CurlyJ
10-24-2002, 02:14 PM
Originally posted by MegaDaisy
Hi all

Well I finally got the chance to go through the second part of the terrain tutorial last night and its so fantastically well written... gold star and 2 house points to Noctivagus :)

Anyway, for CurlyJ and others having trouble lining up the arch-way into the terrain Ive got a work around. I had a look at some of the maps from in the game and what they do in those maps is they cheat! The use bsp geometry to create a nice large flat face that intersects with the ground and then just plonk the arch-way or door onto that. Take a look at December at the bottom of the dry dock where theres doors going into the indoor bits.

I know this isnt what Noctivagus was getting at, but it ended a lot of frustration for me.

MegaDaisy

PS Skyboxes next please Mr Noctivagus :)

Thanx I will give that a go!!

legacy-Noctivagus
10-24-2002, 03:49 PM
Originally posted by MegaDaisy
Anyway, for CurlyJ and others having trouble lining up the arch-way into the terrain Ive got a work around. I had a look at some of the maps from in the game and what they do in those maps is they cheat! The use bsp geometry to create a nice large flat face that intersects with the ground and then just plonk the arch-way or door onto that. Take a look at December at the bottom of the dry dock where theres doors going into the indoor bits.


Okay...confession time. Yeah, I actually backed the door with a BSP brush, which was just a cube with another brush to subtract the walkway area. Then, as many of you experienced for yourselves, it's impossible to make a doorway fit perfectly with the removed parts of the terrain. To fill the holes, I surrounded the doorway and brush with rock meshes from ArboreaLandscape. I had to make a couple of them smaller using the sizing options on the bottom right of the UED screen, both for cosmetic reasons (a little variability in the rock) and to patch some of the smaller holes. I guess I should've been a little more clear on that in the tutorial...oh well, one more thing to add to my update list. :D

Noctivagus

legacy-TseTse
10-24-2002, 04:01 PM
yah, sky box chapter would be good, focusing on the tricks of setting them up and removing those naughty seams.

likewise, a step through doing movers would be good, since the UDN site isnt quite right.

set key0 to base
set key1 to base
set key2 to moved position

that's how i was able to do it, which is very counter intuitive (in that key0 ends up base and key1 ends up the moved position).

legacy-Noctivagus
10-24-2002, 04:09 PM
Hey folks,

There are two new tutorials for you to check out.

The first tutorial is written by Kosh and covers how to create an animated, fading preview for your levels. You can check it out at http://www.planetunreal.com/architectonic/level_preview_tutorial.html .

The second tutorial covers movers and lifts, written by Rob Nelson. It's the first part of a two-part series and includes how to create a lift, add bot support, and give it some sound. Check it out at http://www.planetunreal.com/architectonic/lifts.html .

Both of these tutorials are excellent and cover topics that many of you have asked about. (And, it saves my fingers a little more from potential carpal tunnel syndrome ;) )

Enjoy!

Noctivagus

legacy-\/\/0RF
10-24-2002, 04:50 PM
Originally posted by TseTse
yah, sky box chapter would be good, focusing on the tricks of setting them up and removing those naughty seams.

likewise, a step through doing movers would be good, since the UDN site isnt quite right.

set key0 to base
set key1 to base
set key2 to moved position

that's how i was able to do it, which is very counter intuitive (in that key0 ends up base and key1 ends up the moved position).

Well, yes and no. The real way to set movers is, select Key 0, drag your mover to its starting position (or leave it there). Then select Key 1, drag your mover to its other position. If you have multiple places to move, select Key 2, 3, etc, and drag the mover to each new position. Otherwise, select Key 0 and you will see it snap back to starting position. It's not counter-intuitive, it's just backwards. Select the key, THEN set the mover.

legacy--Kosh-
10-25-2002, 01:05 AM
Originally posted by Noctivagus
The first tutorial is written by Kosh and covers how to create an animated, fading preview for your levels. You can check it out at http://www.planetunreal.com/architectonic/level_preview_tutorial.html.

http://66.93.1.145/kosh/smiles/woot.gif Woot!

legacy-CurlyJ
10-25-2002, 01:09 AM
Originally posted by Noctivagus
Hey folks,

There are two new tutorials for you to check out.

The first tutorial is written by Kosh and covers how to create an animated, fading preview for your levels. You can check it out at http://www.planetunreal.com/architectonic/level_preview_tutorial.html .

The second tutorial covers movers and lifts, written by Rob Nelson. It's the first part of a two-part series and includes how to create a lift, add bot support, and give it some sound. Check it out at http://www.planetunreal.com/architectonic/lifts.html .

Both of these tutorials are excellent and cover topics that many of you have asked about. (And, it saves my fingers a little more from potential carpal tunnel syndrome ;) )


Enjoy!

Noctivagus

Smart!!

legacy-MegaDaisy
10-25-2002, 07:52 AM
Excellent - many more thanks Noctivagus. More stuff to play around with over the weekend :)

A top tip for aother newbie mappers out there following all these tutorials is to get a second monitor setup if you can manage it - then youve got your main monitor for UnrealEd and your second one for your web browser. Cool!

MegaDaisy - still having problems with my skybox :(

legacy-MalOSB
10-25-2002, 11:10 AM
Hi...
Iv'e been going through your Terrain tutorial (which is great BTW) a but i'm creating my next level and i need a very high terrain. I'm having trouble getting the hight map to the right hight. You did not mention the scaling of the hight map in your Tutorial so i wondering if there was any chance of you enlighting us? :confused:

legacy-skubydew
10-25-2002, 11:24 AM
Hi, just started your tutorial on making your first level. I'm stuck, maybe you or a fellow reader could help me out.

I made a 256x512x512 cube and then I subtracted it. The box is white, not textured with a default texture like the tutorial says it should be. After which I move into the mass of white and am unable to select any wall of the subtraction, so I can't really get very far. Thanks for everyones time in advance -Derek

legacy-MalOSB
10-25-2002, 11:59 AM
Originally posted by skubydew
Hi, just started your tutorial on making your first level. I'm stuck, maybe you or a fellow reader could help me out.

I made a 256x512x512 cube and then I subtracted it. The box is white, not textured with a default texture like the tutorial says it should be. After which I move into the mass of white and am unable to select any wall of the subtraction, so I can't really get very far. Thanks for everyones time in advance -Derek

Is your Real Time Preview window (the one that shows the world in 3D in Textured or Dynamic Lighting modes? If not that could be you problem. Both lighting and zone mode go all white with only a box. Hope this helps...

legacy-flabioh
10-25-2002, 11:59 AM
There are icons above the perspective window that you can change to different view types. You are probably selected on the "lighting" icon. Click on a different icon like "texture" and you should be good to go.

legacy-skubydew
10-25-2002, 12:42 PM
Thanks guys, both of you nailed the answer, thanks.

legacy-Corpsewalker
10-25-2002, 12:48 PM
well..great job noctavius...(how often was this allready said??)

but ive got a question...

if i wanna make a ctf-map ,wich were better mirrored but ive got terrain whta can i do to copy that?
just copy the terrain- and zone actor?

well... ive got often problems with editing the terrain cause without lots of train it sucks in 3d view...
y didnt make it the programmers
possible to edit the terrain also in a 2d-view or smth. like that...

anyway...its hard to edit the terrain without make misstakes...

-------------

i also got a prob after i make a nice pit in my level i continued with the tut and make a new layer, BUT then after painting some rocks i remembered that i forgot the level outside the pit.
i changed back to the first layer but if i want to higher the ground, nothin' happens!

i changed the strengh n make also a new layer...but there was only one result: nothin'

can U only make one terrainpart with one layer n the new layer is only to change textures??

so...lpz help me and i'm lucky!

legacy-CurlyJ
10-25-2002, 09:27 PM
is there a new tutorial it the pipe line? or are you having a well earned break?

legacy-MalOSB
10-26-2002, 01:45 AM
Originally posted by CurlyJ
is there a new tutorial it the pipe line? or are you having a well earned break?

Ssshhhhhhhh don't give him any idea's.... Lot of people want to know how to do stuff like sky box's....


Only kidding.... he's moving soon... real life will be getting in the way real soon ;)

legacy-Noctivagus
10-26-2002, 03:14 AM
Originally posted by CurlyJ
is there a new tutorial it the pipe line? or are you having a well earned break?

Yeah...there's a new tutorial in the works for skyboxes and sunlight, but I just started 5 days back to work, so there will probably be a bit of a wait before it's ready. I'll keep y'all posted. ;)

On a related note, my schedule for next month is all turns--in flight attendant speak, that's just a one-day trip with one leg to a destination then another leg home and you're done--so I really hope to pare down some of the items on my ever-growing to-do list then. Hopefully this will translate into a month full of tutorials and site updates. :D

Noctivagus

legacy-Noctivagus
10-26-2002, 03:24 AM
Originally posted by Corpsewalker
if i wanna make a ctf-map ,wich were better mirrored but ive got terrain whta can i do to copy that?
just copy the terrain- and zone actor?

Yeah, that should do the trick. And, it should allow you to edit the terrain and the various layers to suit your needs.


anyway...its hard to edit the terrain without make misstakes...

That's just the stuff of learning. ;)


i also got a prob after i make a nice pit in my level i continued with the tut and make a new layer, BUT then after painting some rocks i remembered that i forgot the level outside the pit.
i changed back to the first layer but if i want to higher the ground, nothin' happens!

You have to make sure you're working with the terrain heightmap itself. To do this, go back to the Terrains tab and click on the heightmap to ensure it's highlighted. Then, you should be able to edit your terrain height normally.

Hope this helps!

Noctivagus

legacy-varIant
10-26-2002, 05:00 AM
Just wanted to add to Noctivagus's tutorials - This one I made on creating breaking glass (when glass is shot) in game. It also covers movers and emitters a little bit..

http://www.ina-community.com/forums/showthread.php?s=&threadid=228255

Feel free to copy it and add it into your tutorials if you'd like Noctivagus, just give me a little credit because it DID take a long time to write ;)

OH btw- with some simple property editing and what not this could be used to do exploding walls (make your mesh using the 2d editor) and/or triggered exploding walls/glass (cinematic sequences and what not).

legacy-josantia
10-26-2002, 12:47 PM
Originally posted by Noctivagus
Thanks for all the great compliments!

I just finished Part III of the tutorial. I'd planned on adding more to this tutorial, but fell into a texture alignment trap that needed more explaining, so I kept the info with just that. I didn't want to fry anyone's brains with information overload :) .

Again, if you have any questions, comments, or concerns about the new info, let me know. Your comments help me to improve the tutorials. :cool:

Thanks!

Noctivagus

Its help that is greatly appreciated. I also just created my first room with your tutorial. Great Job. Will the next tutorial cover enabling the sounds for the Bulldog vehicle? Just a question. Thanks again.

legacy-CurlyJ
10-26-2002, 09:24 PM
Originally posted by varIant
Just wanted to add to Noctivagus's tutorials - This one I made on creating breaking glass (when glass is shot) in game. It also covers movers and emitters a little bit..

http://www.ina-community.com/forums/showthread.php?s=&threadid=228255

Feel free to copy it and add it into your tutorials if you'd like Noctivagus, just give me a little credit because it DID take a long time to write ;)

OH btw- with some simple property editing and what not this could be used to do exploding walls (make your mesh using the 2d editor) and/or triggered exploding walls/glass (cinematic sequences and what not).
Another good-un!!

legacy-Wolv34ine
10-28-2002, 08:39 AM
WHY IS THIS ON PAGE 4. STICKY FOR THE LOVE OF GOD!!

legacy-sandmanfvr
10-28-2002, 10:09 AM
I followed the level preview tut, and when I imported the bmp, nothing happened. Well there was a white square the flickered real fast in the texture viewer, but then there wasn't anything imported. Anybody else have this problem.

legacy-Taliesin-DS
10-28-2002, 05:48 PM
Maybe it's a good idea to have a section for custom made meshes and textures on your site Noctivagus.
(i'll be the first one to upload some ):cool:

legacy-CurlyJ
10-28-2002, 06:29 PM
Originally posted by sandmanfvr
I followed the level preview tut, and when I imported the bmp, nothing happened. Well there was a white square the flickered real fast in the texture viewer, but then there wasn't anything imported. Anybody else have this problem.

Just to let you know - ive just gone through the whole tut and it worked first time as it was ment to.

Wish I knew what your doing wrong :-( You should try again from the start and make sure that you follow every instruction.
:-)
It is sweet!:D

legacy-varIant
10-28-2002, 07:46 PM
Originally posted by Taliesin-DS
Maybe it's a good idea to have a section for custom made meshes and textures on your site Noctivagus.
(i'll be the first one to upload some ):cool:

Hmmm, yea - a custom mesh/texture area would be pretty sweet, maybe even a section for maps made using your tutorials? :)

legacy-kitzingmarko
10-29-2002, 09:57 AM
Originally posted by kevlar69
I eventually completed the terrain tutorial, and have linked the main room with the terrain room, but now the lighting has gone weired in the main room. I assume this is because of the ambient lighting in the outdoor section spilling over into the indoor section. At the end of the tutorial it says that lighting for the outdoor section will be sorted next. I just wanted to check that what has happened to my indoor lighting is normal.

Anyone?

Kevlar69

How did you link the main room with the terrain?
I have no clue at all...

legacy-Noctivagus
10-30-2002, 02:37 PM
Originally posted by varIant
Hmmm, yea - a custom mesh/texture area would be pretty sweet, maybe even a section for maps made using your tutorials? :)

I think that sounds like a nifty idea. :D Give me some time and I'll create a page for it. In the meantime, send me what meshes you have at Noctivagus@planetunreal.com .

Noctivagus

legacy-Noctivagus
10-30-2002, 02:42 PM
Hey folks,

Just wanted to give a quick update on the next tutorial in the series. I haven't been able to work on it the past few days--I've been training in Hapkido, and I have a belt test this evening. (I'm bad about letting my nerves get the best of me, so I've been going to class twice-a-day for the past couple of days. :p ) But, once that's over, I plan to work on the tutorials in earnest, so look for the next one in a day or so. And, wish me luck on my test! :D

Take care,
Noctivagus

legacy-Taliesin-DS
10-30-2002, 06:59 PM
I got some nice home-made meshes, but they are not textured properly yet (whas planning on first create the whole map with meshes and such, and then make the textures)
So are 3ds files good to ?

legacy-Desert Cat
10-31-2002, 01:59 AM
Great tut Noctivagus! You're either an experienced tutorial writer, or naturally talented. It made a great refresher course for me, and a jumpstart into actually getting a map off the ground. Keep 'em coming. Past the basic stuff I'm a noob, and your style is easy to follow.

legacy-Jim Bones
10-31-2002, 09:28 PM
i love it...it shoulv be stickified.

legacy-CurlyJ
11-01-2002, 03:12 AM
Originally posted by Noctivagus
Hey folks,

Just wanted to give a quick update on the next tutorial in the series. I haven't been able to work on it the past few days--I've been training in Hapkido, and I have a belt test this evening. (I'm bad about letting my nerves get the best of me, so I've been going to class twice-a-day for the past couple of days. :p ) But, once that's over, I plan to work on the tutorials in earnest, so look for the next one in a day or so. And, wish me luck on my test! :D

Take care,
Noctivagus

How did the test go???
Are you busy with the next tutorial? Geez im pushy im sorry :-( But the days feel like weeks, I just seem to be driffting about wondering when the next tut is gonna be out!!

I will wait. Like a hungry dog!

WOOF :-)

legacy-Noctivagus
11-01-2002, 03:45 AM
The test went great!! I passed without a hitch and broke the board on the first try even. :D As I said, it was just my nerves getting the better of me. I had to take about three weeks off from training, and had to learn the majority of the techniques in 3 days. :eek: But, I did it!

As for the tutorial, it's open on my computer now, and I'm hoping to have it done before I hit the sack tonight. I have to fly tomorrow, but I'll be home in the early afternoon. So, if I don't finish it up tonight, I'll have it finished by then.

Noctivagus

legacy-NEEDLES
11-01-2002, 08:50 AM
Im SOOO happy I found this.. I was looking for something JUST like this.

THANK YOU! :up: :D :o

legacy-Corpsewalker
11-01-2002, 11:39 AM
well thx a lot noctavius...
didnt know waht to do and you helped me :rolleyes: what a guy!!!

now i can continue with the tut and hope to look on the next tut...
hope its rockin' like this!

legacy-Noctivagus
11-03-2002, 07:44 AM
Hey All,

Part 8 is completed!! It was actually done yesterday morning, but I was putting the last touches on it as I was rushing out the door to the airport, and I didn't have time to announce it. :rolleyes: Sorry for the delay. With that said, the last half of the tutorial is completely first draft material, so there might be some editing later on this evening. But, I figured raw material was better than nothing.

This part of the tutorial covers skyboxes, sunlight, and ambient sound. Here's the url: http://www.planetunreal.com/architectonic/first_level_part8.html .

Enjoy!

Noctivagus

legacy-MegaDaisy
11-03-2002, 07:48 AM
Wicked - thanks Noc! (We should call this "the thread that will never die" :) )

MegaDaisy

legacy-MegaDaisy
11-04-2002, 09:26 AM
Donka - are you going to do the word/pdf thing with the the new parts of Noctivagus' tutorials? There well handy for printing.


MegaDaisy

legacy-varIant
11-04-2002, 10:39 PM
Yo Noctivagus - Can I host your tutorials on my site as well bro? It'll give it a good boost and encourage me to keep making more about things people seem to have problems with. My site is an art, editing, and map site with tutorials. Anywho - thanks for the tutorials man, great job!

Oh by the way, if you want to see the site where I'll be hosting them go here (http://www.dreamwater.net/supashad/index.html). Once I buid up enough content, I'm hoping to get some PlanetUnreal hosting so I can expand and be able to host files and my maps. Restrictions on my free hosting are killing me :rolleyes:

[Edit:]
It's not completely done, I'm working on a web version of my Breaking Glass tutorial as well as a couple maps, and will be uploading my art later tomorrow.

legacy-CurlyJ
11-05-2002, 03:53 AM
Originally posted by Noctivagus
Hey All,

Part 8 is completed!! It was actually done yesterday morning, but I was putting the last touches on it as I was rushing out the door to the airport, and I didn't have time to announce it. :rolleyes: Sorry for the delay. With that said, the last half of the tutorial is completely first draft material, so there might be some editing later on this evening. But, I figured raw material was better than nothing.

This part of the tutorial covers skyboxes, sunlight, and ambient sound. Here's the url: http://www.planetunreal.com/architectonic/first_level_part8.html .

Enjoy!

Noctivagus

You are god!
Once again you have done it again. F A N T A S T I C!
As we say in Essex (UK) - 'Nice one my son!!'

Any way - im not here just to bump this thread - no no no!

I have a question!

I think I might be stupid -some would agree (hi mum!!) but in your tutorial on sky boxes etc (part 8) you say..........

Now, if you activate the Realtime Preview button in your Perspective viewport, you'll be able to hear the wind howling through our craggy peaks.


I just cant find the realtime preview button!
Silly i know but could I have a clue?

I thank you many, many, many times!;) :p :) :D :cool:

legacy-Noctivagus
11-05-2002, 03:57 AM
Glad you like the tutorial!! :cool:

The Realtime Preview button is located on all the viewports and looks like a joystick icon. Just make sure you click the one on the Perspective viewport and not the joystick icon at the top of the UED screen, which will take you into game mode.

Noctivagus

legacy-CurlyJ
11-06-2002, 07:50 AM
what was i on????

thanx!!!!:D

legacy-CurlyJ
11-07-2002, 06:06 AM
need more input!!!!!!

legacy-The Blue Flash
11-07-2002, 07:52 AM
Noctivagus... SUPER WORK...

Cant wait to see Actor tuts...

I hope it's coming soon...

Thanx again.

legacy-\/\/0RF
11-07-2002, 03:46 PM
Part 8 has been converted to Word and sent to Donka and Lance. Look for them online soon. PDF will be forthcoming when I figure out what the heck I'm doing over here.

legacy-CurlyJ
11-08-2002, 07:10 AM
sky boxes are cool!!
How is the next tutorial?

legacy-flabioh
11-08-2002, 10:55 AM
Uploaded Microsoft word format here:


http://www.socwk.utah.edu/flabiohsfragfest/UEd3Tut.doc

legacy-Wamplet
11-09-2002, 02:13 PM
Sup kinfolk,

I finally got a chance to go thru this tutorial.

i went through it perfect.

When i went over to my current map, i tried to add terrain in, and as soon as i enter the X and y-size for the new terrain, it crashes.

I set up a zoneinfo with terrain=btrue.

then i go to terrain editor, and then hit "New" button.
i enter myLevel, Terrain, and TerrainTest1 for the package, group and name.

i set the X and Y size to 84, cuz i have a game box that is 5376 width and breadth (5376/64=84)
So, anyway once i hit OK it gives a critical error and quits.


I opened up a brand new map, and made a box the same size as my current level. same thing happens.

if anyone has a clue, id appreciate it.

legacy-Desert Cat
11-09-2002, 02:21 PM
Just a guess, but you probably need the terrain to be a bit smaller than the cube space and not overlapping into the surrounding solid...?

legacy-Wamplet
11-09-2002, 02:44 PM
thanks for the reply boss. it was close, but i found it a while ago.

http://www.ina-community.com/forums/showthread.php?s=&threadid=231687

Actually i saw the solution before, but its been nearly a week and a half since i have mapped.

my size needed to be either 64 or 96. i remember seeing someone post about not having weird numbers like 500 or 5000 for brush sizes. i originally stuck to the 4096 size etc, but i had to modify the box later on and fergot that it was changed to a dif number. the bottom line was that it didnt liek 84 as the number.

it looks like if the number is not divisible by 16 or something, it will cause problems.

legacy-Wamplet
11-09-2002, 03:27 PM
it didnt like 96 completely, so i go it working on 64.

i also made it in 128, cuz i wanna have enough room to put up mountains around the level.

welp, now in the 128 x and y-size version, i dont have the terrain yellow cursor when i select, Painting, vertex editing, or the other ones.

:(
i have the zoneinfo and the terrain actors inthe middle of the map on the floor.

the only thing that i can think of is that they are actually inside the flooring of a building. i am gonna move them out and see if that helps bring the terrain cursor back.

i get the paintbrush white cursor and the lil plus white cursor, i jus dont get the yellow circle that goes around it.

legacy-Wamplet
11-09-2002, 03:33 PM
welp i guess that solved my problem. i brought the 2 actors outside the building on legit ground i got MAH CURSER BACK!
lol

now i gotta move the damn building out of the center or cut a whole in the floor for the actors to recenter them. :( hehe

legacy-mainoffender
11-10-2002, 02:38 PM
better said late than never but this tutorial is excellent,
i have an attention span of an 8 year old and a memory of a goldfish but thanks to your tutorial i was able to make a semblance of a functioning map.
which is pretty amazing since i hate learning stuff.

now if this thread isnt stickyed well.... the mods arnt doing their jobs arnt they?

well i guess it isnt their fault

or they are lazy craps

or they are too busy dealing with the kids that flame and troll in general discussion

ummm....

any way brilliant tut two thumbs up


:up: :up: ;)