View Full Version : UnrealED 2004 - Improvements you want to see?
legacy-wolferey
05-17-2003, 03:38 AM
I thought that in a time of UT2004, why not try and get our prays heard for UnrealED 2004? Let us all give suggestions to improvment in UT2004's UnrealED.. Who knows, me might get them :)
My suggestions:
* New actors! (Intended to be there so we don't have to script it all the time) The actor I want in: Break - Place it, direct it to a wall/glass etc., set properties to how it should break and what material it is (if it's wood, glass, wall etc.)
(Think of some you want to see)
* Option between UnrealED and Valve Hammer Editor (For Half-Life/CS).. I am used to both, but I think VHE is better because it uses the keyboard to fly around, something that is an relief to my hands.
And this one is for static meshes/textures and those who make those packages.. Next time, either put egyptian in one, organic in one and such and name them like "egyptian 1, egyptian 2", OR sort the SM and textures after the name of the level, and the rest in another package!
Now, start posting the improvments you want to see!
Angel_Mapper
05-17-2003, 04:00 AM
God damn I hated the HL editor. I was so glad to start on UT and finally get rid of it. :bulb:
If anything they should make a plugin for Max that makes the UI navigate just like UEd. I'm used to it now but it's still a pain sometimes.
legacy-EvilEngine
05-17-2003, 04:10 AM
I hope normal mapping is added officially, as well as some type of displacement mapping and more directx8 and 9 features. It's time to leave DirectX7 in the past.
New engines are coming out and these features are just a part of what they can do, I would like to see the Unreal Engine keep up.
legacy-Raptor2113
05-17-2003, 04:16 AM
I have a suggestion. Make the AI Scripts easier to use. If possible, make it so you can set up defense points, sniping posts, etc easier.
Wulf Sternhammer
05-17-2003, 05:26 AM
A "mind meld" interface so the Editor can see what I visualise my map looking like and it can create it from there.
An "auto-save" that knows when Im going to try something that isnt going to work and will save the map before the editor crashes.
Being slightly more serious...
A user guide or a help guide would be useful, rather than leaving it to 3rd parties to support the software.
A search option. For example: If I want to find all the light/pipe/etc meshes that come with the game it should be made easier than trolling through all the packages.
They ought to identify their official textures/meshes/etc so that there is no confusion with 3rd party custom made ones. Easy really!
Wulf Sternhammer
legacy-wolferey
05-17-2003, 06:43 AM
Keep them coming! I will write down all the points you make, and send them in :)
legacy-Gusher
05-17-2003, 07:34 AM
I want a real-time weapon adjustment browser from witin UED.......I hate going back and forth manually adjusting the weapons.
I do think a search function would be neato. No more digging through un-organized media packs.....
legacy-wlashack
05-17-2003, 12:38 PM
i think grouping objects (like in corel draw for example) would be a great step forward. it is horrible now to work with multiple objets.
legacy-Hellcat2k3
05-17-2003, 01:49 PM
I'd like:
- less crashes
- even more "less crashes"
- did I mention "less crashes"?
legacy--=SmileY=-
05-17-2003, 01:50 PM
I want....
less useless crashes :p
less BSP errors! :p
ok seriously:
I'd like to see Epic/DE modify the engine so in a way that it can handle BSP structures better.... it would give the average mapper much more possibillities (those that cannot make static meshes)
I mean, in quake 3 you have all these nice rounded edges and its all BSP... dont even try that with the unreal engine! :)
-=¤willhaven¤=-
05-17-2003, 02:03 PM
a favorites list of meshes and textures that you can make
better terrain mirroring tools... so you can make a central point/rotated symmetical map without having ot use G16ed
-=¤willhaven¤=-
05-17-2003, 02:05 PM
Originally posted by -=SmileY=-
I mean, in quake 3 you have all these nice rounded edges and its all BSP... dont even try that with the unreal engine! :)
see as-asthenosphere
use semisolid brushes
problem solved
even better... learn maya PLE and make a mesh out of it :up:
legacy-Chyron
05-17-2003, 03:20 PM
- instant random level generator a la Soldier of Fortune II but better :D :D
- an Unreal Editor Guide Book
- better nomenclature of textures (hate rifling through ALL the texs because i don't know what the tex package name means)
- Big Mac and Fries :up:
legacy-Tsami
05-17-2003, 07:12 PM
-BSP clipping points that stay in place and don't disappear when views are switched or when another tool is selected. :confused:
legacy-mersil
05-17-2003, 10:01 PM
it would be nice to be able to adjust the textures on static meshes in UED.
legacy-UFO64
05-17-2003, 10:19 PM
EASIER MOVERS! i have fiddled with these things for ages, read through 4 tut.s and they still confuse me
have light static meshes with a light object pre-atached to it. I hate having to adjust a light to every light mesh i place, it bothers me all the time.
thats all i can think of after sitting in the back of a suv for 5 hours :D
legacy-Bonehed316
05-17-2003, 10:46 PM
not to rain on the parade, but epic is never going to make textures easier to browse, lol. ever. infact, you should feel lucky they put most of them in groups at all. their job is to make maps, not organize their work. and once the work is done, its near impossible to re-arrance everything until its all nice and tidy. the fact is, epic doesnt care if you can find a texture or not, lol.
and epic HAS a guide to the engine. not to UT2003, but the engine.
http://udn.epicgames.com/pub/Content/WebHome/
they also PAY 3dbuzz.com to do tons and tons and TONS of work for them, and organize everything THERE so the n00bs can easily "feel at home" with the editor.
http://sv1.3dbuzz.com/vbforum/unr_main.php
and BSP runs just fine, just dont try and make anything ROUND out of it, and your fine. if you need this, discreet, makers of 3dmax, has a program called GMAX which you can download for free. it works fine, for any amature.
adjusting textures on static meshes is possible, but adjusting the UVW map in UED is not.
and i have a script that will allow you to make breakable glass pretty easily. but breakable anything else, no. although its the same idea.
http://ftp.erie.net/~amay/BreakingGlass.zip
it includes a tutorial, which i used to make the origional, the script file, a readme that i wrote to help, and the source code.
legacy-Rahnem
05-17-2003, 11:26 PM
Originally posted by willhaven
a favorites list of meshes and textures that you can make
better terrain mirroring tools... so you can make a central point/rotated symmetical map without having ot use G16ed
I would like the ability to tile terrain rather than just make a terrain map and pray it's the right size.
I would really like ability to have control over UV maps on smesh. Simple stuff such as scale and shift.
Detail textures on lightbaked smeshes.
and, many other things that I can't think of right now.
legacy-Bonehed316
05-17-2003, 11:50 PM
you can put detail textures on any texture, skin, shader, or whatever it may be. theres a section for it, as in ALL textures.
legacy-azmodai
05-17-2003, 11:50 PM
Movers: A seperate window or listing with each movement, saved, with more visual aids to dictate what movements you have placed, even a logfile or an acknowledgement that you have placed a movement.
Something as simple as a "1,2,3" system for movements, like the clipping markers would be a godsend for movers.
Lights: For lights that can't be set to anything other than steady, just don't allow the other options to be selected. The amount of times that I've seen the post "My pulsing / blinking / flashing light works in UED but not in game..." is simply astronomical
I'm sure there more than one case where a small issue like that could help.
Programming bugs: Try to undock your static mesh browser - crash!. Lets get these bugs out of the program people, we all know they are there. I expect these to be resolved with the next major iteration of UED
DXTools: Put them back in. UED3 has all of its DX8 tools removed from the commercial release to the public ( I cannot confirm this or give evidence without breaking someones NDA, don't push the point ). Give the end user the same command over the engine as the developers.
.INI Files: Independant ini files for UED and the Game. Changing settings between the game and UED is a pain, a pain that could be resolved very easily.
Normal Mapping: No explanation required.
Bump Mapping: No explanation required.
Thats all I can think of at the moment.
legacy-Raptor2113
05-18-2003, 03:12 AM
Originally posted by Tsami
-BSP clipping points that stay in place and don't disappear when views are switched or when another tool is selected. :confused:
Amen.
Another suggestion: fix the editor so that when you turn BSP into a static mesh, it does so as efficiently as it does in Maya/Max. My Maya PLE plugin doesn't work, and I don't have hundreds of dollars to spend on a good 3D modeling program, so I work strictly within the editor. Help poor guys like me out.
legacy-nikoS
05-18-2003, 03:59 AM
Originally posted by mersil
it would be nice to be able to adjust the textures on static meshes in UED.
you can do this already by selecting the static mesh in the browser, copying the mesh to your own package and setting different materials in the material drop down box
legacy-Bonehed316
05-18-2003, 04:02 AM
or youc an just go to display > skin, and add, for each you add, the material on the mesh can be replaces with the texture in the skin slot.
this is a per mesh thing, so you dont have to adjust the origional, or save it in any package.
you can have 1 mesh, wiht different skins, using this technique.
legacy-nikoS
05-18-2003, 04:02 AM
Originally posted by -=SmileY=-
I'd like to see Epic/DE modify the engine so in a way that it can handle BSP structures better.... it would give the average mapper much more possibillities (those that cannot make static meshes)
If you make the rounded edges and then add them to the map, select the solid and clik the make static mesh button, it will make it a mesh that takes less rendering time, especially if you have more of them.
legacy-The Fugative
05-18-2003, 11:14 AM
The only thing i'd like to see improved is the way BSP brushes are created in unrealed ... i hate this .. right click and enter the sizes .... i'd rather have a system like quake's Radiant where u just drag out the bsp brush to the size you want on the grid (just like 3d max handles it) :weird:
legacy-nikoS
05-18-2003, 11:43 AM
Originally posted by The Fugative
The only thing i'd like to see improved is the way BSP brushes are created in unrealed ... i hate this .. right click and enter the sizes .... i'd rather have a system like quake's Radiant where u just drag out the bsp brush to the size you want on the grid (just like 3d max handles it) :weird:
I prefer UED's way, its a lot easier to get precision measurements, and you get used to it after a while anyway.:p
legacy-nikoS
05-18-2003, 11:46 AM
Originally posted by Chyron
- Big Mac and Fries :up:
Yep, but maybe with some chicken wings and a soda.
legacy-the G.o.a.T.
05-18-2003, 01:35 PM
nothing really :bulb:
Just fix a couple bugs, add support for the new features, ... you know ... the usual.
legacy-U2K|Spyder3831
05-18-2003, 01:46 PM
ok i read most of the posts but not all so i may repeat some stuff
fix that crash problem, you can only work around it so much
make jpg the texture format to reduce download time
make it possible to compres entire texture packages to dtx5
this would be nice when making a working tv" it took me 2 hours to
copmress all the textures for a tv"
have something like 3dsmax built into the editor so you can do all
your work in the same program as well as a paint tool
make it possible to save the map layout then paint it in 3d like you
do with the character skins
multi functional actors light/weathereffect/sound/triger...............
make them userdefined
oh ond fix that bsp problem with spheres
legacy-Bonehed316
05-18-2003, 04:04 PM
The only thing i'd like to see improved is the way BSP brushes are created in unrealed ... i hate this .. right click and enter the sizes .... i'd rather have a system like quake's Radiant where u just drag out the bsp brush to the size you want on the grid (just like 3d max handles it)
i believe thats called VERTEX EDITING. thats how i make all my cubes. left click the button, and drag that poor 256^3 cube to whatever size i feel fits what im looking for. screw type-ins, lol
legacy-mrpartyhat
05-19-2003, 03:34 AM
I agree with naming .usx and .utx files after the name of the map and also adding in a search function for looking for textures/meshes.
Also make it so you can create complex rooms with the custom point tool (whatever it's called) without you getting holes appearing all over your map.
Overlay into UED an option that let's you click a brush and see it's size. Without using ctrl (bleh coming from memory here)+scroll button. I just want to click and there it's size appears, in the editor there in each of the panes.
I would have more suggestions but I'm tired, pissed off, angry and generally not ****ing happy this morning. So therefore I can't really think.
legacy-WhackZero
05-19-2003, 04:56 AM
being able to enter own values for brush size and strength in the terrain tools would be nice instead of fiddling with the sliders...:up:
legacy-Wolv34ine
05-19-2003, 06:29 AM
I would like to see the ability to have the perspective viewport full screen, rather than half as a maximum.
I dont think you can do it in the current version. I think there is a button for it but if there is mine doesnt work.
Other than that I like the editor. I just wish I had more time to use it...
Wulf Sternhammer
05-19-2003, 06:33 AM
Wolv34ine - Ive always been able to get persp view & every other view full screen! Just click Maximise and thats all its ever gone to. Well, I guess once or twice Ive had to drag the window edges to get em there.
Wulf Sternhammer
legacy-Wolv34ine
05-19-2003, 07:59 AM
This is probably just my rig but I cant drag any windows in Unrealed to resize them. I have tried.
The arrow button that toggles fullscreen doesnt work either, not for me anyway and I have only ever had Unreaded on one machine (1.9xp,9700pro, WinXp)
Wulf Sternhammer
05-19-2003, 11:16 AM
Another wish list item:
How about either removing or actually making function all of the little buttons and sub menu items that currently appear in the editor that dont work. Half an arse is definitley not better than a full arse or no arse at all.
Wulf (full screen & lovin' it) Sternhammer
:D
legacy-Bonehed316
05-19-2003, 11:24 AM
view > viewports > floating. drag windows as you choose. :)
legacy-CTFX1
05-20-2003, 01:52 AM
i read many good requests, wich i wont repeat. I really suggest that you make ut2003 able to upload music files on servers. It makes no sense at all to be able to download a map but not the music that goes with it? And that brush clipping is a pain in the ass. Also curves, we need better curve handleing in unreal ed. Other than that the unreal ed kicks some mega butt. Oh and also pls make the unreal ed useable for those unfortunate to have win 98 or win me. I actually had to buy a full copy of win xp pro just because i was so pissed with the editor. not entirely my reason but a major part.
-=¤willhaven¤=-
05-20-2003, 03:01 PM
the editor should open with a splash screen of Alan Willards penis mesh from junkyard
you know... with the typical "fade from wireframe to rendered image" look to it
legacy-Chyron
05-20-2003, 03:48 PM
:weird: i'm not even gonna ask why you want that in there
legacy-MrCamper
05-20-2003, 05:45 PM
This is EASY.
LIGHT THE F___KING STATIC MESHES (this seems like such a no brainer .....what was Sweeney thinking, that's what the new video cards were made for. My ATI Radeon is screaming to light and shadow the static meshes). But no, they have to be seperately light mapped. erk!
Also, get rid of uED completely and make it all an integral plugin to MAX (jeesh) there is no longer a reason to have to pay homage to these half-ass game editors when you have tools like MAX and Maya at your beckon call.
Make the freebie editor PLE Maya for all the newbs.
legacy-Bonehed316
05-20-2003, 09:03 PM
first. the meshes DO light. they dont have to be lightmapped, but its better. meshes are vertex lit, which makes them fast. and i doubt you want to have meshes be lightmapped by the raytracer in UED, as it leaves the corners dark, and lights really poorly most of the time.
making a plugin for max to be the unreal editor is simply rediculous. not everyone has max. so that is simply out of the question.
legacy-CTFX1
05-20-2003, 09:26 PM
true, not everyone has max, but it would be alot more convenient if we could do all our work in maya. but eh it'l never happen so what am i talking about?
legacy-gargorias
05-20-2003, 09:55 PM
A proper triggerable volume and an Emitter that you can give a damage radius or location to.
legacy-MosquitoForeveR
05-20-2003, 10:05 PM
the ablitity to bake lighting to SM on the fly in the editor... this would make me personly get the whole Epic crew pizza.
-=¤willhaven¤=-
05-20-2003, 11:05 PM
you can do all level work in lightwave if you wanted...
BSP and all
then youd have to place playerstarts and stuff like that in UED
legacy-rivit
05-21-2003, 06:27 PM
Ye less crashes would be cool, and be able to vertex edit more complex brushes
And not have leeks and invisible collision zones. Be able to rotate bsp brush round
Z axes and bsp snaps onto any face of other brush so there ore no overlaps
A 2d editor that was more friendly ,terrain editor that had an undo
Bsp brushes that did not shuffle when” ctr + mouse” to selecting peaces
Fix the bug that pelage the view ports as I can draw in dynamic view only if I like but not all 4 view ports show true dynamic view .a vertex weld tool would be cool/making many brushes 1 big brush with no holes(vertex welds to any face) no holes ha
And brushes that can be moved or lined up with any brush with same length and with
,simple things that save time and seem logical /and don’t give maya with it as water mark makes it pointless to see any thing on vertex edit/edit spline
gmax has no water marks but has all the tools to do the same job ,I could go on for ever but its not my job im just a map per that loves uted 3 and am frustrated with some of the bill **** crashes iv had /never mind the few 100 hour work lost on top of that
im loyal to epic as I strive to do the best I cane to promote there game with my levels so I think it only fare they be loyal to the mappers and fix more uted3/4 buggs
:p
any 1 from epic should thank buzz from 3dbuzz.com for doing vtms on uted3/as this has helped out so many mappers with uted
and its all free to top it off.:up:
legacy-BaleFire
05-22-2003, 02:38 PM
Guides, Guides, More Guides.
Quite possibly one of the best things that photoshop ever built into it's package. I get tired of trying to line up things and then move them.. Guides would make this SOOO much easier.
A better way of organizing the textures and static meshes. Optimally a way of being able to add info to the textures and meshes that could then be searched on..
Better grouping (once again, more like photoshop).
I'm sure I'll come up with more. We did this months ago, but can't find the thread.
BaleFire.
legacy-hydro
05-22-2003, 04:01 PM
ummmm a new teleporter configuration, which enables to indicate which team color can use the teleporter and which cant.:sour:
legacy-NiceDude
05-23-2003, 02:05 AM
Surface lighting...
How bad i wish the Unreal editor/engine could light all surfaces the same... and it be good quality.
At the very least.. i wish there was an option to bake lightmaps into the static meshes in the editor... perhaps on a per object basis if nothing else (select which SM's you want to bake). It would beat doing this the hard way of one object at a time in various 3D programs which doesnt account for the position of multiple copies of the object.
Doom3 is suposed to light all types of surfaces the same. Let's catch up in at least that one way.
Also... support Maya's 3D paint brushes directly! :D ...ya.. i know.. no way :sour:
And just for fun:
Make jig'gly' breasts a standard feature of the female skeletons/animations. :eek: "woah.. look at the 3D fx on those!" might then need JPS stats though
legacy-Thrillseeka
05-23-2003, 04:11 AM
Being able to move through your level using the keyboard (arrowkeys)!!!
legacy--=SmileY=-
05-23-2003, 06:17 AM
Ah! some new ideas
A whole new system for the particles, somewhat like the terrain has its own little screen the particles should also have that, with an instant screen where you can see the particle move/do its thing
and how about this, a little "render screen", a small screen which is operated as your default UT2k3 controls
with this you can test "is this ramp too hard to jump too" etc
legacy-Kaoh
05-23-2003, 09:41 AM
Originally posted by -=SmileY=-
(those that cannot make static meshes) Should learn ;)
legacy-TseTse
05-23-2003, 10:36 AM
mine's simple, and mostly terrain oriented
* a BUTTON to freeze objects (mesh, especially)
* more terrain creation tools, and faster/smoother terrain manipulation. see the torque/tribes2 terraformer...
* terrain auto-occlusion (no portals required, thanks)
* terrain layer functions, which allow you some math operations such as "apply by slope" across the entire terrain (this is VERY useful for quickly making very realistic terrains)
legacy-TseTse
05-23-2003, 10:38 AM
oh, another one...
* "formalize" the Undying T3d plugin for max :D
legacy-WhackZero
05-23-2003, 10:47 AM
Originally posted by -=SmileY=-
an instant screen where you can see the particle move/do its thing
just hit the joystick icon in your perspective viewport ;)
legacy-MrCamper
05-23-2003, 05:47 PM
Remember we are wishing......
I stand by my earlier request for a ""plugin"" editor. I know about 60+ teams modding the UT2k3 environments and I have not met a modder yet that did not have MAX and most had MAYA 4.5 as well. (and we all know why)
IMO NOTE while on Soapbox: Obviously, acquisition of software (or music) is not a barrier. People get it however they can and that is not necessarily a bad thing as after they become proficient they enter the workaday world and their employers buy a copy of whatever. Autodesk would have been long dead and gone if they hadn't been the most pirated CAD application as it made their trained operator base the broadest in the business. That's why Maya PLE is FREE. ....and gMAX as well. ....game Demos. .....etc.
Also, some clarification on my statement of the lighting of the static meshes issue: with the advent of new HOOTIE graphic cards, there is no reason to still rely entirely on vertex lighting of static meshes. AND I would like to see a mesh cast a shadow on another mesh.
legacy-AkumuX
05-23-2003, 06:20 PM
Originally posted by The Fugative
The only thing i'd like to see improved is the way BSP brushes are created in unrealed ... i hate this .. right click and enter the sizes .... i'd rather have a system like quake's Radiant where u just drag out the bsp brush to the size you want on the grid (just like 3d max handles it) :weird:
I just vertex edit out all of my builder brushes. I almost never set their numbers, except for cylinder brushes and maybe when I'm first starting the level. It works really nice, just click on your cube brush or whatever, and go to Vertex Editing mode. Then proceed to edit the size to how you want. :)
**EDIT**
DOH, I stopped reading right before your post Bonehed316, didn't realize you already pointed this out. :)
Other than that, I wonder how hard it would be to make a freeform BSP editing tool. In simi-3d RTS games like Age of Mythology and Warcraft 3, you can use a terrain-editing tool that raises and lowers the terrain in circular, or square methods. It would be really nifty if we could do this to the surfaces of BSP brushes to raise or lower them. That is probably like a major leap in FPS engines though huh? Anyway, it would be really sweet if we could do this, making terrain (ground, walls and roof) MUCH easier to edit. :)
legacy-WhackZero
05-23-2003, 09:05 PM
i noticed at the udn site, they list an unlinked item under the Basics section of General Editor called "RotationGizmo"....
having one of those would definitley be cool.
legacy-sneaky_usb
05-23-2003, 10:10 PM
Here is a wierd one:
An enhanced brush generator.
*you create the basic outline of a brush & the editor adds random detail.
Could be useful for more detailed bsp without all the hassle of the 2d editor all the time.
-=sneak
legacy-Sett
05-24-2003, 04:05 PM
Ued as a plugin for Max ... (or Gmax)
I like that! Hell I'm doing all my brushes and meshes in max now any way.
Most won't need/want this but I'd like to see easyer animation import to ued.
BTW- my friend gave me Postal2 to play (finshed it <5h) and it comes with PostEd. (P2 is a Unreal engine based game)
Ped was the same as Ued3 but it seemed to run smoother and it had an extra gizmo. It seemed to work just like Camera Movement. couldn't figgure it out..
legacy-]{-[G]-B
05-25-2003, 01:04 PM
Originally posted by the G.o.a.T.
nothing really :bulb:
Just fix a couple bugs, add support for the new features, ... you know ... the usual.
Wow Goat is THE one intelligent person in this thread. No pun.
You all need to keep in mind UT04=UT03. UT06 is the one you should be making wish lists for. That's when we should be seeing new technology.
legacy-Chyron
05-25-2003, 01:27 PM
what about UT05? did ya miss that on purpose or was that your attempt at some sort of irony
besides UT04 05 06 07........ will mostly be using a variation of the same engine. case in point....look at the original Unreal Ed it looks a lot like the UT Ed save for a few minor tweaks. UT03 Ed still looks like the original Ed, again except for some tweaks. looking at the build version numbers show you that it's progressed from way back in 1998 (possibly further back). Put simply they never made newer engines, it's always a progression on previous builds...
legacy-]{-[G]-B
05-25-2003, 07:12 PM
Good points, Chyron. I was just looking at thngs from another point of view.
I think the UTsports series will be all wore out in most people's minds by the time UT2005 hits. Including the guys working on it. If they don't work on different things they will get bored and will want to move on to a new company or something. So I imagine the top minds at Epic are most likely working on projects that are 2-3 years out on expected release. While at the same time they are overlooking what's going on with the series.
I'm sure UT04 and '05 will have some new things that would interest us all. But from the wish lists I have read throughout this thread they all read like a total new engine and tool set requests. All of which I would like, but I have a gerneral sense of how much work it would all take for Epic to produce.
Anyway, by mid to late 2005 I can forsee something totaly new from Epic that will wow us ALL. Just about the time we are all sick of UT"sport" and the time the licen$ee$ start looking elsewhere.
GuntiNDDS
05-25-2003, 07:31 PM
an indexed help file, that covers all possible setting and explains which value will cause which effect with them.
legacy-CTFX1
05-26-2003, 03:58 AM
I was reading through this post and it seems all these requests are relating 98% to the editor and not ut2004 game itself.
legacy-Chyron
05-26-2003, 01:12 PM
well maybe that's because it's in the level editing modelling and skinning> unrealEd 2004 improvements thread...... :rolleyes:
legacy-CTFX1
05-29-2003, 03:13 AM
lol sure sure :D
legacy-Raptor2113
05-30-2003, 12:27 AM
Another request. Bring back properly working LightTypes and LightEffects. It would be lovely to be able to create a torchwaver lighting effect. Make all LightTypes and LightEffects work, and not bleed through BSP the way it does now when you use TriggerLights.
legacy-TimeoDanaos
05-30-2003, 09:55 AM
Probably completely unfeasible for UT2004, and not necessarily an editor improvement so much as a general engine improvement... but I'd like proper support for non-euclidean geometries and non-standard gravities, a la Serious Engine. We used to be able to fake it using angled WarpZones, but now that seems to be gone, so maybe it could be put into a future iteration of the engine we all know and love.
legacy-jugement
05-30-2003, 04:38 PM
here goes...........
many many demands out here. I only have one.
being able to turn brushes to static meshes, and uvw map and all the works in the editor...
What a pain for new or beginner mapper. Having to learn the works of the editor and of a second 3d app. like gmax,maya ple .....WHAT A PAIN and a humungous amount of time.
Enough to wipe out the envy to make maps for Ut2003.:bulb: :cry:
Wowbagger
05-30-2003, 04:56 PM
Ok im a noob at editing so if this is already possible please tell me how (in the nicest way possible of course ;))
- Make it possible to lock objects to X,Y,Z like in 3DSMax.
- A Rebuild All and then PlayTest button.
legacy-Sqitso
05-30-2003, 05:41 PM
Just wanted to ad my wish. I would love to texture and lighting support similar to Doom3. The abillity to make a 2D texture cast shadows is amazing and very hardware light. Bump mapping is nice, but not nearly as advanced. I downloaded a sweet technology demo of this texturing technique. Looks like a pain in the butt to make at first, but it is so worth it.
legacy-Chyron
05-30-2003, 11:10 PM
Originally posted by Wowbagger
A Rebuild All and then PlayTest button.
along the top of the editor going right to left the play test button (a joystick icon) is 2nd in
Build All is 4th along and looks like a light bulb next to a cube
Wowbagger
05-31-2003, 07:54 AM
Originally posted by Chyron
along the top of the editor going right to left the play test button (a joystick icon) is 2nd in
Build All is 4th along and looks like a light bulb next to a cube
I knew i should have explained better :)
I want a button that FIRST rebuilds all and THEN starts up UT2003.
The reason i want this is that after ive hit that rebuild all button i walk around the apartment, watching some TV or clean stuff up :)
When your fixing small things up in the level it would be nice to get back and have UT2003 running.
Damn reading this its seems a bit lazy doesnt it ? :p
legacy-Painkillah
05-31-2003, 08:24 AM
1. please try to organise the texture and static meshes packs so you dont have to go through every static meshes/texture pack in search for one thing.
2. brush with a ring tube, skybox and stuff (kind of like Tarquin Brushes, utilitie for Ued2)
3. easy importing many pics to one package (maybe it's possible I havent noticed)
4. easy having different graphics settings for Ued not UT2k4
legacy-CTFX1
05-31-2003, 08:39 AM
Originally posted by Wowbagger
I knew i should have explained better :)
I want a button that FIRST rebuilds all and THEN starts up UT2003.
The reason i want this is that after ive hit that rebuild all button i walk around the apartment, watching some TV or clean stuff up :)
When your fixing small things up in the level it would be nice to get back and have UT2003 running.
Damn reading this its seems a bit lazy doesnt it ? :p
:haha: :haha: :haha: :haha: :haha: ROFL, you potato :D
but um yeah they seriously need to organize their static meshes and tex's
Wowbagger
05-31-2003, 10:16 AM
Originally posted by Painkillah
-
-
-
4. easy having different graphics settings for Ued not UT2k4
I like this idea!
I have Normal settings for the most part in the Detail settings and TTM as a Mut.
This means,
1, I dont see some effects when playtesting. (need to set everything to High or Highest)
2, TTM and any other Mut i have set is also kicking in when playtesting.
I would like to extend this idea to cover all settings (Video, Audio, Mutators etc.)
legacy-alex1g
06-01-2003, 12:43 AM
Ability when you click on a brush in the prespective view it highlights the in the other views... top, front, side. Also the WASD keys used for camera movement. Flip icon would be good to flip brushes around. A mirror icon would be good to mirror brushes around. Better snap implementation. When i tell UED to snap an object it damn better snap. I don't wanna have to edit vertices to get it to work. Thats all i can think of right now.
legacy-alex1g
06-01-2003, 12:53 AM
Just remembered another important one and that is to key in values to rescale objects instead of using the scalers,, which by the way useful but i would like to key in my values sometimes because scaling can be a pain. Not to mention is screws up my snaps and i've already said how much i hate when UED doesnt snap properly.
legacy-Bonehed316
06-01-2003, 12:59 AM
there are mirror commands in a toolbar hidden WAAAYYYY at the bottom of your toolbar. you can also set the 2d views to realtime by pushing P in them all, that will cause them to update. vertex snap sucks, it needs to snap to things like its supposed to, lol. and vertex editing is crucial, without it, i dont ever want to play one of your maps. ever.
if you look at the bottom right, you have 3 boxes. you can scale things there, like meshes and brushes. you can also hit F4 and go to display > drawscale and drawscale3d.
legacy-BabyNuke
06-01-2003, 06:17 AM
Well, this might not be really an editor but more an engine request: Better static mesh lightning!
It's so frustrating when you've made this really nice static mesh, and it becomes all messed up because of the lightning!
legacy-A Lepton
06-02-2003, 01:30 PM
Metadata for textures / static meshes:
1) search keywords
Egyptian pillar should have keywords egypt and pillar. And even if the author was too lazy, you should be able to add your own keywords (saved in a separate file).
2) Author's name and contact information, so you can politely ask their permission before you rip their meshes.
legacy-Chyron
06-02-2003, 02:30 PM
regarding the terrain editor; the ability to first draw on the terrain a selection then press ctrl and move the mouse to raise or lower the terrain. for example, paint an "S" shape on flat ground then raise or lower that.
legacy-DJJD
06-02-2003, 03:34 PM
How about a replace option?
I mean that you could replace a static mesh with another one but it keeps the exact same location and rotation and you can replace multiple static meshes at the same time. For example; you have created a static mesh, placed 200 of em in your level in al differend positions and now you changed a little bit of it and you want to replace the old ones with the new ones. It could have saved me a lot of time...
legacy-Bonehed316
06-02-2003, 03:50 PM
did you try naming the new static mesh the same as the old one? :) that would have replaced the old one with the new one, just as you wanted.
Wulf Sternhammer
06-03-2003, 12:50 PM
Ability when you click on a brush in the prespective view it highlights the in the other views... top, front, side
Erm...It does doesnt it? At least it does for me :weird:
How about a "hassle" button that you press and it automatically sends an e-mail to Epic/DE to chase them up for upgrades, bonus packs or bug fixes. :D
More interconnectivity with Maya (PLE). Not necessarily 3DS Max, as it doesnt come bundled with the game and us poor "give it a go noob's" cant afford a 3rd party modeller.
And I'd like to see an easier way of creating and editing terrain, and not have to do damn "build-all"'s after each addition or subtraction to get back my terrain which either all or partially disappears.
Wulf Sternhammer
legacy-Slave.Zer0
06-03-2003, 01:12 PM
No idea if someone said this couldn't be bothered looking through all the replies. How about fixing the lighting issues. I've already hurled abuse around the forum with the dumb things this engine does with lighting. such as character shadows following lights like they are supposed to instead of always pointing the same direction. Oh and fix the lighting options like strobe flicker etc. they would be really nice to actually have instead of look at the option and wish I had :D
legacy-Oblivionbringa
07-08-2003, 09:40 PM
ued 3.0 is perfect leave the damn thing alone, well I do have a few complaints:
Make anti portals more powerful ie: why do anti portals stop occluding when you are facing them and are a certain distance form them (close)?? if I have a antiportal in a wall, and I am right next to the wall, it is not occluding becuase I am too close too it...
Also why the hell can you not have cull distances on BSP or terrain?!?!? I mean they can be occluded... so why not let them have cull distances?!?
Also fix the bug where when you have 2 movers attached to each other, and are moving at the same time.. and they get all wackafied :bulb:
Also in the texture browser.. when you 'accidentally' make a shader use itself as one of the materials, have a pop up window saying "Dont do that dumbass" instead of saying GPF!!!!
Also improve vertex editing.. to where you can delete or collapse vertices, or weld them together.
and of course the usual:
fix lighttypes, fix static mesh lighting, fix environment maps so they actually work, and ummm.. ok thats all I can think of.
Ok so maybe it isnt exactly perfect... but still, its the best damn level editor I have used!.. well ok the only one I have ever used :D
legacy-alex1g
07-08-2003, 11:18 PM
Might have mentioned this before but a preview texture box as in 3ds max for custom textures. Like right now i have 100 custom textures but hate to have to remember what the name of the texture i wanted to use, with the preview texture box as in 3ds max i can brouse the textures before applying them.
Also a favorite caterory for static meshes and textures cause i can't remember where a particular static mesh or texture is. Just right click static mesh or textures and say add to favorites would be great.
legacy-Sett
07-09-2003, 12:29 AM
I got more.
With UT1 the FLY command you could push space(jump)and crouch to move up and down. With UT2k3 it dosen't do that anymore.
So annoying.
Originally posted by Wowbagger
I knew i should have explained better :)
I want a button that FIRST rebuilds all and THEN starts up UT2003.
The reason i want this is that after ive hit that rebuild all button i walk around the apartment, watching some TV or clean stuff up :)
When your fixing small things up in the level it would be nice to get back and have UT2003 running.
Damn reading this its seems a bit lazy doesnt it ? :p
Not lazy at all! There are so many times that you have to do a Full Build->Run to check out how things look. And the editor view just won't do. Once your map gets large the build times get very long. I would love this feature.
I noticed that when Ued3 is Buliding it maxes out the CPU but not the memory. I checked this on two very different machines, same prob. So Multi-processor support would be nice and dual monitor while your at it.
And .max(or 3ds) to .INT converter (I know, but worth repeating)
And max texures to .utx converter
And that's it
legacy-Oblivionbringa
07-09-2003, 05:36 PM
ok this thread seems to have a LOT of "improvements" that people want to see implemented yet they are already in the editor... lets try and make a little more educated list plz.
Might have mentioned this before but a preview texture box as in 3ds max for custom textures. Like right now i have 100 custom textures but hate to have to remember what the name of the texture i wanted to use, with the preview texture box as in 3ds max i can brouse the textures before applying them.
Is it just me or does this guy not know how to use the texture browser?!?
With UT1 the FLY command you could push space(jump)and crouch to move up and down. With UT2k3 it dosen't do that anymore.
The fly command still works, I think the controls are just slightly different... but why would you even want to do this, when you load a level, just type in 'showhud' go get rid of the hud, then fly around with the camera....
Talking about a buildall/play button in one thing... YES that is lazy! Not only that there is a reason these are all separate, becuase the editor can crash doing a build all, it happens rarely, but it can happen. And besides how much time would that save?.. like 1 nanosecond..
legacy-alex1g
07-09-2003, 06:41 PM
CUSTOM textures, custom textures are the textures NOT in the game. The textures the one makes on his or her own.
legacy-Kaoh
07-09-2003, 09:37 PM
But when you import your custom textures into a texture pack, then you have your preview box in the editor... right?
legacy-Oblivionbringa
07-09-2003, 09:52 PM
when you import your custom textures, you can import them into MYLEVEL, then open up the texture browser, click the arrow drag down box, click myLevel and there it displays all your custum textures you imported EXACTLY the same as it displays textures from a package... This should be common knowledge :rolleyes:
legacy-Gusher
07-09-2003, 11:07 PM
Here I go and I say it again......
Nice realtime alignment tools witin UED for 1st/3rd person weapons without the need of having code ready....sick and tired of going back and forth........
legacy-CTFX1
07-09-2003, 11:54 PM
i'll say it again, CURVES for jebus's sake quake 3 has better curves than ut2003 does! what the hell, i want some sort of curving tool put in, PLEASE? currently i am having to learn maya just so i can do curves what a hassle :( (my god i sound whiney dont i :bulb: slaps self :D :rolleyes: but honestly wouldnt it be nice to see some luscious curves in ut2003 ?
i mean look at this, there is no way in hell you will ever get bsp in unrealed 3.0 to look like this!
http://shoduniverse.telefragged.com/main/gallery/images/ospdm1_5.jpg
forget the ugly textures, this engine is OLD! and yet the editor cant do this? :(
legacy-TseTse
07-09-2003, 11:55 PM
- quick key to FREEZE objects + simple button (i cant fathom why this isnt built in yet)
- terrain occlusion option (im talking video, not sound - relying on antiportal volumes for this doesnt make sense for a new generation engine in a game dev universe that isnt about all-indoor maps anymore)
- simple tool to apply terrain textures by SLOPE (this is the only terrain tool i feel is really missing, besides more efficient vertex selection)
- working mirrors
- fog BANKS... i.e. same concept as fog distance but ability to set top/bottom verticle limits. could be new option on volumes... which render from outside the volume, not just from the inside (if this already is available feature, ive yet to figure it out)
legacy-alex1g
07-10-2003, 12:39 AM
Ok before you import your own custom textures you CAN NOT see the textures. I don't want to have to import 100 textures to see the textures, i want to see the textures before i import them as in 3ds max. Very easy. Yes, you can see the textures after you import them but i dont want to import 100 textures just to see them.
legacy-Oblivionbringa
07-10-2003, 10:23 AM
you use windows xp right? view the thumbnails of them before you import them...
-=¤willhaven¤=-
07-10-2003, 11:59 AM
Originally posted by CTFX1
i mean look at this, there is no way in hell you will ever get bsp in unrealed 3.0 to look like this!
http://shoduniverse.telefragged.com/main/gallery/images/ospdm1_5.jpg
forget the ugly textures, this engine is OLD! and yet the editor cant do this? :(
i could build that in-editor really easily... 2d editor>revolver option
i can do it in BSP really easily... but its not fast that way, nor would the lighting be smooth(not without much pain)
personally id do it in lightwave so it would look nicer
legacy-Bonehed316
07-10-2003, 12:03 PM
does q3 use smoothing groups? or is that some other option. its similar, whatever it is. looks nice :D
but you could make it run better with a mesh, like willhaven said. professional looking results cant be done by the n00b, you have to get into it with maya, or some similar product. thats why its included. there are sites, like 3dbuzz.com, that can teach you to use maya, if youll just take the time, and have the interest, to learn.
if mapping was easy, the LD's wouldnt get paid the big bucks.
legacy-CTFX1
07-10-2003, 01:32 PM
i am already taking the vtms in 3dbuzz ;) might as well learn maya anyways for college.
legacy-Cursed_Soul
07-14-2003, 07:23 AM
id love to read all the awesome ideas, but thats tonz of pages :D
id like to see a small tool for botpathing, like:
1. press/click the place where you want to make the bot start jumping/doublejumpin/transloc/hammerjump.
2. press/click the place where you want the bot to land while jumping/doublejumpin/transloc/hammerjump.
maybe even handy 2 make a bot walljump and all 2 make him optimalize the map.
also id like more realistic water becouse in 2k3 it looks awesome ghey. imho they took the easy way out becouse ive seen way better in way older games.
the reflection is waaaaaaay overdone, and the water isnt really affected by the player... would be cool if it could be more rippled and wavey when a player walks/swims trough it..
hell even small bubbles from plants/players/fish would be awesome.
also make meshes more react to lights, especially own made ones, but they are frikkin hard 2 light, even with a lightmap.
(still need a good tut for that lol)
there should be a way 2 make sure all the textures are lighted the same way... i hate to see a floor with 2 kinds of textures where one is extreme dark, and the other extreme light while both have the same settings.
maybe some kind of software rendering would be neat.
(whats so neat about that??)
first of all, not everyone can afford a awesome good rig (like me) and the 3d rendering the ued used makes my rig slow, so slow it takes ages just to select the red builder brush.
got the same prob in ued2.0 in software everything moves like an angel, and in 3d rendering it doesnt move at all..
the bots do fight like animals, but their ai is a sstupid as the bottom of my shoe on sunday.
if they used their 'ai' brains a little more, they might know walking between 2 pathnodes over and over is ghey, and a small 64 grid high jump is 2 much for them becouse they cant calculate it..
and yup, a good tutorial on how things work, like you have the actor list, find an actor you dont know about, richtclick on it, and select ''what does this do??'' and it explains what it does and how it needs 2 be placed and all..
would be aaaaaaawesome handy...
thts my 2 cents and 10 euro..
legacy-Oblivionbringa
07-14-2003, 10:17 AM
also id like more realistic water becouse in 2k3 it looks awesome ghey. imho they took the easy way out becouse ive seen way better in way older games.
the reflection is waaaaaaay overdone, and the water isnt really affected by the player... would be cool if it could be more rippled and wavey when a player walks/swims trough it..
what other games are you referring too?
You can change all those settings yourself in the editor... the shinyness is controlled by the textures, and the ripples etc can be adjusted in the fluid surface info properties. I have made some pretty damn realistic looking water imo, the tools are there you just need to know how to use them. :D
read this: http://utmaniac.com/modules.php?name=Forums&file=viewtopic&t=75
legacy-Cursed_Soul
07-14-2003, 10:28 AM
ill read it, but the water will never look so good as in hl2...
edit> i sometimes forget that i played u2 & ut2k3 on a pent 3 800 mhz, ati rage 128 fury pro crap 23 mb card thingy with 640 ram @ 100mhz on a 133mhz mobo :P
ill try again when my rig is in..
legacy-Bonehed316
07-14-2003, 12:02 PM
thats why i dont like these types of threads, lol. lots of people ask for things that are already implimented, they just dont know. or they ask for way out rediculous things.
personally, i say the editor is fine. a tad buggy at times, but not all together bad. plus its not super easy, which weeds out the n00bs pretty fast :)
legacy-5E4N
07-14-2003, 02:04 PM
Q3 uses Patch Meshes to do curves, not quite simple BSP.
Tho' you can create them dynamically right in the editor, rather easily too.
There's no way you're going to get those kind of results in Ued without using an external app and importing it.
Unfortunately for me, Maya PLE is not supported on Win98. :(
legacy-Oblivionbringa
07-15-2003, 11:39 AM
Unfortunately for me, Maya PLE is not supported on Win98.
Neither is the editor :p
legacy-5E4N
07-15-2003, 01:59 PM
No?
legacy-Cursed_Soul
07-15-2003, 02:42 PM
id like to see a small tool for botpathing, like:
1. press/click the place where you want to make the bot start jumping/doublejumpin/transloc/hammerjump.
2. press/click the place where you want the bot to land while jumping/doublejumpin/transloc/hammerjump.
maybe even handy 2 make a bot walljump and all 2 make him optimalize the map.
i liked this idea i came up with though :P
legacy-Chyron
07-15-2003, 05:18 PM
Originally posted by Bonehed316
....its not super easy, which weeds out the n00bs pretty fast :)
can anyone say elitist very loudly?
we were all "n00bs" once, even you. :)
legacy-Sett
07-16-2003, 10:14 AM
More..
A tool that tells you all the packages (utx,.u,.ogg etc.) that are nessasary to run this map.
If this this already exists let me know.
legacy-Bonehed316
07-16-2003, 10:19 AM
that would be nice, but if you dont have the package in question, the game will error and tell you it needs it, and list the name.
legacy-Sett
07-16-2003, 01:01 PM
That's my point. When you distubute your map you won't have people posting back "teh gey map suXors it say you need Somethinsomethin.usx"
This way you can pre-check the mod before release.
legacy-therealvader
09-10-2003, 06:54 AM
Looking through the list of requests, it seems to be about 95% engine mods, 4% laziness mods and 1%actual editor modifications.
UT2K4 is basically a huge bonus pack, finishing what epic envisioned for 2003, but didnt have the time to implement(vehicles, onslaught game, etc.). I wouldnt be surprised if the exact same version of UEd shipped with 2K4.
Fully dynamic lighting? Bump mapping? these are technologies that are being perfected today, and it seems that everyone expects this with UT2K4. Its insane to expect epic to release an entirely new engine in less than a year. Welcome to the world of technology(especially computers). It takes years to develop a technology, and its considerd obsolete the day after its released.
The reason for this little rant is I think people need to start appreciating what epic has done for the community. In reality, they dont need the community has much as people seem to think. Theres no requirement that says they have to release every piece of their work for their game to be sucessful. I consider myself lucky they included the editor, let alone EVERY static mesh used in the game. They even paid 3DBuzz to produce the wonderful VTMs on that site and provide them for free. I get the feeling that most people are unaware of the amount of work that is put into a game of this size.
So stop whining and be happy that we are provided with anything at all!
P.S. I realize that this post was pretty much dead, but after reading some of the comments, I couldnt help but include my 2cents.
legacy-white_nite
09-10-2003, 08:15 AM
We should be able to edit vertices on meshes within the editor. In a way like Maya handles vertex editing. Should be able to move them along every axis with a little arrow rather than control+moveing the mouse. This feature would work very well for terrain editing. I find that sometimes if i want to make a part of the terrain invisible on one side of a wall and visible on the other. like snow settles along the bottom, if the triangles are too big then you can lose a small part on the side of the wall you dont want to. So being able to edit the vertices on x and y axis will make it possible to fix these small holes. Also, another thing id very much like to see is the ability to select many vertices on a brush and snap them to their nearest gridpoint. Now all you can do is select multiple vertices and snap to grid, but only the vert you right clicked snaps to the grid while the others stay in proportion with the one you snapped. Other little things id like to see are realtime reflective surfaces and cameras on which you can actually see yourself, lights/coronas that are triggered to go out when shot. The ability to deform/stretch as well as rotate when making animatons.
legacy-jiffmann
09-10-2003, 01:20 PM
Hi folks,
A configurable torus primitive would be nice. Save flipping back and forth to Max when I want a donut-shaped thingie for whatever nefarious reason.
Lighting, as has been mentioned countless times already, is another "I will lick your toes if you do this for me" request.
Neither are really mission critical, and Windows has done a nice job of immunizing me to irritation caused by crashes so not even the bugs are that annoying. Nice editor really.
Cheers,
- Jiff
legacy-Kaoh
09-10-2003, 01:29 PM
why arnt there any door frame brushes and stuff like that??
Those are very handy ;)
I would like to be able to build a brush that does a substract AND a additition with one button clikc :D
Angel_Mapper
09-10-2003, 01:41 PM
Originally posted by Bonehed316
not to rain on the parade, but epic is never going to make textures easier to browse, lol. ever. infact, you should feel lucky they put most of them in groups at all. their job is to make maps, not organize their work. and once the work is done, its near impossible to re-arrance everything until its all nice and tidy. the fact is, epic doesnt care if you can find a texture or not, lol. Probably waaaaaay too late to be responding to this, but... you do realize their level designers have to deal with crappy organization of textures and meshes as well right? :p
legacy-Bonehed316
09-10-2003, 03:06 PM
yes, but they are also the ones who put it there :) they may also have a table of contents so to speak of what type of textures is where. and each artist has his or her own packages.
remember playing with legos, and being able to know which pieces you have and which you dont, so when you want to make something you know a good way to make it? or is that just me, lol. sure, it might be easier to organize them better, but oh well. they are organized better than people give them credit for.
legacy-CTFX1
09-10-2003, 06:00 PM
Originally posted by Angel_Mapper
Probably waaaaaay too late to be responding to this, but... you do realize their level designers have to deal with crappy organization of textures and meshes as well right? :p
then in that case I really hope they'll organize them,
legacy-Bonehed316
09-10-2003, 06:13 PM
they wont. it would throw off existing maps.
Angel_Mapper
09-10-2003, 07:16 PM
Even so it's no excuse for the incredibly crappy organization they have now. Someone should have stopped that before it got too far. I mean, there's nothing in the world that would tell me that cf_sm02 contained a bunch of Egytian meshes, and it boggles my mind how they themselves could have handled it. :bulb:
UT2005/6/Whatever the next engine is, better have improved organization of meshes and textures. Save everyone a lot of headaches.
legacy-CTFX1
09-10-2003, 08:12 PM
Originally posted by Angel_Mapper
Even so it's no excuse for the incredibly crappy organization they have now. Someone should have stopped that before it got too far. I mean, there's nothing in the world that would tell me that cf_sm02 contained a bunch of Egytian meshes, and it boggles my mind how they themselves could have handled it. :bulb:
UT2005/6/Whatever the next engine is, better have improved organization of meshes and textures. Save everyone a lot of headaches.
we should start a petetion or better yet a poll lol :D
legacy-Coyle
09-11-2003, 08:51 AM
How about:
A version of Maya PLE that runs on Win 98/ME, so that we can use it without exposing ourselves to all these fun new viruses and worms that target XP ...
If Epic can't be arsed including an Unreal Ed manual, how about if they throw in a dvd full of 3dBuzz tutorials? Most of their tutes are way too big for poor 56kers like me. C'mon, please?
legacy-Aaron M
09-11-2003, 10:54 AM
How about:
A version of Maya PLE that runs on Win 98/ME, so that we can use it without exposing ourselves to all these fun new viruses and worms that target XP ...
My word, I read this and just had to post a response. Now, I'm going to say this only once, so if you're one of the numerous slow people in the class, then you better pay attention right now:
Epic do not make Maya. That's right ladies and gentlemen, Maya is made by Alias/Wavefront (or more commonly referred to as just Alias now I believe). So hence, Epic cannot provide a version of Maya that runs on Win 98/ME, because Alias have not developed one.
legacy-Kaoh
09-11-2003, 12:26 PM
Originally posted by Coyle
A version of Maya PLE that runs on Win 98/ME, so that we can use it without exposing ourselves to all these fun new viruses and worms that target XP ...
Originally posted by Aaron M
My word, I read this and just had to post a response. Now, I'm going to say this only once, so if you're one of the numerous slow people in the class, then you better pay attention right now:
And Ill add that most of those virusses and worms also affect win2000 and NT, and if you were wise enough to patch your system regurly, or at least during outbreak, you will have no problems.
Did you take notes? ;)
legacy-Coyle
09-11-2003, 10:08 PM
Okay, if you want to quibble:
I wish Alias/Wavefront would make a 98/ME version of Maya PLE.
Not everybody in the world thinks XP is manna from heaven, like you two obviously do. My experience with Windows XP was, the more you update it and patch it, the more it stuffs up. I went back to ME, not exactly a stable version either, but less prone to hissy-fits, and not as popular with hackerz either.
I hope I've phrased everything to the satisfaction of the resident anal-retentives...
legacy-CTFX1
09-12-2003, 12:03 AM
windows me is s.hit, win xp pro rules, you must have a bad computer setup or something. and please, whats this crap about hackers? sorry for the strong words but really this has nothing to do with the subject at hand, its not like epic can make alias make their maya ple compatible with inferior windows me and win 98. even win xp home is better.
legacy-Oblivionbringa
09-12-2003, 12:50 AM
windows xp is manna from heaven, I take it you enjoy ued crashing every 15 min on windows 98/me?
legacy-CTFX1
09-12-2003, 01:12 AM
Originally posted by Oblivionbringa
windows xp is manna from heaven, I take it you enjoy ued crashing every 15 min on windows 98/me?
lol i know your not directing this at me, but this is one of the main reasons I said fook it and I just went ahead and bought windows xp pro for 140 bucks, me, a teenager with no job or money lol and I definately say its worth it. Of course you gotta have the right hardware to go with that super os.
legacy-Kaoh
09-12-2003, 01:47 AM
Originally posted by Coyle
I hope I've phrased everything to the satisfaction of the resident anal-retentives...
wow, now I get the feeling we kind of insulted you somehow?
sorry was not intended.
Take a deap breath and let it all slide away.
legacy-therealvader
09-12-2003, 04:12 AM
Originally posted by Coyle
I went back to ME, not exactly a stable version either, but less prone to hissy-fits, and not as popular with hackerz either.
HAHA...the only person on earth who prefers ME to XP. Id rather go back to win95 than P.O.S. ME
legacy-MrCamper
09-12-2003, 03:35 PM
I want: (for a start)
- to be able to undo after I do, something I want to undo, in Matinee without a crash
- the in-engine image view appearence to be identical to my in-editor image view appearence (yes, i know about the nogamma crapola, etc......) They should just match.
- static mesh/ hardware brush import should be.... I don't know ----simplified
- import a static mesh over 20k polygons
- right click fuctionality on static meshes to modify textures so we could modify in view windows
legacy-Coyle
09-14-2003, 02:23 AM
You're right fellas, wrong place for the discussion; there's something buggy about my system and I've just gotta live with it. Sorry for going off.
I do think a free dvd of 3DBuzz tutes would be a good idea, but would there be room for it? Any-one know how many cds UT2K4 will be? I would guess at least 4 ...
legacy-Coyle
09-14-2003, 02:52 AM
Speaking of cds, this time I'd like jewel cases for the cds, in stead of paper slips!
legacy-FOZZI
09-14-2003, 08:23 PM
Originally posted by Coyle
I do think a free dvd of 3DBuzz tutes would be a good idea, but would there be room for it? ...
the way I heard it, team 3dbuzz have already been working on some special edition tut's specifically for ut2004's "bonus" disk. epic have always included extra content on the last disk.
still, it would have been a good idea if it hadnt already been thought of and aproved. lol
As far as improvments that I want to see.. ANY Improvements / new features (including about 50% of the ones mentioned in this thread) will be well apreciated by about 10,000 people. :)
legacy-saturn_v
09-15-2003, 05:08 AM
A hotkey to toggle between free camera and vertex edit mode please.
legacy-ultramegaporn
09-25-2003, 01:41 AM
99% of these features you people ask for is already implanted or
part of the unreal engine, the rest of these request are just pure stupidity or lack of "(knowledge)"
epic makes the editor for game developers who pay 350000 $
for licencing this technology for a single game
you pay 50$ for your 3 cds and cry here 29 hour a day about stuff u dont know.....
who do you think they are goin to lisen to huh???
legacy-Kaoh
09-25-2003, 01:54 AM
Originally posted by ultramegaporn
99% of these features you people ask for is already implanted or
part of the unreal engine, the rest of these request are just pure stupidity or lack of "(knowledge)"
epic makes the editor for game developers who pay 350000 $
for licencing this technology for a single game
you pay 50$ for your 3 cds and cry here 29 hour a day about stuff u dont know.....
who do you think they are goin to lisen to huh???
O look mommy a real rebel :O
How about they listen to the community because its the biggest user base, so they can give the most feedback, many of the features build into the patches have been put in by request of mod teams and the community.
So go and stir up some water in your toilet or something.
legacy-CTFX1
09-25-2003, 02:39 AM
Originally posted by Kaoh
O look mommy a real rebel :O
How about they listen to the community because its the biggest user base, so they can give the most feedback, many of the features build into the patches have been put in by request of mod teams and the community.
So go and stir up some water in your toilet or something.
ROFL! :haha::haha::haha: right on bro :D
legacy-saturn_v
09-25-2003, 04:50 AM
Would also be nice if you could add multiple selections with the red marquee box as in Max. At the moment you can use ctrl-alt-lmb to draw a selection around a group of actors, but you can't then add another ctrl-alt lmb to add to this.
Edit: ...and some kind of zoning leak detector would be pretty handy :p
legacy-Bonehed316
09-25-2003, 03:27 PM
you can hold ctrl and left click other objects to add them to your selection one by one. but i agree, a red selection add should be available.
legacy-FOZZI
09-25-2003, 06:41 PM
Originally posted by saturn_v
Would also be nice if you could add multiple selections with the red marquee box as in Max. At the moment you can use ctrl-alt-lmb to draw a selection around a group of actors, but you can't then add another ctrl-alt lmb to add to this.
Edit: ...and some kind of zoning leak detector would be pretty handy :p
Both of the things you suggested are already in there.
ctrl+alt+drag left mouse to multi select.
ctrl+shift+alt+drag left mouse to add / remove to selection.
Why should it work like max? It isnt max its UnrealEd fool.
[edit]Yes you are fools, dont bother flaming me, 'cos you didnt read the basics.
IntroToUnrealEd (http://udn.epicgames.com/pub/Content/IntroToUnrealEd/#Box_Selection)
legacy-saturn_v
09-26-2003, 05:52 AM
As far as duplicating Max goes, I obviously meant with the same functionality, not the same keystrokes ;) but that's great to hear that you can add multiple selection boxes as in Max.
I fail to see why you feel the need to give useful tips with such a condescending attitude, though. You must be a pretty amazing mapper with an attitude like that :D
legacy-FOZZI
09-26-2003, 12:55 PM
Dont think I was being condecending actually, just stating the fact that you have not read the Basics (http://udn.epicgames.com/pub/Content/IntroToUnrealEd/#Introduction_to_UnrealEd)
I must be bored of hearing people say you cant do things that have always been available huh.
legacy-Pile_0_Babies
09-26-2003, 08:28 PM
BRING BACK THE LIGHT EFFECTS!!BRING BACK THE LIGHT EFFECTS!!BRING BACK THE LIGHT EFFECTS!!BRING BACK THE LIGHT EFFECTS!!BRING BACK THE LIGHT EFFECTS!!BRING BACK THE LIGHT EFFECTS!!BRING BACK THE LIGHT EFFECTS!!
BRING BACK THE LIGHT EFFECTS!!
BRING BACK THE LIGHT EFFECTS!!BRING BACK THE LIGHT EFFECTS!!
BRING BACK THE LIGHT EFFECTS!!
BRING BACK THE LIGHT EFFECTS!!BRING BACK THE LIGHT EFFECTS!!BRING BACK THE LIGHT EFFECTS!!
BRING BACK THE LIGHT EFFECTS!!BRING BACK THE LIGHT EFFECTS!!BRING BACK THE LIGHT EFFECTS!!
BRING BACK THE LIGHT EFFECTS!!BRING BACK THE LIGHT EFFECTS!!BRING BACK THE LIGHT EFFECTS!!BRING BACK THE LIGHT EFFECTS!!BRING BACK THE LIGHT EFFECTS!!
BRING BACK THE LIGHT EFFECTS!!
Angel_Mapper
09-26-2003, 09:55 PM
Oh ffs Pile learn to use Projectors. Light effects weren't removed, just upgraded to something more powerful that runs faster in the new engine. I have a tutorial here (http://www.unrealops.com/modules.php?op=modload&name=Reviews&file=index&req=showcontent&id=26), but seeing your obvious affinity for them I doubt you'd even bother to look. :rolleyes:
Originally posted by saturn_v
Would also be nice if you could add multiple selections with the red marquee box as in Max. At the moment you can use ctrl-alt-lmb to draw a selection around a group of actors, but you can't then add another ctrl-alt lmb to add to this. Ctrl-Alt-SHIFT-LMB. ;) They changed it, I noticed that too.
legacy-Bonehed316
09-26-2003, 10:47 PM
your halo is slipping, angel
lol, you may want to check out a perfect circles new cd, thirteenth step, if you havent already. and yes, that was a shameless plug. but the cd owns, so what can i say?
legacy-FOZZI
09-27-2003, 07:00 AM
Originally posted by
Ctrl-Alt-SHIFT-LMB. ;) They changed it, I noticed that too.
I already posted that, 4 posts ^up^. :p
Boksha
09-29-2003, 10:03 AM
über laziness tool:
Autotexturing.
It would be nice to have an option that allows you to select a texture for floors, walls and ceilings (floors being everything you can stand on, ceilings being everything you could stand on if your level was upside down, walls being everything else), and UED automatically applies and aligns these textures when you CSG an untextured brush. (aligning being planar-Z-axis alignment for floors and ceilings, and planar walls alignment for walls. maybe configurable UV tiling?)
This would save me quite a lot of time in the early stages of building a map from chunks of BSP, and allows you to actually see what you're doing (and get a better feeling for scaling). Additionally, it provides easy visuals on where the player can walk and where he can't. (just to prevent too-steep ramps :p)
Also, what would be really nice to have is boolean surface selection. ATM, you have options to select all surfaces on a brush, or all adjacent walls. But how about an option to select all adjacent walls on a brush? Or an option to select all surfaces on a brush, then déselect all walls? That would be neat for those freakin' huge BSP brushes. (note that this would kind of kill the need for autotexturing, since you could select all textures of one surface type then align them)
legacy-Oblivionbringa
09-29-2003, 10:26 AM
After I do a build all I want to here a ding, kinda like a microwave... ding! its done!
legacy-Chyron
09-29-2003, 04:42 PM
*ding*
legacy-CTFX1
09-29-2003, 07:20 PM
:haha: :haha: :haha: my god we are pathetic arnt we, we ask way too much, its a 35$ prog! :bulb:
--edit--
although it still pisses me off that radiant can make better curved bsp than uneal ed can. And the bsp is really touchy with lots of curves going on.
legacy-Chunky
09-30-2003, 03:33 AM
gotta love how many of the requests simply aren't possible too...
legacy-Aaron M
09-30-2003, 04:15 AM
Originally posted by ultramegaporn
99% of these features you people ask for is already implanted or
part of the unreal engine, the rest of these request are just pure stupidity or lack of "(knowledge)"
epic makes the editor for game developers who pay 350000 $
for licencing this technology for a single game
you pay 50$ for your 3 cds and cry here 29 hour a day about stuff u dont know.....
who do you think they are goin to lisen to huh???
Agreed, although I wouldn't have put it in quite the same terms.
legacy-SHMPP.
09-30-2003, 09:42 PM
Ability to ajust Static mesh Lightmaps as in make them more detailed.
legacy-Oblivionbringa
10-01-2003, 12:32 AM
:rolleyes:
legacy-Kirin RiotCrash
10-01-2003, 12:43 AM
I'd like to see an option to export the UVMaps, of any size (not just 1024x1024 px), of player models from the Animation Browser so that skinners like me don't have to resort to busting my leg just to get a player model exported and extracting the maps for it.:bulb:
legacy-zoominmiata
10-03-2003, 10:33 AM
A built-in system to reduce the complexity and time required for vehicle creation.
Zoom Zoom!
legacy-Ikaros
10-04-2003, 08:07 PM
Sett said on page 3 - "Ued as a plugin for Max ... (or Gmax) I like that! Hell I'm doing all my brushes and meshes in max now any way."
----
Ued has a plugin for Gmax? Where is that because it says on their page the opposite? I don't think Epic ever made a game pak for Gmax.
I don't feel like converting a static mesh through 3 other programs after Gmax just to make it compatible to import the finished static mesh into Ued. Hell, I'm still trying to figure out Maya and so I'm giving the 3Dbuzz VTM's a second chance. My wish would be for Ued to allow one to create good static meshes within Ued but I know their reason for not doing so. I was so used to creating any imaginable shape no matter how complex in Ued as a brush for Unreal and the original UT. I know Ued can convert a brush into a static mesh but it would be sub-optimal and not have the precision of a dedicated 3D modeling program.
It seems like either figure out Maya PLE or else for me because I can't afford (and won't pirate) Lightwave or 3DS Max just to make a few amateur game maps.
legacy-Kaoh
10-04-2003, 08:12 PM
Originally posted by zoominmiata
A built-in system to reduce the complexity and time required for vehicle creation.
Zoom Zoom!
hmm, yeah and a mod wizard....
cause right now the making of vehicles is so much harder then... eh... uh... a light.
legacy-poobeard
10-06-2003, 02:12 AM
These are things I want in Ued and also the game itself.
I hope these havent been posted before, I've been waiting for a thread like this:-
Gravity volumes where your feet can go to the direction of fall! Or a gravity point ie. inside a sphere. Roll on planetoid maps, crazy staircase maps, matrix wall running, magnetic jumpboots, um... etc.
Identikit main characters, or at least 20 new species *cough
Also bring back cows, nali and skaarj.
Server downloads then uploads custom skins, models to clients.
Loads of new monsters for invasion. Dune worms for campers etc. :haha:
Alt weaps for ig'ers or something new, grenades?
Jetpack,grapple.
Healthbot \O/ \O/
More moves.
A Ued that will stop and count to 10 rather than crash.
Fast, easy importing into Ued
Cut detail rather than frames ingame or at least the option.
I think I'll end it there before I ask for something silly. :p
Now me better go read the thread.
*edit nah, f**k it. Here's some more.
I want mp3 support in the player.
A slight RPG element in the character. Nothing obscene, just slight improvements in speed, jumping, shooting built up over months as a reward for doing well.
An option for visible spectators would be good, a light or shadow or whatever.
BSP and static mesh occluding. With the option to turn it off rather than on. It just seems stupid to add to the map just to remove pieces. I'm probably wrong but some form of efficient auto occlude would be better than leaving it all to mapmakers.
Intuative bots that grab and climb a ledge if they cant jump it, can scale small pebbles, can use a map with no guidelines and explode if they crouch for more than a second. :up:
An I want a EpicWorld when I join the main server where I can play subgames, join 3D IRC chatrooms, spec 1on1's in virtual arenas and take Subversa up the dark alley. :cry:
legacy-pengwinzz
10-29-2003, 10:56 AM
when zooming in and out with the scroll button (2d windows) unreal ed should zoom in on what the mouse is hovering over, instead of zooming in and out of the same position
legacy-drwhojm
10-29-2003, 02:05 PM
Most of the things that i've noticed with the editor are:
- I'd like to be able to find static meshes easier. I"m looking for a doorway and in some cases I have to search through many packages before i find one that i like. the suggestion of a "favorites" for static meshes sounds like a start. But with probably 50 packages you could spend a good deal of time looking for what you want. Would it be possible to have a master mesh list that looks into each package and displays all the bases or supports, walkways etc. that way you could look at all the walkways in every package at once in one window.
Also the lighting is not the easiest thing either. there has to be a better way to do lighting. whether that means embedding a light actor in each light static mesh that would be a good thing. also I still havn't figured out how to do a corona. (can someone post a tutorial)
personally i really liked the mind meld idea for literally thinking something into being. how cool would that be. Jack in..... the Matrix has you :)
I'd like to see an actor called "jump pad" that has the emmiter already connected to it and working. that way i can just select it and put it in the level ... adjust it's jump points and done.
other than that I have to say that this editor is absolutely wonderful. It's the easiest editor I've ever used. (I once tried the Quake editor (Quake 2 i think) and the Neverwinder Nights editor) Great job on such a world class product Epic!
legacy-FragMaster666
10-29-2003, 02:47 PM
My 3 suggestions:
Definately try and get a few egyptian meshes/textures and more tree-type ones lol.
Maybe when you left click the Brush you want, a box comes up asking you the dimensions (With the usual settings - 256x256x256 (?) for cubes etc - already pre set in).
One final thing is that a book would definately help a lot - especially those who haven't used an editor before.
legacy-Bonehed316
10-29-2003, 02:57 PM
lol...okay, thats it.
when zooming in and out with the scroll button (2d windows) unreal ed should zoom in on what the mouse is hovering over, instead of zooming in and out of the same position
it does, roll your wheel. :bulb:
- I'd like to be able to find static meshes easier. I"m looking for a doorway and in some cases I have to search through many packages before i find one that i like. the suggestion of a "favorites" for static meshes sounds like a start. But with probably 50 packages you could spend a good deal of time looking for what you want. Would it be possible to have a master mesh list that looks into each package and displays all the bases or supports, walkways etc. that way you could look at all the walkways in every package at once in one window.
get crackin! you could catalogue all of the meshes into a database, and that way anyone can search it, and it gives pictures, etc. this way, youre a hero, you quit whining, and so does everyone else! :)
Also the lighting is not the easiest thing either. there has to be a better way to do lighting. whether that means embedding a light actor in each light static mesh that would be a good thing. also I still havn't figured out how to do a corona. (can someone post a tutorial)
lighting is simple, and easy. its easy enough, lol. you just have to practice it. coronas are simple too, and there ARE tutorials if you would search this forum for the word "corona" about 12598732 of them will pop up, most of which i explained, lol.
Definately try and get a few egyptian meshes/textures and more tree-type ones
thast why they make modelling programs. make them yourself.
Maybe when you left click the Brush you want, a box comes up asking you the dimensions (With the usual settings - 256x256x256 (?) for cubes etc - already pre set in).
did you try right clicking the cube button? it does exactly what you just said.
One final thing is that a book would definately help a lot - especially those who haven't used an editor before.
epic did better. they paid www.3dbuzz.com to make VIDEOS that actually SHOW you, in each step, start to finish, how to make an ENTIRE MAP! they give you forums (here) which you can get more help. if its too much for you, a book wouldnt help. the information is all right here, in this forum, and on 3dbuzz. all you have to do is look a little further than the first page of this forum, and youll be set. did you try reading the sticky topics in this forum? theyre not there for decoration, you know.
legacy-pengwinzz
10-29-2003, 03:05 PM
Originally posted by Bonehed316
lol...okay, thats it.
it does, roll your wheel. :bulb:
no it dosen't
move the mouse to left hand side of a viewport (any 2d) zoom in and out with the scroll
then move the mouse to the right hand side of the viewport and zoom in and out, it will zoom to the same place that it zoomed to when the mouse was on the left hand side of the viewport, it won't zoom to what the mouse is hovering over
legacy-drwhojm
10-29-2003, 04:00 PM
Originally posted by Bonehed316
lol...okay, thats it.
get crackin! you could catalogue all of the meshes into a database, and that way anyone can search it, and it gives pictures, etc. this way, youre a hero, you quit whining, and so does everyone else! :)
lighting is simple, and easy. its easy enough, lol. you just have to practice it. coronas are simple too, and there ARE tutorials if you would search this forum for the word "corona" about 12598732 of them will pop up, most of which i explained, lol.
I didn't mean for it to come across as whining. if you look at my post i do praise Epic on the editor... i was just putting in my wish list. as for lighting ... yes... need a little more work.... it's relitively easy.... and i'll do a search on corona's....
oh... and if everyone is whining.... don't you think that's a good indication that people want this feature?
legacy-Bonehed316
10-29-2003, 04:04 PM
yeah, lol. it would be a nice feature. i do admit. but epic have more important things to be doing. and in their system, im sure its much more organized.
didnt you guys ever play legos? you get a big tub of legos, and you DIG through them to find what you want, lol. this is the same thing. if its such an important thing to have a database for it, why doesnt someone do it? because when they get good, they know where all the good meshes are, or they make their own. thats what seperates good mappers from n00bs. its called experience. when you get better, youll know where the meshes are, and you wont care anymore, lol.
legacy-FragMaster666
10-30-2003, 12:44 PM
thast why they make modelling programs. make them yourself.
So why include any static mesh packages then if we should all make them ourselves?
did you try right clicking the cube button? it does exactly what you just said.
So why not do it for the LMB aswell then?
quote:One final thing is that a book would definately help a lot - especially those who haven't used an editor before.
epic did better. they paid www.3dbuzz.com to make VIDEOS that actually SHOW you, in each step, start to finish, how to make an ENTIRE MAP! they give you forums (here) which you can get more help. if its too much for you, a book wouldnt help. the information is all right here, in this forum, and on 3dbuzz. all you have to do is look a little further than the first page of this forum, and youll be set. did you try reading the sticky topics in this forum? theyre not there for decoration, you know.
Silly argument. Why not do away with all game instruction books because how to play them could be found on the internet. This is not the answer.
Think of people who might want to get into editing who maybe don't have the internet, or want to just pick some static meshes off a pre-made package. Think of them.
legacy-FragMaster666
10-30-2003, 12:50 PM
if its too much for you, a book wouldnt help
At which point did I say "I need a book"? For people without the internet, a book would be nice as they wouldn't want to come on a forum and pay in an internet café.
all you have to do is look a little further than the first page of this forum, and youll be set. did you try reading the sticky topics in this forum? theyre not there for decoration, you know.
I know what a tutorial is!
PointlesS
10-30-2003, 02:25 PM
Originally posted by Bonehed316
didnt you guys ever play legos? you get a big tub of legos, and you DIG through them to find what you want, lol. this is the same thing. if its such an important thing to have a database for it, why doesnt someone do it? because when they get good, they know where all the good meshes are, or they make their own. thats what seperates good mappers from n00bs. its called experience. when you get better, youll know where the meshes are, and you wont care anymore, lol.
nah...I had a giant table with every lego peice sorted...the long skinny ones in this pile...the medium sized ones in this pile etc...made building things a ton more easier and faster...less fustrating too....
legacy-Bonehed316
10-30-2003, 02:28 PM
So why include any static mesh packages then if we should all make them ourselves?
that would be because the GAME uses them :bulb:
So why not do it for the LMB aswell then?
the left button creates a cube at 256x256x256, lol. why make it make you click okay if you just want a 256^3 cube? 9 times out of 10 i just click that button to get my brush back to the default size (because ive stretched it out of whack, or converted a brush into the builder brush to edit, etc) and stretch it to whatever size i want with vertex edit. sometimes your builder brush gets off the grid, you can click this button a few times and it will hop back on. having a dual function button is what UT does best. why cant you just right click it? lol..why not make the button do two things, instead of just one? why not make ALL the buttons to the same thing? hell, lets just make UT2003 make shortcuts, ALL buttons, even your computers power button, launch UT2003, lol.
Silly argument. Why not do away with all game instruction books because how to play them could be found on the internet. This is not the answer.
the editors purpose is not to train the average person how to make a map. it is to allow the community (meaning those who can get on the internet, download maps, and make maps, upload maps, learn how to make maps, help others make maps, you konw..a community) to add to, remove things from, or otherwise change nearly anything in the game (anything that is not native, at least). what is the point of making it so a person without the net (you can think of this person as an island in the middle of the pacific) with no way to distribute their map to further the community? (again, this is the true purpose of the editor) why bother? why not just make it so any bleeding moron can do anything? why not make it so you can run as fast as whoever the hell can run the fastest, lol. because thats not how the world works. life isnt fair, and its not fair for the home user with no internet. if anyone could make a map, it wouldnt be special. it wouldnt be something to be proud of.
the fact really is, epic makes the editor for the people to contribute to the community. nothing says you have to contribute, but dont expect to be able to use it without the internet. dont expect them to mail you patches either, lol. islands dont get pizza delivery services.
At which point did I say "I need a book"? For people without the internet, a book would be nice as they wouldn't want to come on a forum and pay in an internet café.
i didnt mean you, i meant "you", the theoretical 3rd person who says "i need a book :bulb: "
nah...I had a giant table with every lego peice sorted...the long skinny ones in this pile...the medium sized ones in this pile etc...made building things a ton more easier and faster...less fustrating too....
then im sure you wont mind organizing all the meshes and textures onto a "table" for everyone, will you?:D
PointlesS
10-30-2003, 02:29 PM
Originally posted by Bonehed316
then im sure you wont mind organizing all the meshes and textures onto a "table" for everyone, will you?:D
lol actually I wouldn't mind doing it...as everyone would benefit...it's just that I don't know how to...
legacy-Bonehed316
10-30-2003, 02:40 PM
well that i can help you with. im lazy and dont need it, nor do i want to do it. but i can help you.
for the textures, i happen to know a forum member named "bob the builder" has almost ALL texture packages extracted into folders etc. if you can contact him, perhaps you can work on a way to distribute them.
the only textures youll really need are the big packages with useful textures. no skins. the "hardware" packages are nearly all skins, and therefor dont need to be catalogued. the "architecture" and the "terrain" packages are most important. some others have good things. you can use UCC to batch export the textures, and im sure you can find a thumbnail program, even photoshop i think could do it. thumbs would be best to be 192x192, or 256x256 even. its a decent size, obviously some wouldnt be square. even scaled to a 1/4 or 1/8 size in whatever program you can find. textures would be fairly easy. attributes and databasing would be hard, but i think a php database would help. perhaps some over in the programming forum would be helpful for this.
meshes would be the biggest PITA ever, lol. theres no true way to take a preview of a mesh without going through them individually and taking a screen, resizing it and saving. it would take weeks, and probably several people, plus the database design. its all well and possible, and could be expanded, and would be very much appreciated to all the n00bs we get for 2004. you would be a hero, lol. i personally would thank you, if not at least for stopping the whining :)
if you get a start, people will volunteer to help. people will host, you could probably even get a page on unrealplanet, or beyondunreal to host it. if you got a good way through, im sure people would volunteer to fill in missing packages, even add custom packages if the database allowed it. if it got off the ground, i would help, too. though im too lazy to do it on my own, lol. and i dont really need it.
legacy-drwhojm
10-30-2003, 03:22 PM
Bonehed316 - that's a good idea..... but that's a little more that i think we're actually asking/looking for.
How about having a package called "all" and you open this package up and choose "walkways" as the sub-category. The "all" package would then go through all the packages in the static mesh folder and pull all the walkway meshes into your window for you to browse just like you would browse any package you'd normally open. I would love to do this but i have no idea how. I'm sure someone one here could..... .... someone.
anyway i think that would suffice for my needs. I'm not asking for a thumbnail screenshot of each mesh.... just a way to browse more easily. this would organize them in a more easily browsable method.
legacy-pengwinzz
11-01-2003, 11:24 AM
another request
drag handles on the builder/creation brush
that would definitely speed up the geometry creation process
legacy-synnergy
11-04-2003, 08:00 PM
Bump and normal Maps please or even better,make use of the "PolyBump" plugin for max ( http://www.crytek.de/polybump/index.php?sx=polybump ) ,we have been playing with this thing at work and its freakin cool!
also,the drag handles like in Max/Maya would make me so happy!
legacy-CTFX1
11-04-2003, 08:32 PM
hmm, that polybump thing looks very nice, although I must say I dont have much knowledge of such things.
legacy-pengwinzz
11-08-2003, 09:13 PM
Originally posted by TseTse
oh, another one...
* "formalize" the Undying T3d plugin for max :D
i have been playing around with this plugin recently, it's pretty good:up:
(available here http://www.fileplanet.com/dl/dl.asp?/3dactionplanet/undying/undying_t3d_tool.zip )
only real problem with it is that if you "Export as Individual Files" in max, (so you can keep the brushes seperate in Ued) you have to manually import each brush, and that can take an age
what we need is multiple builder brushes in Ued for quicker imports;) :D :up:
legacy-CTFX1
11-09-2003, 06:32 AM
sounds interesting, I've been trying to get this to work with max 5.1, no luck so far.
legacy-pengwinzz
11-09-2003, 11:31 AM
Originally posted by CTFX1
sounds interesting, I've been trying to get this to work with max 5.1, no luck so far.
I have the macroscript in
C:\Program Files\3dsmax5\scripts\MAXScriptTools
and
C:\Program Files\3dsmax5\UI\Macroscripts
right click the toolbar in max, click on customize
go to the keyboard tab, scroll down all commands, look for "Undying T3D Import / Export Tool" and assign a key to it (mine is Shift + u)
legacy-CTFX1
11-09-2003, 08:42 PM
hey thanks :) will check it out when I have time :) :up:
legacy-ProUnrealZ
11-26-2003, 04:04 PM
The new editor to come should definitely bold the text on the properties you have altered for a specific item. So if you changed the brightness and radius of a light, then when you went to the properties editor again for this item the brightness setting and value should be bold as you have made an alteration. Helps make the things you changed stand out.
This would assist people on analyzing existing items on how a certain effect was achieved and also help you remember what you have been tinkering with in your own projects.
And remember!!! Once you change the value back to default the text should not be bold anymore b/c it was as though that was never changed and its change back to default doesn't matter.
:D
legacy-CTFX1
11-26-2003, 08:06 PM
Originally posted by ProUnrealZ
The new editor to come should definitely bold the text on the properties you have altered for a specific item. So if you changed the brightness and radius of a light, then when you went to the properties editor again for this item the brightness setting and value should be bold as you have made an alteration. Helps make the things you changed stand out.
This would assist people on analyzing existing items on how a certain effect was achieved and also help you remember what you have been tinkering with in your own projects.
And remember!!! Once you change the value back to default the text should not be bold anymore b/c it was as though that was never changed and its change back to default doesn't matter.
:D
Hey, I really like this idea :up:
legacy-Bonehed316
11-26-2003, 08:34 PM
me too :up: :up:
legacy-Aaron M
11-27-2003, 04:44 AM
Yep, I also think that is a really good idea ! :up:
legacy-REMF
11-27-2003, 07:48 AM
less bugs please, i'm sick to the back teeth with GPF's. i'm trying for a re-release of my UWA map (sig), but i haven't touched it in months cos i get an editor crash as soon as i load up the level.
make anti-portals more user friendly.
improve lighting on statics.
make BSP more render efficient cos i'm too lazy to really figure out Max or Maya.
cheers
REMF
Sharpfish
11-29-2003, 05:35 PM
Some interesting ideas in this thread...
The most important one for me would be:
.Textures categorised into sensible packages (not so concerned with meshes as I tend to avoid stock meshes).
some of my own wishes:
.Would be nice to sort out uniform lighting with meshes and bsp, but this is an engine issue more than an editor issue. Still would cut a lot of the time mappers spend trying to get `basic things` look acceptable
.Be able to embed custom music into `mylevel` rather than seperate
.Prohibit *ANYONE* saving a `mylevel.***` or `mymaptextures` package ;) (a pet hate more than a serious request to epic)
To eleborate - it would *force* the unwary to embed it IN the file, I hate seperate files with maps that can get confused with stock packages ).
Of course there will be occasions when you will NEED to explicitly save the package, either for another map you want to work on or to distribute the pack.. but if it is SOLELY for the map then make sure it is embedded. realistically Epic may not want/be able to do this.
.Sort out the terrain tools!!! (ie make them more powerful, less clunky and remove that damn `smooth tool at the edge of terrain` crash. (the only crash type I`ve fell for more than once in UED3 ) - I am very aware of the Shader>self referencing bug and pretty much avoid it but sometimes the terrain one (especially if you have used the visibility tool to remove some terrain, leaving no clear `edge` to it, and have a slow PC with slow mouse updates and hit the edge bam!)
That`s about it really. I agree with Bonehed316 that you can`t make it too `easy`, there has to be some kind of learning curve to anything that is worthwhile.. If I didn`t get a sense of acheivement from what I had *LEARNED* from each of my maps (where it went wrong, where it could be improved, what I still need to learn) there would be little incentive to actually bother. If I could just press a button and 50% of the map was done I would be bored as hell. Supplied Meshes caused this with me to begin with, I messed around with them and realised they just were NOT fun to keep re-using, there was no visual distinction using them.. they should be constantly in a state of creation if we wish to see new ideas. BSP methods in UED2 were less of an issue because those that made good maps (clawfist for example) carved out the bsp `in their style` and made all the details in bsp - even though primative compared to meshes. *some* mappers will just take the supplied meshes and add it to basic BSP and not bother detailing either (basically cos the meshes make their map look `good` already) then you will get a lack of personality in the map and it had better play damn good to make up for it.
I think there is a place for stock meshes as components, small building blocks for those that cant or dont want to learn another 3Dapp. Over-reliance on them makes everything `seem the same` - maybe that`s just me who thinks that way though.
Sorry - last bit had nothing to do directly with the editor.
legacy-Bonehed316
11-29-2003, 05:40 PM
the terrain crash bug has been fixed, last i heard. ive done it myself, quite a few times. using the 2225 patch, of course. dunno exactly when it was fixed. just a heads up.
Sharpfish
11-29-2003, 06:02 PM
2225 patch? That`s what I have and it crashed on me just the other day on my xmas map when I hit the border using the smooth tool.. hmm, I`ll have to go re-check it again maybe I dreamt it all (likely as I`ve been substituting sleep time for mapping time lately lol)
SF
legacy-Major Lee High
11-29-2003, 09:50 PM
Color balance and brightness controls for textures :P
Can i do that already hehee.
Sometimes a texture is the right one but too light or dark, or not red enough etc heh, be cool to be able to instance it and change some properties without extracting editing and reimporting.
legacy-ultramegaporn
12-01-2003, 02:26 AM
Why dont you guys just develop a bot that builds the maps for us while we watching him and give him **** if he screws up something .....:bulb:
legacy-\/\/0RF
12-04-2003, 04:02 PM
Major Lee High:
Color balance and brightness controls for textures :P
Sometimes a texture is the right one but too light or dark, or not red enough etc heh, be cool to be able to instance it and change some properties without extracting editing and reimporting.
If you mean custom meshes, fix the colors yourself in photochop :p
If you mean prefab meshes that shipped with the game, obviously you can't fiddle with those else you will break your map :D I've only found one solution that really works for lighting meshes in a manner consistent with the surrounding BSP, and that's to set the surfaces to unlit. A gfx pro could "pre-bake" the light and shadow onto his meshes, but again, this is not always a workable solution.
So what you do is you set up light actors near the mesh and set them to SpecialLit = True so they will only light surfaces that are marked SpecialLit. Then you set the surface properties of the mesh surfaces to SpecialLit so that they will ONLY be affected by the SpecialLit light actors. This way you can set the brightness and color appropriately so that your BSP lighting doesn't make your meshes look blaaargh (There are other light colors than white after all). Another option is to turn down the AmbientGlow properties of the mesh surfaces so they are only affected X% as much as BSP surfaces.
drwhojm:
How about having a package called "all" and you open this package up and choose "walkways" as the sub-category. The "all" package would then go through all the packages in the static mesh folder and pull all the walkway meshes into your window for you to browse just like you would browse any package you'd normally open.
The problem with this is twofold. First of all, if we CREATED an "all" package, then maps with smeshes that SHOULD be standard are broken because you got them from "all" and not from "stupidegyptianhardware04". Second, if "all" was part of the mesh package, then you would basically be getting all the meshes twice, and that's a waste of space. Another problem I just thought of, though not as critical, is that blending all smeshes together makes it more difficult to Lego together ones that match properly. Just imagine a map with lavagiant bridges, icefields lighting and egyptian doorways. Too beautiful for words :D
wulfsternhammer:
An "auto-save" that knows when Im going to try something that isnt going to work and will save the map before the editor crashes.
UEd3 has an autosave if I remember correctly. In fact I think even UEd2 had it. Dig into your preferences and set it to save every, say, ten minutes. At least then you can pick up where you left off.
ctfx1:
I really suggest that you make ut2003 able to upload music files on servers. It makes no sense at all to be able to download a map but not the music that goes with it?
In the days of UMX I would agree but these days people are incorporating OGGs that are larger than the map and 3/4 of them suck and 1/2 the players turned off their music six months ago anyway. That's a lot of wasted time and bandwidth. Having support for multiple formats would have been nice, or maybe an option to DL or not DL certain non-critical files (like the music), but a lot of that is design gripe, not editor gripe.
wowbagger:
I want a button that FIRST rebuilds all and THEN starts up UT2003.
If my botpathing is screwed up I want to fix it before I close the editor. And if the editor crashes on build I don't want UT to start up anyway while I'm trying to sort out my crash. Get off your butt and click that one extra button. Shoot, I get all the way OUT of UEd and start up UT separately and check my maps. Even that only takes 5 extra seconds...
Alex1g:
Ability when you click on a brush in the prespective view it highlights the in the other views... top, front, side.
For every window on which you click the joystick, the screen will update in realtime. This is especially useful when I'm trying to select a brush but the current view is a jumble. I click on a line and look down on my perspective view to see if it highlights the one I'm trying to fiddle with.
cursedsoul:
also id like more realistic water becouse in 2k3 it looks awesome ghey. imho they took the easy way out becouse ive seen way better in way older games...
...ill read it, but the water will never look so good as in hl2.
HL2 is a way older game than UT2K3? :weird:
Also, I could have sworn someone asked for a way to check for BSP holes or zone holes in the editor. Your zone view in the perspective window will show exactly how your zones are divided up and BSP holes will be plainly obvious as a black spot somewhere between your blindingly pink zone and your puke green zone ;)
With all that said, there ARE some things in this thread I'd like to see implemented for the next build of UED (NOT THE GAME)... like disabling some of the functions that no longer function in the game, like various dynamic light types, jumpdests, etc.
Attaching lights and emitters to certain pieces would be nice, too. I mean, they already have things you can add that come with actors pre-attached, like flags, weapon/health bases, BR bomb, etc. Would it be that hard to find a way to attach an emitter to a jump pad, or a light actor to a light mesh?
I understand that the new paradigm is to do all your building in some 3D program and import your new Legos into the editor, and that's all well and good (I guess). But why take out all the botpath actors? The UDN site still refers to JumpDests but selecting them in the editor does... nothing? I've been editing a map recently where the original author has places where the player can drop down a hole to a lower portion of the map. It is safe for players but I can't path the bots to drop down there. XLocDests are gone, snipe spots are gone, defense points are gone... what are we supposed to tell the bots to do?
vertex snap and meld are two functions which would be a huge help in making sure that brushes fit together nicely and didn't make any holes... but then I think Epic just wants us to make a giant 10k x 10k x 10k cube and fill the level with smeshes... :rolleyes:
legacy-Cursed_Soul
12-04-2003, 09:22 PM
worf i wanted to quote you, and say id agree with you, but nm, i agree with the whole 9 yards :P
lol.
imho the meshes should lit up way more nicely,
thats the biggest bugger imho.
legacy-CTFX1
12-05-2003, 06:28 PM
gg good idea :up:
the rest is quoted from worf
ctfx1:
I really suggest that you make ut2003 able to upload music files on servers. It makes no sense at all to be able to download a map but not the music that goes with it?
--------------------------------------------------------------------------------
In the days of UMX I would agree but these days people are incorporating OGGs that are larger than the map and 3/4 of them suck and 1/2 the players turned off their music six months ago anyway. That's a lot of wasted time and bandwidth. Having support for multiple formats would have been nice, or maybe an option to DL or not DL certain non-critical files (like the music), but a lot of that is design gripe, not editor gripe.
legacy-pengwinzz
12-16-2003, 08:19 AM
ability to create, record and edit macro scripts in UnrealEd
legacy-Sett
12-16-2003, 10:48 AM
Originally posted by pengwinzz
only real problem with it is that if you "Export as Individual Files" in max, (so you can keep the brushes seperate in Ued) you have to manually import each brush, and that can take an age
what we need is multiple builder brushes in Ued for quicker imports;) :D :up:
Your wish has been granted.
Jamlander
http://ridgers.org.uk/jamlander/
legacy-pengwinzz
12-16-2003, 11:57 AM
I’m ahead of you on this one ;)
In it’s current form (2.6) jamlander has a couple of problems
1) it doesn’t have a option on export, to snap vertices to the nearest grid point
2) Imported brushes are inverted
3) I don’t know what the limit is but if you try and import a certain amount of brushes at once it will crash UnrealEd (I think this is more likely to be a problem with UnrealEd, but im not sure)
Hopefully these issues will be resolved in future versions
legacy-Sett
12-16-2003, 01:10 PM
Oh ya, a long way to go, but it shure beats having to import/export 62 brushes via .dxf!:)
as long as you know that max size and Ued size is 1:1. And lock everything(!) to 0,0,0 (x,y,z) ......and spin everything 180' ;)
did I miss anything?
1) You do NOT have to have every vertex... ahh , I'm not starting that sh*t again.
2)pre-rotate in max , sucks but an easy fix.
3)I've done 124 without any probs. 124 Smeshes that is.
A big prob. too is when you try to rotate after import :confused:
The trick is too know exactly where you want to put something in Ued then translate that to max, rotate, then export.
I made a city with rolling terrain. And I used Jamlander to model the curbs so that they would flow with the terrain. Impossible without Jamlander.
legacy-pengwinzz
12-16-2003, 01:41 PM
The vertex problem is this…
There is an issue in max that it won’t always let more than one vertex occupy the same location (without welding or collapsing, which is useless if you want to keep the brushes seperate), when a vertex is snapped on to another it may look like it has perfectly snapped to the other vertex, (even if it looks ok in the x,y,z coordinate window, if you increase the decimal precision level in preferences it makes it possible to see in the x,y,z coordinate window if the vertices are snapping flawlessly to the correct coordinates(or you can see it if you open the exported file in note pad)) if you zoom in as close you can, it is sometimes possible to see that the vertex has not perfectly snapped
Problems arise (in unreal) when someone has imported a map they have made in max and they are creating zone portals to optimize the map, because on export some of the vertices will not be snapped to the grid, tiny gaps will have been created between brushes, because these tiny gaps exist, when UnrealEd tries to build the map it will see the gaps (aka leaks) and not create the zones. I think it would be nearly impossible for a mapper to locate where the tiny gaps exist in UnrealEd
legacy-CTFX1
01-03-2004, 08:56 PM
ok, here we go concerning bots pathing.
I would like extreme control over jump pathnodes, I'd like to be able to set jump combo's like for example I've noticed that you can jump farther when you do double dodge sideways, as it is rignt now we cant even get bots to double dodge even forward wich really sucks :(. also I have set up this crate 256 x 256 with two crates size 128 on oposing sides of the 256 crate. I have set the necesarry pathnodes I have set the forced paths and the bots still wont use it when the 50 health pops up on top of the 256 crate. I really would apreaciate supreme control over bot jump nodes, lift jumping, wall dodgeing all the trick jumping. I know people are already working on some of this in ut2004 but I wanted to make sure you guys included all the trick jumps. espeacially boostdodge if possible. If someone made it so that a bot could shield jump and then boost dodge I think that person should win a prize :D
legacy-CTFX1
01-03-2004, 08:56 PM
ah crap, sorry accidently submited twice :confused:
musilowski
01-04-2004, 06:33 AM
A grid to 2DShapeEditor (or is there?),
I'd like the editor to work properly on Win98,
UScript GuideBook (the basic stuff), umm,
more water textures in a place where it's possible to find 'em
(I have seen only one good in H_E_L_L.utx, others are just some blood and slime what I find...) .
Yeah, that was it...
legacy-CTFX1
01-04-2004, 07:17 AM
there is a work around to the 2d editor grid,
go into the properties of the shortcut you use to open unrealed,
go to the shortcut tab and add -nogamma to the end of the target.
legacy-arton
10-07-2004, 03:53 PM
Please include Macintosh support next time around. I'm sure if you start with it in mind you can do it! I've got a crew of very talented computer artists with all different specialties, in a room full of thirty dual processor G5s, yet no way to make maps for a game we all love. Give us the chance and we'll make it worthwhile. I'm sick of having to borrow time on my friend's PC, when I've got a room full of kickass macs.
Please!
legacy-NiTrOcALyPsE
10-07-2004, 04:00 PM
What have you done?! You've released the rotting fleshies that have been buried with this thread!! We're doomed!
legacy-Nuclear hazard
10-07-2004, 05:37 PM
what about a a volume that blocks bots in vehicle, it doesnt really block but make bot dont want to drive inside of the volume a forbbiden area, this would prevent bots from getting stuck on things, for example a leviathan trying to go truht a rock
this volume would have many possibilities of use
legacy-NinJitsu
10-07-2004, 11:47 PM
More BSP stability :mad:
legacy-UnrealSoundGuy
10-29-2004, 08:12 PM
Better fade control over the music when fading in and out of tracks in a single map.
Better VOLUME (as in Loudness) implementation - I've got sounds that are clipped to the max in the audio file, but they are barely audible in UEd sometimes. It's inconsistent, as what works on one file doesn't on another.
And stereo sound effects. :)
legacy-Xaero*nz
10-30-2004, 10:56 PM
Originally posted by MosquitoForeveR
the ablitity to bake lighting to SM on the fly in the editor... this would make me personly get the whole Epic crew pizza.
\o\ \o| |o| |o/ /o/
This is something ive never understood, why cant lighting on sm's be baked into the sm's skin texture?
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