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View Full Version : hey guy i need help with the editor



electpoopie
11-08-2007, 12:03 AM
ok im tryin to get started on a map but idk how to make one are there any tutorials out there or can someone help me?

MrSilent
11-08-2007, 12:22 AM
Yeah me too, I've been trying to find some sorta tutorials to get me started but no luck.

The UnrealEd 3 tutorials aren't very helpful either.

Someone must have some resources, or maybe even a little guide on how to get started with a basic room?

Thanks, muchos Gracias ;)

iservealot
11-08-2007, 12:33 AM
3D Buzz has several videos for beginners.

djtomservo
11-08-2007, 01:16 AM
Might make a cool community project too, some sort of a quick start guide. . .seems like there are at least a few of us who have worked with UE3 before that could share some basic knowledge. . .altho my expertise is more on the character/animation/shader/cascade side.

flip5577
11-08-2007, 01:31 AM
3d buzz - great for Unreal 2 yes but some of the basic tutorials still teach interface buttons that work pretty much the same. So as of now I would say its one of the best places to get started.

Kismet - One of the major additions to the engine is the Kismet editor. Now you don't have to be able to program to make cool stuff. If you can think like a programmer, you can drag and drop your nodes that handle what would have been scripting. Some of the stuff is easy to figure out so have some fun in there and tinker around. I will be here daily posting because it is my goal to graduate from college with an unreal 3 demo reel 8 ).

I will be tinkering through the engine trying to poke at anything. Until some real documentation comes out I will try to provide Jpeg like tutorials of what I can produce. If we share what we find we all win.

Good luck everyone...

Larry Charles.:)

Gizmosan
11-08-2007, 03:42 AM
making a basic room, fastest and easiest way.

1. Start a new map and choose Subtraction from the pop-up.

2. right click the box icon on the left, and change the values to 1024,1024,512 you will see the red box in the view port that is called the Builder brush.

3. click the 2nd to the right box with the green square with the blue square above it, if you roll over the icon, its called CSG:Subtract.

4. the box goes black, thats because it doesn't have any lights inside.

5. right click on the floor of the box, scroll down to add actor - Add light. and a light will appear. You can move it around if you want too.

6. right click again on the floor, Add Actor - Add Player Start and an icon for a joystick should appear.

7. to play the level, goto the top of the window and you'll see a black joystick icon, its next to what looks like a play icon. press that and your running around your room. But its probably dark. :)

8. Theres a button to the left a bit, with a cube and a light, press that to rebuild the room with the new lighting, then press the black joystick icon to run around. :D

9. Basic quick room complete!

Rubey
11-08-2007, 04:50 AM
How does one get textures working?

I am tinkering around and building a basic box level. Would like to put different textures on the walls then the default one.

Anyone do this yet? If so could you please tell me how? Seems different from the tutorial vid for Unreal 2's editor.

Thank!

Rube

Rubey
11-08-2007, 04:59 AM
Did I miss something someplace?

It seems to be hard to freely drag and move actors around.

What do I click or key to freely drag an actor around?

Thanks again to anyone that can help.

Rube:)

Kronos
11-08-2007, 06:42 AM
I'll be making some tuts later today for first timers.:)

MrSilent
11-08-2007, 11:50 AM
that sounds sweet man ^

Alot of the UnrealEd 3 tutorials have a texture button in the interface. That button seems to be missing in this editor and texturing is what im struggling with at the moment.

I can find some textures, but nothing like any concrete or walls etc.

any help will be appreciated. :o

Entropy
11-08-2007, 11:53 AM
Find a material you like in an existing map, right click on the surface, and select "sync Generic browser". It will pop your generic browser directly to the package and location of that material.

MrSilent
11-08-2007, 12:22 PM
Thanks man, Ive already used a few textures so far, still confused as hell though.
Can't wait till we see some tutorials and stuff.

flip5577
11-08-2007, 12:45 PM
I'm doing this from a school computer lab from memory, my copy is installed at home...

Open up your generic browser and make on the menu list on the left, enable textures and also materials. (if they werent already)

Right click on some open area in the generic browser and select the option for new texture. There you go into a new window and I believe you can figure out the options for importing your texture. (also because I don't remember the exact steps for it without having it in front of me)

Now close that window and you should see a square that has the name and some basic information of your newly imported texture. Now right click an empty area again and this time select new material. (in unreal we no longer apply flat texture to objects, we use materials only)

This time the material editor will open up and you should see a ball on the left representing a render view of your material and on the right a box with a lot of little squares connected to it (your node). Go back to your generic browser and make sure the texture that you imported is selected (highlighted Army Green)

Hold down the T key and then click in the area to the right. It should create a new box with a name similar to NewTexture Sample or something like that. It will create a node that uses the diffuse of the selected texture.

You will then want to click on the black box on the top left side of your texture material and drag it over so the wire connects to the diffuse box of your material. Doing so your material should update and your render ball should now be textured.

Now you have a very basic material and you should be able to apply it to anything.

I hope this helped.

KIWIDOGGIE
11-08-2007, 12:50 PM
I will make a tutorial tomarrow or saturday.

MrSilent
11-08-2007, 01:27 PM
Thanks for your help man, but I see "New Texture" nowhere.
I think ill just wait for some tutorials or something, Im even having difficulty applying a texture to anything.
I have the texture highlighted in the browser, I right click on the surface and click apply texture and it applies a totally different one.:confused:

Like I say, I'll be in my element when some tutorials come around.
Its not as easy as that Editor Preview video makes it out to be :p

Lee Perry
11-08-2007, 01:54 PM
I think some of the confusion you guys are seeing is in the term "texture" and "material". You don't put textures on surfaces anymore, you put materials. A material points to a bunch of textures that represent things like normal maps, specular masks, etc...

Just select a surface, then click on a material in the browser to apply it.

sarge mat
11-08-2007, 03:49 PM
I think some of the confusion you guys are seeing is in the term "texture" and "material". You don't put textures on surfaces anymore, you put materials. A material points to a bunch of textures that represent things like normal maps, specular masks, etc...

Just select a surface, then click on a material in the browser to apply it.

lol thats what the problem was, i felt like such a noob not being able to apply textures lol. Thanks for the info.

MrSilent
11-08-2007, 04:06 PM
Thanks Lee, seeing more cleary now what needs to be done.
A very complex editor but a very satisfying one. A room with a few textures and a light look amazing in game still :D

J10
11-08-2007, 04:17 PM
Did I miss something someplace?

It seems to be hard to freely drag and move actors around.

What do I click or key to freely drag an actor around?

Thanks again to anyone that can help.

Rube:)

hold down control and drag.

sarge mat
11-08-2007, 04:18 PM
Got a quick question here. I can not see sky Zone actors etc any more so could anyone run me though the basic steps of building up a sky box or is it still the same? I noticed in grid lock that the playable area was sorunded in a pink box but you could only see the pink outline, there where no materials applyed. Is this just the same as selected all surfaces and make it a fake back drop?

Thanks.

edit: just noticed the pink box is a reverb volume.

J10
11-08-2007, 04:19 PM
this site has some good tutorials it's for UT3 not specific to Gears but it should help out.
http://architectonic.planetunreal.gamespy.com/first_level.html

Rubey
11-08-2007, 04:34 PM
Thanks J10.

Was wondering if someone will post a tutorial for creating a open terain with hills etc?

Thanks! I love this forum.

~R~

dillydadally
11-08-2007, 04:35 PM
Yeah! A tutorial to create an open terrain with a nice skybox would be great! That would really help me out too!

flip5577
11-08-2007, 05:41 PM
Ok the one I made in school was off, here is how its done.

1 - Open your generic browser.
2- Go to your File > Import.
3 - Locate and select your texture file (preferably .tga) then hit ok
4 - Keep the package name of MyPackage, label your texture.
-- I named mine BricksDIFF
4- If you have a normal map, repeat step 2 and 3 for it.
-- I named mine BricksNORM

5- In the generic browser again right click and hold to open the pop up menu
6- Now select New Material.
-- I named mine BricksMAT

=========
Now the material editor should be open with a blank material on a ball on the left.
=========

7- Go back to the Generic browser and highlight your texture file (BricksDIFF)
8- Return to your material editor. (if you have one monitor then you will probably need to minimize the generic browser)

9- Hold down the T key and left click on the middle window. (Doing so creates a new texture sample with the currently selected texture aka BricksDIFF)

9 optional - Return to the Generic browser and select the normal map aka BricksNORM if you have a normal map.

9 optional - Minimize your Generic browser and return to the material editor. Hold down T again and click on the middle window, creating another texture sample using the BricksNORM texture this time.

===========
Now you should see a material window with 3 boxes in it. One box housing all of the different input nodes for your BricksMATT and two boxes on the right side, representing each of your imported textures.
===========

10 - left click and drag on the top left BLACK BOX for your texture and connect the extruding wire to the Diffuse box on the left (you have now plugged in your texture's diffuse Output to the Input of your material)

11 - left click and drag the diffuse output of your normal map to the Normal Input of your material.

Finished - Your render preview of your material should now update to show your texture... and if you also had a normal map you should see the bumps and crevices of your material as well.

===========
And there you have a basic texture that also has a normal map, which is now ready to be applied your GoW maps!!!

===========
Other Notes
===========
If you click on the ball in the material editor...

-While holding down CTRL you can left mouse click and drag to rotate the ball around to preview your material...

-While holding down L you can left mouse click and drag the light around your material ball to preview your material.

If you want an easy way to make normal maps then go download CrazyBump!!! its free.

Phew. Hope that helps.

flip5577
11-08-2007, 05:43 PM
Terrain, I think I can do that 8 P but I have to try it and make sure first before I release another fake tutorial heh heh.

Lee Perry
11-08-2007, 05:44 PM
There aren't skyboxes and "fake backdrop" surface flags anymore. For Gears, anything in the surrounding area is really there, usually just clever use of lower detail meshes.

flip5577
11-08-2007, 05:50 PM
this site has some good tutorials it's for UT3 not specific to Gears but it should help out.
http://architectonic.planetunreal.gamespy.com/first_level.html

Those tutorials are old actually. It says Unreal ed 3.0 but they don't apply to Unreal Engine 3.

Rubey
11-08-2007, 06:15 PM
Can you give an example of a place to find textures within the game files?

sarge mat
11-08-2007, 07:32 PM
There aren't skyboxes and "fake backdrop" surface flags anymore. For Gears, anything in the surrounding area is really there, usually just clever use of lower detail meshes.

Thanks again mate. For the most part I am getting on fine with Unreal 3 is just like the older version only with a lot of nice updates. Now that you guys have cleared up these changes such as sky box's etc I am ready to move on from UT 2004 maps to Gears of War and UT 3 maps later this month when UT 3 comes out.

CiS
11-08-2007, 08:27 PM
Im currently trying to record some video tutorials for ue3. Im just trying to get the sizes down

MrSilent
11-08-2007, 08:33 PM
Can't wait man ;)

dillydadally
11-09-2007, 02:26 AM
That'll be awesome. I'd love that! Thanks.

Rubey
11-09-2007, 03:19 AM
Yes! Thank you! Thank you!

Look forward to learning from your tutorials. :)

agent048
11-12-2007, 11:04 AM
So Ive been messing around with this editor for (totaly now) about 6 hours. With just lots of trial and error (obviously before I found this thread) I have created a room out of "thin" blocks (each 5000x20x10 or 20x5000x10) and added a nice little box in the middle ( figured out coverlinks for the most part aswell...)

Now that I know how to make a basic level though, how do I add ai?

I have been programming for years (since I was about 11 ... im 18 now) so I can ez think like a programmer yet I cant seem to find a (for lack of a better term or at least one i know) "Spawn Enemy" action in Kismet. I opened some of the single player map files but still couldnt find a action to spawn enemy AI.

I saw the AI actions like attack etc etc... but now spawn...


I also tried using a emergence hole as a spawner(right wrong?)

Totally lost, wish there was some tutorials on ai.

EDIT: Scratch that Just went through the other posts found http://www.avld.org/pages/tuts/IntroKismet.htm

:)

0ptimusprime
11-12-2007, 01:04 PM
Hey guys,

Looks like this is the thread for editor help. I've been playing with the editor, and have got the basics working (Thanks to many tutorials here!), but now I have a stupid problem thats really holding me back.. I get the feeling it would be an easy fix, I just don't know what that fix is...

When I select (for example) a brush/cube of any sort, and go to modify the edges or vertices, the axis/widget that you move to move the brush is rotated nearly 45 degrees from how it should be normally. This has only happened since this morning, yesterday it was fine. I can get a screenshot if that doesn't explain it clearly enough.

Help appreciated! Cheers.

Lee Perry
11-12-2007, 01:37 PM
There's a field at the top in your toolbar that is likely set to "local" that should be set to "world".

0ptimusprime
11-12-2007, 02:49 PM
Eurgh, I knew it would be something simple, many thanks!

int0xitive
11-12-2007, 07:34 PM
Woo! I just made my first successful room with a full material, lighting, terrain, and NO CRASHES! :D Granted, you have to be patient with the editor as it takes a while to do this and that. Just model in Zen.

KIWIDOGGIE
11-12-2007, 07:36 PM
Check out my Video tutorials, also gasduck's