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Have Questions? Look here first - UT3Ed FAQ

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  • replied
    Anyone know how to adjust the Ambient brightness of a static mesh? I cant find the option, and i have some meshes that need lightening with this method.

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  • replied
    Ok, so let me get this straight. I have been trying to make a simple subtractive space in the editor. I create the BSP cube set the thing to subtractive, and subtract it out. How is it that I actually add the material? Do I have to save the *.upk of my choice to the name of my map, and then what do I do? Click on the brush properties? I am lost!

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  • replied
    Originally posted by melmonkey View Post
    I would question this.
    You are correct. UT3 no longer uses the UT2004 internal package name of "myLevel". In UT3 the internal package name is the actual map name in the Generic Browser.
    So any custom content should be imported into the package that is the map's name. This package will show up in the Generic Browser as soon as you first save the map. Import into this using sorted group names for better organization. Never attempt to save that package that is the same as the map's name separately, you don't have to. The editor can be a bit flakey at times, where the map name package still has an asterisk (*) after it, meaning that it is dirty (unsaved) even though you just saved, and exiting UT3Ed will give a warning that one or more of the package groups is unsaved, these warnings can be ignored.

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  • replied
    Comments inline, in red:

    Originally posted by (¯°·«èXó»·°¯) View Post
    Q. What are the .upk files for and do i need them?
    A. They seem to hold the custom content of your map such as textures, materials, static meshes etc. To save this content in your map as you did previously in earlier versions of UED, simply name and save the package the same name as your map. Example: MapName = DM-Test.ut3, Save the package as DM-Test.

    I would question this. When you build lighting for your map, UE3 stores the built lightmaps in a package named the same as your level. When my students have created a package that is named the same as their level, it always leads to problems. Run some tests, but unless something has changed in the UT3 version of the editor (vs. RoboBlitz and all our internal versions of the engine), saving a package that is the same name as the map is not a good thing.

    Q. I cant see any static meshes in my viewport, whats wrong?
    A. Make sure you have told the vieport to display them by clicking the dropdown arrow of the title bar for the viewport and selecting static meshes. You can also hide things from view using the same method.

    The default keyboard shortcut for hiding static meshes in the editor is "w". This causes users who are familiar with Max or Maya to accidentally hide all the static meshes by trying to switch to the move manip using the shortcut for move in Max and Maya.

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  • replied
    I have a mapping for Dummies over here ->

    http://forums.unrealplayground.com/s...ad.php?t=48153

    Of collected info. If you don't mind if like to use some your faq's over there. Your more than welcome to.

    I always try and give people credit from whom i got the info.

    great job!

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  • replied
    You're welcome.
    The splash screen in UT2004 shows "UnrealEd 3.0".
    The Help About dialog in UT3 shows "Unreal Editor for Unreal Tournament 3".
    UEd for UT3 (or UT3Ed) is also what Epic emphatically calls it (there is a thread by Mark Rein I believe where he clears up the name confusion). Most likely the renaming of UnrealEd is to remove confusion with Unreal Editor for Unreal Engine 4, which AFAIK is under design.

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  • replied
    Thanks for the corection, i will make the necessary changes to the FAQ.

    However for anyone who is interested regarding the version num. UT2004 Ed aka UED3 is clearly marked as Ver 3.0. The new UT3Ed is marked as ver 3.4xx not ver 4 as i had previously thought.

    Again thanks for the corection.

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  • replied
    It is not UEd4. It is Unreal Editor for UT3. Or UT3Ed.

    You normally won't be copying any stock content to your map, there is usually no reason to. Content is often larger than previous UT game versions, so you want to leave as much in the stock packages as possible, otherwise your map may be a large download.

    You can press "G" to hide all non-game objects/actors in the editor. Good for editor screenshots.

    Make sure that you set the lightmap properties for StaticMeshes that you insert, they always default to an override of size 0 (per-vertex lighting like UT2004). But first make sure the StaticMesh is actually supporting a lightmap channel (you can usually tell by the number of UV Channels and/or LightMapCoordinateIndex and LightMapResolution settings of non-0).

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  • replied
    bumping post again.

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  • replied
    Ugh, I got it copy over the .upk file, but no .ut3 map file. I'm getting frustrated, lol. I love the new editor, but can't stand this cooked and uncooked process of theirs.

    Here's my steps... correct me if I went wrong some where.

    1. Inside Unpublished\CookedPC\CustomMaps\ -- I created a folder named "TestMod" to save the ut3 and upk files in.
    2. Created my level.
    3. Saved as DM-TestMod.ut3
    4. Hit the Publish button.
    5. Asked to save my package. I saved it as TestMod.upk.

    The CMD windows pop up and I let it do it's things.. always comes up with 2 errors.
    "error saving DM-TestMod.ut3 to ...\Publish..."
    "error saving TestMod_LOC_int.upk to ...\Publish..."

    Result, only the TestMod.upk went over into the Publish folder. Otherwise, everything else stayed in the Unpublished folder, including the .ini text file.
    Oh well... I'll stop wasting space in this thread. If anyone can help me out, send me a PM. Thanks.

    (My workaround right now is just to manually copy the files over).

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  • replied
    I can say that the publish button worked here.

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  • replied
    Ah, okay. I'll give that a try and see what it does.

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  • replied
    hmm i manualy created the folder to start with and then did a publish and it put the map and .upk files directly into it without any problem.

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  • replied
    I can confirm that the Publish button doesn't work. It's supposed to copy your map files and such from the "unpublish" folder to the "published" folder, but it never copies. I had to manually copy them in order for it to show up. (Unless for some reason it's worked for you, lol. I've tried several times!)

    Or, you can use the UT3.exe -useunpublished trick to view the maps in the unpublished folder.

    Good starting FAQ though. I'm sure there's A LOT more we can add to it.

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  • replied
    bumping* post

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