MonsterEvo mapping tutorial

Anything and everything related to the Evolution server.
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christmas
1337 Haxor
Posts: 237
Joined: Sun Mar 10, 2013 6:30 pm

[offtopic]prerequisites - getting your UT2004 to the latest version[/offtopic]


a. install UT2004, apply cd-key
b. install UT2004MegaPack
http://unrealtournament2004.filefront.c ... Pack;52476
c. install UT2004 v3369 Patch
http://unrealtournament2004.filefront.c ... atch;51481
Optional - if you want Install the bonus maps.
http://unrealtournament2004.filefront.c ... exia;27433
http://unrealtournament2004.filefront.c ... nzip;27386
http://www.gamefront.com/files/13777126 ... apPack_zip
Optional - Install the 64-bit v3369 patch.
http://unrealtournament2004.filefront.c ... n_64;51743


[offtopic]MonsterEvo prerequisites[/offtopic]

bear in mind that, once you proceed with the following steps, you can't play on-line, because files will not match the server files, so you can either create a second UT2004 installation or consult step3->2

a. extract->install sample package [tools to run MonsterEVO mod off-line]
https://dl.dropboxusercontent.com/u/268 ... ackage.zip
b. extract->install latest version of DWassaultmappertools
http://www74.zippyshare.com/v/95238375/file.html
c. extract ->install all monsters to run offline
http://www47.zippyshare.com/v/37987646/file.html
d. edit *.ini files as stated here in Silly_Warlock's post here
viewtopic.php?f=78&t=4239&hilit=sample

or alternatively:
extract and install this (it includes all the above files, edited, so that you save time)
http://www34.zippyshare.com/v/64356000/file.html

[offtopic]this is also the necessary files needed to play MonsterEVO mod off-line[/offtopic]

[offtopic]ps: necro class is not included....if you want necro class....follow instrauctions here in Silly_Warlock's post
viewtopic.php?f=78&t=4239&hilit=sample[/offtopic]

___________________________________________________________________________________________________
___________________________________________________________________________________________________
step1: Gametype
___________________________________________________________________________________________________
first we need to set up the gametype to Assault

go to the top bar
View->Level Properties (F6)->LevelInfo->DefaultGameType
and type in: DWMonsterAssault.ASGameInfo

DWMonsterAssault.ASGameInfo is the MonsterEvo gametype

[offtopic]instead you can use
UT2k4Assault.ASGameInfo (this is the default Assault gametype)[/offtopic]
___________________________________________________________________________________________________
___________________________________________________________________________________________________
step2: Loading DWAssaultMapperTools actor
___________________________________________________________________________________________________
then we need to load the actor that we will be using for mapping

go to the top bar
press the Actor class browser button (icon: like a pawn)
in the new window press open package
go to your UT installation directory/System
locate and choose DWAssaultMapperTools.u

this actor includes all the default UT2004 actors + extra actors for DW mapping
___________________________________________________________________________________________________
___________________________________________________________________________________________________
step3: Map creation/Layout/Terrain etc
___________________________________________________________________________________________________
there are two things you can do here....

1. you can convert an existing assault map to monster evo

If that's the case, then you need to load the map you want to convert in your unreal editor
a. define gametype to DWMonsterAssault.ASGameInfo (step1)
b. load DWAssaultMapperTools actor (step2)
c. make any changes to map layout you want to
d. start placing monsters (step4)

2. you can create your own map from start

i will provide with links to mapping here
you will need to learn mapping for UT2004
[offtopic]in this scenario, you can build your entire map before you need to set gametype/actor/monsters (its advised to)[/offtopic]
___________________________________________________________________________________________________
___________________________________________________________________________________________________
step4: Monster placement/spawing/properties etc
___________________________________________________________________________________________________
In order to spawn a monster (or more) you will need 3 things
1. something (an action) that will activate the MonsterSpawner (trigger/objective/actor)
2. a MonsterSpawner (there are three types to choose from)
3. a spawnpoint (or more)

In detail:
1. in order the MonsterSpawner to be activated, you need an Event to occur first,and it works like this:
an action occurs ( e.g. a trigger is activated), this completes the Event of this trigger
and each actor that is tag-ged to that Event-name is activated

placing a (proximity) trigger in the map, setting an event to occur when a player gets into the trigger's range
actor class browser->Triggers->Trigger
Trigger properties:
Events -> Event: lala001

2. a MonsterSpawner is the system that controls the monsters that will spawn, what monster type, how many, and all other attributes of monsters....
ps: you can place the MonsterSpawner anywhere is the map, even outside the map

actor browser->keypoint->ThingFactory->creaturefactory->DWMonsterSpawner->DWBasicMonsterSpawner
DWMonsterSpawner properties:
Events -> Tag: lala001
MonsterSpawning
lives: 1
monstername: AlienQueen
monsterpackage: Package_Xenomorphs

monster's list: viewtopic.php?f=78&t=4031

so, I set above, when the action lala001 is completed, to activate the MonsterSpawner , which will spawn 1 Alien Queen...

3. a spawnpoint (or more) is the location that the MonsterSpawner will spawn the monsters you set to spawn....

ps1: you can set up to 16 spawnpoint for 1 MonsterSpawner
ps2: make carefull placing of the spawnpoint ...you want the monsters to spawn inside the map, in reasonable locations
ps3: if you have set 1 monster to spawn only in your MonsterSpawner and you have more than 1 spawnpoint for this, then the 1 monster will spawn in one random spawnpoint

in order to link a MonsterSpawner with a spawnpoint you need to:
a. DWMonsterSpawner properties:
Events -> SpawnPointTag : hahaha

b. place at least 1 spawnpoint
actor browser->NavigationPoint->SpawnPoint
SpawnPoint properties:
Events -> Tag: hahaha

to sum up

the Event of trigger must match the Tag of DWMonsterSpawner lala001
and
the SpawnPointTag of DWMonsterSpawner must match the Tag of SpawnPoint hahaha

ps: these two names must be different

_____________________________________________________________________________________________________________
[align=center]types of Monster Spawners[/align]
_____________________________________________________________________________________________________________
[align=center]DWBasicMonsterSpawner[/align]

its the most basic type, and it can accustom most situations/cases you may consider using. nothing complex here.

how it works:
when its triggered, it spawns the monster type you set into Monster Spawning->MonsterName
the number of monsters it will spawn in total equals Monster Spawning->Lives
if you want to spawn NOT all monsters at once, but spawn a few and keep spawing the rest as soon as one dies
use that value at Misc->MaxMonstersAtOnce
if you want to spawn ALL monsters at once,
use a value at Misc->MaxMonstersAtOnce higher than the value in Monster Spawning->Lives

[offtopic]can be also activated by collision Misc->bCollisionTriggered[/offtopic]

ps1: make sure to use more than 1 spawnpoint for the MonsterSpawner if you want to spawn more than 2-3 monsters,
otherwise it will spawn 1 monster/second from that spawnpoint
ps2: dont forget to set properly the names for Events->SpawnPointTag and Events->Tag as we described above
ps3: Misc->bCollisionTriggered set to False, otherwise it will spawn monsters everytime something is close to that spawner....thats why triggers are for...unless you want to create some sort of ambush/trap to e.g. a healthkit....
ps4: Display->DrawScale, set this value high enough especially if you are converting a map and you want to distinguish your actor icons from these of the default map.....and not spending hours to locate them....

Contents of spawing volumes:
fixed
random
proportional random
proportional fixed
additive proportional
chance to spawn
infinite

If you want to spawn a fixed number of monsters you will just need:
Monster Spawning->MonsterName
Monster Spawning->Lives
Misc->MaxMonstersAtOnce
[align=center]______________________________[/align]
If you want to spawn a random number of monsters you will need:
Monster Spawning->MonsterName
Monster Spawning->Lives
Misc->MaxMonstersAtOnce
and
RandomExtraLivesMax
e.g. lives=3, random=10
this will create total= from 3 up to 13 (=3+10) monsters
[align=center]______________________________[/align]
If you want to spawn a proportional number of monsters to the numbers of players in-game you will need:
Monster Spawning->MonsterName
Monster Spawning->Lives
Misc->MaxMonstersAtOnce
and
Monster Spawning->RandomExtraLivesMax
and
Monster Spawning-> RecalcExtraLives -> bWeighted:True: it will randomly create extra monsters in regards to players in-game, by considering the RandomExtraLivesMax value

[align=center]or alternatively you can use [/align]
Monster Spawning-> bUseAutoRecalcExtraLives: True
Monster Spawning-> RecalcExtraLives -> bWeighted:False: it will create extra monsters in regards to players in-game using a formula
Monster Spawning-> RecalcExtraLives->MaxMultiFactorPerPlayer (e.g. 5 -> then it will spawn 5 monsters/player)

[align=center]or alternatively you can apply the following trick using the Monster Spawning->ReqPlayerstoTrigger [/align]
this might be the best method to control the overall monsters that will spawn at each possible scenario

place 2 or more DWBasicMonsterSpawners and set specific min and max values in Monster Spawning->ReqPlayerstoTrigger, that only when met, the respective spawner will activate....
e.g. method 1 -----> spawner2: 3-12players and spawner3: 6-12players and spawner4: 9-12players
e.g. method 2 -----> spawner2: 4-5 players and spawner3: 6-8players and spawner4: 9-12players

[align=center]______________________________[/align]
If you want a monster to have a probability/chance of spawning you will need:
Monster Spawning->MonsterName
Monster Spawning->Lives
and
Monster Spawning-> ChanceToSpawn with value from 0,01 to 1
if 0 then it will never spawn (why would you even consider that idiot???)
if 0,2 it has 20% chance to spawn the specific group
if 0,5 it has 50% chance to spawn the specific group
if 1 it will always spawn the specific group

[align=center]______________________________[/align]
If you want to spawn infinite monsters you will just need:
Monster Spawning->MonsterName
Misc->MaxMonstersAtOnce it defines how many monsters will be alive at the same time
Monster Spawning-> bInfiniteLives
note: infinite monsters give adr offline, not sure about online....

[align=center]______________________________[/align]


Other settings of the DWBasicMonsterSpawner
place a visual-FX if monsters spawn in front of your face to look nice (bollocks):
Monster Spawning-> bEmitTeleportationEmitter: True, and choose what emitter you prefer Monster Spawning->EmitSpawningemitter

___________________________________________________________________________________________________
___________________________________________________________________________________________________
Feel free to correct me wherever I have made an error....
do NOT flood the topic with unnecessary comments...
this is a personal effort to make things simpler.....

other links

Mapping Tutorials
viewtopic.php?f=19&t=3161&p=31409&hilit=skybox#p31409

Monster Spawner Tutorial {Unfinished}
viewtopic.php?f=78&t=4148&p=40231&hilit ... ner#p40231

monster's list (name and package)
viewtopic.php?f=78&t=4031

http://www.angelmapper.com/gamedev/tuto ... ssault.htm

viewtopic.php?f=19&t=2017&hilit=tutorial
Last edited by christmas on Thu Dec 05, 2013 7:50 am, edited 2 times in total.
DW_WailofSuicide
DW Clan Member
Posts: 1634
Joined: Wed Dec 28, 2005 12:00 am

If you want to spawn infinite monsters you will just need:
Monster Spawning->MonsterName
Misc->MaxMonstersAtOnce it defines how many monsters will be alive at the same time
Monster Spawning-> bInfiniteLives
note: infinite monsters give adr offline, not sure about online....

Note that when you make "infinite monsters" this way, they will respawn instantly as soon as one monster dies.
If you wish to have infinite monsters, but only have monsters come in at defined intervals it's a bit harder to setup (at least with the old Monster Spawner). For an idea of why you might want to do this, lets say you want to make a map where waves of monsters come in at regular timed intervals (invasion-like, except you spawn more enemies every 30 seconds).

For an example of this functionality using the old monster spawner see AS-Argento where I utilized this for all of the "portals" where enemy soldiers can come from.

Note: Based on my conversations with Ant I'm under the impression that this behavior (infinite monsters, spawning only when triggered) is much easier to accomplish with the new AdvMonsterSpawner, and I'll probably be utilizing that in an update to Forgotten Fane.
User avatar
christmas
1337 Haxor
Posts: 237
Joined: Sun Mar 10, 2013 6:30 pm

DW_WailofSuicide wrote:
Note: Based on my conversations with Ant I'm under the impression that this behavior (infinite monsters, spawning only when triggered) is much easier to accomplish with the new AdvMonsterSpawner, and I'll probably be utilizing that in an update to Forgotten Fane.
I will check it out later....when I get around the AdvMonsterSpawner actor
User avatar
christmas
1337 Haxor
Posts: 237
Joined: Sun Mar 10, 2013 6:30 pm

___________________________________________________________________________________________________
___________________________________________________________________________________________________
step3: Map creation/Layout/Terrain etc
___________________________________________________________________________________________________
This part will covers:
|-- Brushes
|..........|- build a room
|..........|- copy/duplicate brushes
|..........|- construction brush
|..........|- subtratrive brush
|..........|- additive brush
|..........|- Selecting,Moving,Rotating
|-- Textures
|..........|- import textures
|..........|- texture creation
|-- mylevel
|-- Static meshes
|..........|- import
|..........|- create
|..........|- scaling
|..........|- rotating

The layout of a map consists of brushes(BSP) and static meshes

A brush is a shape (cube/cylinder etc) that you can create within the map.

A texture is the texture/drawing that a brush will have.

A static meshes is an object that is placed within the map.

First off, you need to decide what type of map you are making.
If it is indoors like AS-Cubes4you, you use brushes.
If it is outdoors like Iguazu, you need to use brushes and terrain and skybox.
If its mixed like Acatana, you need to use brushes and terrain and skybox.
If you are noob in map creation, make an indoor map.
static meshes can be parts of a map, or can be just objects laying around in your map like decorations.


Brushes
Brushes define the shape and size of a room or an area, where the player will be wondering around (within this area).
on the left-bar you can see brushes you can create.
if you rightclick on a shape, you can set the size properties of the brush.
once you choose the desired size of a brush, press the subtract icon on the left-bar to create that brush into the empty map. your newly created cube with be layed with a brown-brush in the views.

Red-brush is the construction brush. it is the brush you see in your views to show you what the shape, size, location of the item will be, if you decide to create it. (you can have max 1 Red-brush in your map)

Brown-brush is an subtracted brush

so if you want to create a cube 512x521 x 256 height, you right-click on the cube icon, set these dimensions, press build (this will create a red brush), move your brush (red cube) into the 4-views(top,front,side,3D) to put it in the place where you want it to be, and press subtract. so now you have created a cube into an empty area, but without textures.

Copy/Duplicate
if you want to make clones of this room, you can either copy->paste the brush or duplicate it.
How to copy : first left click the item you want in one view. If you want to copy more items, use Ctrl + left click in one view only. then right-click-> copy ->right-click-> paste...

How to duplicate: select the Brown-brush in any view, press Shift+D and it will make a copy of it....just move it anywhere in the map. you can duplicate many items at once by simply selecting all in one view.

ALWAYS press the Build Geometry button in the top-bar to view the changes you made in your 3D-view

I personally use the duplicate command since its faster and you get the copied items right next to the original items (while with the copy->paste command they might be hard to be located in your map)

[offtopic]This is the method used to actually duplicate ANYTHING in UnrealEditor (brushes, actors, staticmesh etc)[/offtopic]

[offtopic]ps: the red brush is a construction brush and not an actual item, so it can NOT be duplicated[/offtopic]

[offtopic]when you pasted/duplicated many items, these items are all selected in that view, so you can instantly move or rotate or edit all these items at once (without the need to select them all again)[/offtopic]

Selecting many items
to select more than one item, you must Ctrl + left click in the same view the items you want.

Moving one or more items
the selected items you have in one view, in that view press and hold Shift + left click and move your mouse

Rotating one or more items
the selected items you have in one view, in that view press and hold Shift + right click and move your mouse


that way, you can place a few rooms into your map, connect them with corridors (brushes), and have some sort of map to wonder around.
to make it playable you will just need to add 1 PlayerStart and a few Lights (dont forget to add textures or it will look like the inside of a vagina)(ps: no objectives have been set yet)

ALWAYS
hit the Build Geometry button after you place a brush (or an actor)
hit the Build Lighting button after you place a light
and save your map (better in the form e.g. AS-testmap.ut2)
(and make a back-up of your map)

ps1: rule of thump...a typical room with height 256 allows a player to double-jump...so if you want to triple jump, make it a bit higher...
ps2: make sure the grid-snap button on the bottom-bar is always selected (its on the left of a number)...that number is the grid-number which comes handy when you want to move something to fit to an exact place
ps3:always use the power-of-2 to make shapes from brushes. do NOT use e.g. height 231.
e.g. 2-4-8-16-32-64-128-256-512 etc...
ps4: you dont need a calculator to make multiply sides.... for instance, if you select to make a brush (cube), and you want the width to be 4 times 512, instead of calculating 4x512=2048 you can put into box the value 4*512

any shape you might consider doing, no matter how weird it is, you can create it many ways:
a. you can use the clip-brush buttons on left-bar
b. you can use the free-hand-polygon-drawing on left-bar
c. if you are too lazy, like me, you can use combination of brushes....additive and subtratrive brushes

A subtratrive brush is a brown color brush that will create a room/shape in an empty area of a map. (will NOT create anything if you try to use it inside a brush.)

An additive brush is a blue color brush that will cut off a part of a room/shape (a subtrative-brush) and replace it with nothing=empty area. (will do nothing if you try to apply it in empty map area)

clip-brush and free-hand-polygon-drawing are not to be discussed here.....
check google or links below....or watch videos on youtube


Textures

The cube you created before, is now a room. In order to be complete, you need to add textures.
To do so, press in the top-bar the texture browser icon. A new window pops up.
at tab Full press open package icon, select a package to load it, choose a texture you like, go to your room in the 3D-view, right click on each wall and press apply texture
NOw you have a room with textures.

ps1: you can automatically place textures on a brush, simply by having a texture selected in the texture browser, before you click the subtract button. That way, the cube would be created with the selected textures (to save you time.
ps2: in your texture browser the tab In use shows all textures you are using in your map.
ps3: everytime you open UnrealEditor, make sure, for every texture package you want to use, to load it from start. The preload-ed textures you see from each package has only very few textures of the actual package, and needs to be loaded each time UnrealEditor starts so that you can see all the textures of that package.



Textures by theme:

consult this:
http://wiki.beyondunreal.com/UE2:Textur ... e_(UT2004)

Import textures

to import textures:
a) from another map (thief)
in your texture browser ->File...->Import...->select the map you want to steal from
b)from a texture-package
in your texture browser ->File...->Import...->select the texture you want to import

you could open the other map in editor, locate the texture in texture browser-> In Use tab
select it ->File...->Export...->use a name blahblah -> in texture browser->File...->Import...->select it
consult this also if you run in trouble: http://wiki.beyondunreal.com/Legacy:Import_The_Texture


Texture creation

if you want to make your own textures on Photoshop, CorelDraw, or even MSPaint, make sure the output file is
256x256 or 512x512 pixels, 32-bit, BMP or targa format........otherwise :sangry:
http://wiki.beyondunreal.com/Legacy:Import_The_Texture
the import process is the same as described above

ps:anything you import (custom) needs to be saved in mylevel (read below how)

mylevel

mylevel is a package stored inside the map file when saved, so you dont need to have external (extra) files (dependencies), but just 1 file (the *.ut2 file)!!!!! (fuck yeahhhhh!!!!!!!!!)
mylevel will store all import-ed stuff, static meshes, textures etc....
how it works:
following the process above (import a texture) a pop-up window will appear requesting 3 things
Package, Group and Name
you use the following
Package: mylevel
Group: anything
Name: anything (dont actually type the word "anything")

now, the imported texture is saved into mylevel package BUT, it will disappear if you close the editor, even if you save the map. What you need to do is apply this texture into a brush...
A safe way to do this is crate a large cube far from your main-map-area, where you place all imported stuff, so that, even if you delete them or forgot to apply them into your main-map-area, since you used them once inside the other-map-area, they will be saved and not removed from mylevel package.


Static meshes

static meshes are objects inside the map area.
I will not make reference to karma actor.

[offtopic]some mappers use static meshes to build entire maps and not brushes, since the rendering is better and results in better performance.[/offtopic]

static meshes come in various shapes and sizes.
there is a huge collection of static meshes pre-loaded in the pre-installed packages which you can access through the static meshes browser on top bar ->Load package->choose any (same process as in textures)

these are placed into map for decoration reason mainly....and accessibility or blockage reasons other times....
even a map built 100% with brushes, will have a few static meshes (lights) as decoration, or wall buttons.
you can use ramps, barrels, huge spaceships or vehicles (static) ...see the static mesh packages in the links below....

static meshes dont do anything other than to add aesthetics to a map....to enhance a map to look nicer...and heavier if you have an old pc.

if you open the packages, you will see thousand of interesting meshes to add to your map....do not over-do it or your map will be unplayable.

careful placing is advised, so that they dont block access to an area (unless its intended). dont place static meshes like wall-buttons in narrow corridors or the player might stuck into these 2-4 pixels that come out of the wall.....

you can import/stealthe static meshes from another map:
the process is the same as described above for textures, but it takes place in the static meshes browser
make sure you use mylevel package and follow the process described in mylevel section above

you can create your own static meshes in 2 ways:
a. polygon drawing (not covered here)
b. by selective brushes
make something weird with brushes and textures
choose the red brush on left-bar, make it large enough to include all items you want, move it so that all items are inside the red brush,
press intersect button on left-bar, right click on the brush->Convert...->To static mesh


you can edit the size (scaling) of a static mesh:
in the bottom-bar at Drawscale3D change the values for X,Y,Z of the object

Rotating a static mesh:
you can rotate a static mesh by selecting it (using the same method mentioned above). the selected item/items you have in one view, in that view press and hold Shift + right click and move your mouse
___________________________________________________________________________________________________
___________________________________________________________________________________________________

piece of advice

more items* placed in your map = bigger map size = worse fps performance
as items refer to brushes, static meshes, and the imported data
(dont get over-excited with the huge collection of static meshes and fill up the map with useless items that the only thing will do is to make your map un-playable because of low fps
___________________________________________________________________________________________________
___________________________________________________________________________________________________
you can create your own map from start/scratch

to learn mapping for MonsterEvo, you actually will need to learn mapping for UT2004
and then place (Assault) Objectives + Monster Spawners -> Map complete

all of the above will be covered here extensively


[offtopic]you can build your entire map before you need to set gametype/actor/monsters/objectives (its advised to)[/offtopic]
___________________________________________________________________________________________________
i will provide with links to mapping here
___________________________________________________________________________________________________



usefull links:
Video tutorials
http://www.3dbuzz.com/training/view/unr ... -2003-2004

Video Tutorial for Starters
http://www.3dbuzz.com/training/view/unr ... ing-levels

Texture scaling, aligning etc: http://www.freewebs.com/rumpleslabs/ut2 ... orials.htm

textures by theme: http://wiki.beyondunreal.com/UE2:Textur ... e_(UT2004)

import textures: http://wiki.beyondunreal.com/Legacy:Import_The_Texture

static mesh packages by theme:
http://wiki.beyondunreal.com/Legacy:Static_Mesh_Package
http://wiki.beyondunreal.com/Legacy:Sta ... ndex#Grass

how to create a skybox:
http://wiki.beyondunreal.com/Legacy:Building_A_SkyBox

how to create a terrain:
http://wiki.beyondunreal.com/Legacy:Creating_A_Terrain
Last edited by christmas on Fri Dec 06, 2013 6:50 am, edited 9 times in total.
DW_WailofSuicide
DW Clan Member
Posts: 1634
Joined: Wed Dec 28, 2005 12:00 am

This looks good Christmas, you've been putting a lot of effort into it which is impressive.

I wanted to add some notes here based on what you've written...


Brushes:

Hold control while selecting brushes (or other items in the editor) to select multiple items
Ctrl+W will duplicate selected items in the editor, including brushes.

512x512x512 is my recommended minimum size for a basic cube hallway in Monster Evolution. Because you potentially have 10+ players and X+ monsters running around, that space is needed.

In order to avoid BSP errors it's best to create complex shapes using multiple brushes. Using clip-brush, or free-hand-polygon-drawing is not recommended. Do not use sphere brushes (ever). If you want to create a hexagonal room it's better to create it by making two cube brushes adjacent to each other, then vertex-editing the vertices until you have a hexagon shape. Similarly, if you want to create an octagon shape, do so by using (3) cube brushes and vertex editing them.


Textures and Static Meshes

Do not myLevel content that comes in default texture or static mesh packages. MyLeveling default texture or static mesh content will make your map larger for no reason.

If you see a static mesh or texture in another map the easiest and simplest way to get that content into your map is to simply open the map, copy the item (if it's a texture, copy and paste a brush which uses that texture on one of its surfaces), and then open your map. With your map open you can paste into your map and that item will now be present in your level.
User avatar
christmas
1337 Haxor
Posts: 237
Joined: Sun Mar 10, 2013 6:30 pm

DW_WailofSuicide wrote:If you see a static mesh or texture in another map the easiest and simplest way to get that content into your map is to simply open the map, copy the item (if it's a texture, copy and paste a brush which uses that texture on one of its surfaces), and then open your map. With your map open you can paste into your map and that item will now be present in your level.
yeah I tried it millions of times....
you mean, start an editor with the map you want to steal from....so that all content is loaded
then start a second editor and load your map, and copy it from there.....it never pastes it into my map ...like NEVER EVER

instead
1. I load the other map in my texture or staticmesh browser.....but that creates extra dependencies
or
2. I export it from the other map and import it into my map...by making it content into my map's mylevel package

I always use one of the two methods and it always works (100% success rate)
User avatar
christmas
1337 Haxor
Posts: 237
Joined: Sun Mar 10, 2013 6:30 pm

___________________________________________________________________________________________________
___________________________________________________________________________________________________
step0: Unreal Editor Interface
___________________________________________________________________________________________________
This part will covers:
|-- Bars
|..........|- Top bar menu
|..........|- Top bar
|..........|- Left bar
|..........|- Bottom Bar
|-- Views
|..........|- Top View
|..........|- Front View
|..........|- Side View
|..........|- 3D View (Dynamic Light)
|-- Views (top bar menu options)


To open Unreal Editor
.........\Unreal Tournament 2004\System\UnrealEd.exe

[offtopic]everytime you run it, your monitor's contrast/gamma will be screwed for some reason.....dont worry, it happens to everyone[/offtopic]

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http://udn.epicgames.com/Three/UnrealEd ... 20Overview

[offtopic]most links provided here are from the latest version of Unreal Editor......yet the interface/buttons is 95% the same as the UT2004 Unreal Editor[/offtopic]

ps: you will get a grip of buttons, menus, options, shortcut-keys with time once you start experimenting in Editor

most shortcut keys: http://udn.epicgames.com/Three/EditorButtons.html
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[align=center]Top bar menu (aka menubar)[/align]
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http://udn.epicgames.com/Three/MainEditorMenuBar.html
Its a typical bar like in any software or windows explorer top bar menu. most of these options can be activated by buttons in the other bars or shortcut keys.
some extra settings
View->Log
View->Level Properties
View->Advanced Options


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[align=center]Top bar(aka toolbar)[/align]
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http://udn.epicgames.com/Three/MainEditorToolbar.html

from left to right
New/Open/Save map (SAVE MAP all the time)
and keep a back-up of your map elsewhere, in another directory

Undo/Redo

Search for actors (if your map has 1 trillion actors)

*Browsers will pop up a new window with the chosen browser
Includes Texture, Static Meshes, Actors and others.....

[offtopic]ADVICE: do NOT leave browser-window open. besides it occupies space (unless you have 45inch monitor), do NOT move it on the far sides, like on the left or bottom of the Editor window, or it will disappear and it will be IMPOSSIBLE to re-appear (UT2004 re-installation is required). so the process is this, open browser, select whatever you wanna select, close browser (X).

possible solution 1:
open UT2004/System/unrealed.ini and change the following values. Look for properties like this ....
[Texture Browser]
X=816
Y=198

possible solution 2:
delete UT2004/System/unrealed.ini and restart Unreal Editor[/offtopic]


*Build
Build Geometry press afte each time you create a brush, or you move static meshes or brushes ar actors, to see them in their proper-position in the 3D-view window
Build Lighting everytime you add/move/edit a "light" actor, press it to see the changes in the 3D-view window
Build All press it to build everything included in your map....
at the start of a new map this will take 2 seconds
when a map is close to completion it might take 10 minutes :devil: :devil: :devil: :devil: :senvy: :senvy: :senvy:
Then hit the Save button

Play Map!
it will run your map
make sure you hit save, the Build All button before and you placed at least 1 PlayerStart and 1 light

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[align=center]Left bar (aka toolbox)[/align]
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http://udn.epicgames.com/Three/MainEditorToolbox.html

1st group:
Camera Movement must be always selected
Matinee is the video-creation tool not working on server
Terrain Editing is the tool to create a terrain
all the rest are actor, texture and brush editing tools which you generally use shortcut keys for or you do it the alternative way expained in other tutorial part

2nd group:
brush editing tools....

3rd group:
all types of brushes (shape-related) you can create
*stick to simple shapes (cubes) for rooms/areas
*use staircases inside (additive)
*use sheets to separate the inside of a room
*use the remaining weird shapes to create small objects as deco inside (additive) your rooms

4rth group:
Add / Subtract / Intersect / De-intersect become expert on these 4

Add special brush will discuss later

Mover is an object (static mesh) that moves between keypoints (a door, a lift, a moving wall etc) will discuss later

Add Antiportal will discuss later

Volumes right-click on icon to see what types you can have - will discuss later

5th group:
I rarely use these - will discuss later
6th group:
I rarely use these - will discuss later

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[align=center]Bottom bar (aka status bar)[/align]
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most important keys here are:
Lock selected

grid-snap button (better be on all the time, especially when you are doing brush placing in your map, otherwise your brushes will have gaps of wont fit correctly at their sides, so intersect will be your best friend there)

grid-size (number) for better placing of objects/actors/brushes/meshes and alignement....makes your life much easier....you can change this value all the time, according to the occasion

maximize viewport can come in handy very often

DrawScale3D: you define the x , y, z values of an object (e.g. a static mesh) (default values =1,1,1)

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[align=center]Viewport Toolbar[/align]
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http://udn.epicgames.com/Three/ViewportToolbar.html

right-clicking into a bar will provide a number of options


Top/Front/Side Viewport

right-click -> Actors-> Radii View will give an idea of the collision radius of an actor

3D/Dynamic Light Viewport
View Modes -> Dynamic Light is the standard mode that shows what map looks like when played
other View Modes -> http://udn.epicgames.com/Three/ViewModes.html

Real Time Preview Toggling this button on will turn on realtime feedback in the viewport for previewing animated materials, particle effects, sounds, etc. (joystic icon)

right-click -> Actors-> Radii View will give an idea of the collision radius of an actor in 3D
Last edited by christmas on Sat Dec 07, 2013 7:46 am, edited 8 times in total.
DW_WailofSuicide
DW Clan Member
Posts: 1634
Joined: Wed Dec 28, 2005 12:00 am

christmas wrote:
DW_WailofSuicide wrote:If you see a static mesh or texture in another map the easiest and simplest way to get that content into your map is to simply open the map, copy the item (if it's a texture, copy and paste a brush which uses that texture on one of its surfaces), and then open your map. With your map open you can paste into your map and that item will now be present in your level.
yeah I tried it millions of times....
you mean, start an editor with the map you want to steal from....so that all content is loaded
then start a second editor and load your map, and copy it from there.....it never pastes it into my map ...like NEVER EVER

instead
1. I load the other map in my texture or staticmesh browser.....but that creates extra dependencies
or
2. I export it from the other map and import it into my map...by making it content into my map's mylevel package

I always use one of the two methods and it always works (100% success rate)
The method you described is incorrect. The correct method is outlined below.
1. Open UnrealEd
2. Open MapA
3. Select Actors you like. Copy.
4. Open MapB (Your Map)
5. Paste.


You generally want to avoid myLeveling content that's already provided by default UT2004 packages. For example, HumanoidArchitecture.utx is a default UT2004 package and everyone already has it. If you import a texture from there into myLevel it's just forcing people to re-download something they already have. You should use myLevel for custom map content, to copy content that is myLeveled in other maps, or to grab an items from a non-standard packages (.utx, .uax, .usx).
DW_WailofSuicide
DW Clan Member
Posts: 1634
Joined: Wed Dec 28, 2005 12:00 am

christmas wrote: [offtopic]ADVICE: do NOT leave browser-window open. besides it occupies space (unless you have 45inch monitor), do NOT move it on the far sides, like on the left or bottom of the Editor window, or it will disappear and it will be IMPOSSIBLE to re-appear (UT2004 re-installation is required). so the process is this, open browser, select whatever you wanna select, close browser (X).[/offtopic]

If you look inside UT2004/System/unrealed.ini you should be able to manually reset the position of the browser windows. Look for properties like this ....
[Texture Browser]
X=816
Y=198
User avatar
christmas
1337 Haxor
Posts: 237
Joined: Sun Mar 10, 2013 6:30 pm

DW_WailofSuicide wrote: The method you described is incorrect. The correct method is outlined below.
1. Open UnrealEd
2. Open MapA
3. Select Actors you like. Copy.
4. Open MapB (Your Map)
5. Paste.


You generally want to avoid myLeveling content that's already provided by default UT2004 packages. For example, HumanoidArchitecture.utx is a default UT2004 package and everyone already has it. If you import a texture from there into myLevel it's just forcing people to re-download something they already have. You should use myLevel for custom map content, to copy content that is myLeveled in other maps, or to grab an items from a non-standard packages (.utx, .uax, .usx).
1. ok, i tried this method many times on my first week working with Unreal editor, I didnt know back then what I was doing wrong...and since I found out the 2 alternate methods....that were faster and 100% working, I never tried this again....I will include it in the tutorial...
and
2. there are two types of content....content that comes with UT2004 (=content that everyone has), so this content can be easy to locate and load in your map (the proper package from the browser) if you know how to locate in what package it belongs to.....(its easy with google and texture/static mess package reference)
BUT, in general, from many maps, the content is custom (i mean when you start a map you use the default packages and then you go for extra content from other maps), not included in the UT2004 packages...which simply makes it an extra, an external dependency (especially content that is found into this map's mylevel package) , something that I will have, since I have it in my UT2004 directory, but all others will be missing.....

so, when I was stating how to import stuff from other maps.....I was talking about custom you spotted in another map and wanted to have them in your level....
and not stuff from the default UT2004 packages

I didnt encourage anyone to start opening random maps and taking content from there.....on the contrary I refered to all packages (tex and static) that come with the default UT2004, how to properly load them so he can see the whole package contents....and use them.... thats why I provived also the package content by theme web links
........and then, if you want extra content, go ahead with other maps

I mean, to sum up, when I look to find something nice to take from another map, I go straight and look into that map's mylevel package....so that is an extra (unless its brushes and textures from the default content, but that even you cant be 100% sure)
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