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Whiplash
Principality/2C
Posts: 180 Joined: 16 Oct 2012, 02:02 Location: Smugglers Warehouse, Hells Kitchen Nationality:
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Hi guys; After never having Unreal Ed working for me (Using Windows XP it would always crash on start up) I decided to try it again today. Steve Tacks basic introduction remains online but it refers to a more detailed tutorial elsewhere that has since gone offline. Could someone point me to a newer tutorial that contains everything needed for a total UE newbie? I'm having some specific problems with a map I'm working on. 1) I added a "sheet" but players cant walk on it. 2) I added components like cubes, staircases etc but I can't remove them, ditto for the sheet which I also want rid of. I've figured out (sort of) a way to move things, but in the case of staircases it seems to have left "tracks" in their old places.
Set Yo Ass On FIRE
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Mastakilla
!Lysergsäurediethylamid!
Posts: 1825 Joined: 27 Jan 2009, 21:01 Location: 'Ton Hotel
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1) You can't walk on "sheets", they will rip Seriously though, why are you trying to make a sheet to walk on? Just make a normal brush, manipulating cube to make something similar. Sheets are used to seperate zones. Example: Water has a sheet with the water texture and underneath there's an actor indicating that it's water. You can't stand on water either. 2) Are you pressing f8 and rebuilding after moving? Do you have a screenshot of these "tracks" it leaves? Not very good at explaining things. Edit: Tack's tutorials are amazing, doubt you need much else but these forums and practise after you're done learning those
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~][FGS][Nobody~
Illuminated
Posts: 5359 Joined: 26 Oct 2005, 16:59 Location: Schland! Nationality:
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I don't see the point of walking on a sheet but if you want a sheet to walk on, you could try to make a regular brush with all sides invisible except the top one. Furthermore you make the top one two-sided. ..just an idea.. I didn't try it tho.
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chin.democ. wrote:You can use light bulbs that emit light, and when shot, do not.
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Whiplash
Principality/2C
Posts: 180 Joined: 16 Oct 2012, 02:02 Location: Smugglers Warehouse, Hells Kitchen Nationality:
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In a perverse sort of way I'm starting to think I might be getting it. Might even have a map for FGS soon, a pretty basic one though
Set Yo Ass On FIRE
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chin.democ.
chinny!
Posts: 2859 Joined: 10 Aug 2006, 17:19 Location: London Nationality:
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Powers of two for brush dimensions - 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096, 8192, etc
Brushes aligned to grid (click on corner of brush to align to grid) - the higher grid the better - 16, 8 for example. (right click on square grid to select grid size)
Mapping takes ALOT of patience and time, it's probably best to edit single player maps to find your feet.
Also save often!
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[3]Ste
Angel/0A
Posts: 42 Joined: 25 Jul 2008, 10:56
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I can actually link you the best mapping set of tutorials available, I'm currently not at home but ill do it in the next few hours for you.
Other than that, sheets are used for zones and water only I think...
Open a basic map like smuggler and study it. Remember yellow brushes are subtract or cutouts, blue are addition brushes, purple are movers used for moving doors and also glass are made from movers to look accurate.
So in short "I want to create a huge cube...add brush to world / addition brush but hmmm I wanna cut a hole through the cube...you align a cyclinder brush to where you want and hit subtract.
That is the very basic elements to mapping.
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TheWolf
Principality/2C
Posts: 226 Joined: 30 Nov 2011, 03:21 Nationality:
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I use 192 for my buildings... To remove brushes go into the grid and find it then right click and delete. If your Unreal Ed 1 crashes too much perhaps try Unreal Ed 2. I used Unreal Ed 2 a lot back when I was on my old PC because UED1 crashed so much.
Ingame: Sev
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Poor
Power/3D
Posts: 288 Joined: 02 Jan 2011, 22:39 Nationality:
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