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Using UnrealEd. CIS 488/588 Bruce R. Maxim UM-Dearborn. What is UnrealEd?. Primary application used by level designers to create Unreal level First level editor to provide 3D views and allow real-time playability testing

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using unrealed

Using UnrealEd

CIS 488/588

Bruce R. Maxim


what is unrealed
What is UnrealEd?
  • Primary application used by level designers to create Unreal level
  • First level editor to provide 3D views and allow real-time playability testing
  • Introduced the subtractive method of level creation (you carve levels out of solid mass and then add details after the fact)
  • Terrain is also added back in after subtracting an enormous box or cylinder
  • The purpose of rebuilding is to update changes made to the level’s base geometry
    • Compiles all level assets to form a playable level
    • Generates the necessary light maps to provide realistic areas of light and shadow
    • Recalculates the navigation paths built for the bots in the level
  • You can selectively rebuild each of the aspects of the level
  • Actors are any objects placed in the level after the base-level geometry is established
  • Placeable actors (start positions, lights, movers) are always visible once manually placed in the level
  • Non-placeable actors (projectiles, game type, mutators) are spawned during game and are not visible in UnrealEd
  • UT2004 Level sizes are limited to 524,288 units in each direction (216 cubic miles)
  • In general 16 unreal units = 1 foot
  • For actors to move in a level it’s a good idea to allow for 2 * dimension + 5 units (or 10%)
    • Jump height = 64 units
    • Double jump = 132 units
    • Dodge distance = 320 units
    • Dodge-jump distance = 720 units
using the grid
Using the Grid
  • It is a good idea to leave grid snapping turned on while placing actors (esp. BSP brushes) to avoid hall of mirrors (HOM) effects
  • You can control the size of the grid (from 2 to 4096 units) to help place things more precisely
  • Builder brush is displayed as a red wire frame and use as a shape template for the other brushes
    • Subtractive
    • Additive
    • Intersection
    • Deintersection
  • It is possible to move the builder brush way from the evolving map (not visible in perspective view)
  • Perspective viewport
    • LMB (use to drive camera like car)
    • RMB (rotate camera like turning you head)
    • LMB+RMB (camera panning L, R, up, down)
  • Orthographic viewport
    • LMB (similar to viewport)
    • RMB (similar to viewport)
    • LMB+RMB (zoom in and out)
actor movement
Actor Movement
  • Largely Ctrl, click, and drag in any of the perspective viewports
  • In the orthographic viewport
    • Ctrl+LMB move along x-axis
    • Ctrl+RMB move along y-axis
    • Ctrl+LMB+RMB move along z-axis
creating a simple room tutorial 3 2
Creating a Simple RoomTutorial 3.2
  • Choose New from the File menu
  • Right click the Cube control on the left-hand menu
  • Enter cube dimensions (384, 636, 1024) in the dialog box then click the Build button
  • Use the Subtract button to create the room with a default texture
  • You should save the room to be safe
adding texture tutorial 3 3
Adding TextureTutorial 3.3
  • Open the Texture browser (use the top menu bar icon if needed)
  • Choose New from the Texture browser File and select Chapter3_tex.utx (will need to be copied from the text CD)
  • Select the WallPanel1 texture and apply it to the 4 walls
  • Apply a floor and a ceiling texture
fitting textures tutorial 3 4
Fitting TexturesTutorial 3.4
  • Select the 4 room walls and click the Surface Properties button from top menu bar (or F5)
  • Use the Alignment tab, select Planar alignment and enter 4.02 as the values for UTile and Vtile
  • Select the walls you wish to adjust and then use the Pan/Rotate/Scale tab
  • Use PanV to move the panels down
  • Use PanU to move the panels left
make the level functional tutorial 3 5
Make the Level FunctionalTutorial 3.5
  • Add a light in center of the ceiling using RMB and selecting the Add Light Here
  • Select the light and either select the Actor Properties button on the main menu bar or use the RMB to open the properties dialog
  • Set LightBrightness property to 128 close the dialog box
  • Use the RMB to add a Player Start to the floor
  • Rebuild the level and save it
testing levels
Testing Levels
  • To test a level after it is rebuilt (and saved if this is serious work) you click the Joy Stick icon on the main menu bar
  • You need to have your textures package in Textures folder (to avoid loading errors)
  • To return to the editor use Esc and use the menus or press ~ to open the command line interface and type exit
expanding a level 1 tutorial 3 6
Expanding a Level – 1Tutorial 3.6
  • To add a window to your room, begin by creating a (256, 16, 1024) Cube Builder brush
  • Set Drag Grid Size to 2 and position the builder brush in the Top viewport
  • Before subtracting the Window select Base1 texture from the Texture browser
  • After you subtract, rebuild the level
  • Move the brush out of the way and fine tune the placement using the 3 perspective viewports
expanding a level 2 tutorial 3 6
Expanding a Level – 2Tutorial 3.6
  • To add a bigger room next to your room, begin by creating a (1152, 2048, 3072) Cube Builder brush
  • Position the “hanger” so the the “control room” looks over it (using the 3 perspective views)
  • Change the texture to one of the wall textures using the Texture browser
  • Subtract the room, rebuild and save the level as myHanger
duplicating lighting tutorial 3 7
Duplicating LightingTutorial 3.7
  • Place a light in the middle of the floor to ceiling space in the large “hanger” room
  • Select the light, Duplicate it twice from the context menu and position them one at a time in a line of three lights using the Top viewport
  • Select the 3 lights using Ctrl-LMB
  • Duplicate them using Ctrl-W and use the mouse to move the new lights as a unit
  • Do this again, rebuild and save
using static meshes 1 tutorial 3 9
Using Static Meshes – 1Tutorial 3.9
  • Open the static mesh browser and use it to load the Chap3_sm.usx package (from the textbook CD resources)
  • Change the group to Framework and select the Control_Room static mesh
  • Right-click in one of the level views somewhere near the control room opening and add the window
  • Use the mouse to fine tune its position, rebuild and save the map as myHanger.ut2
using static meshes 2 tutorial 3 9
Using Static Meshes – 2Tutorial 3.9
  • Select the Walkway1 static mesh from the Framework group
  • Use the RMB to place it in the 3D viewport
  • Adjust the Drawscale Y value to 0.6 and position the walkway
  • Use Ctrl-W to duplicate this 3 more times
  • Adjust the walkway pieces and fiddle with the Drawscale values till you have a complete bridge
using static meshes 3 tutorial 3 9
Using Static Meshes – 3Tutorial 3.9
  • You can use the Railing1 and Stairs1 static meshes to make the bridge look more realistic (and all access by the player avatar)
  • You will need to rebuild the level and save it
  • If you include all the tutorials from Chapter 3 you can end up with OK game (you need the interactive items from Chapter 9 to have an interesting game)
other bsp brushes
Other BSP Brushes
  • Chapter 4 discusses brushes that can usually be overlooked if you have access to Maya
    • Additive Brush – puts material back in the hollowed out space
    • Intersection Brush – creates solid shapes from the overlap
    • Deintersection Brush – solid shapes from the part of the brush that does not overlap with solid geometry