View Full Version : Any Info on UT07's UnrealEd?
PsxMeUP
01-08-2007, 04:34 PM
I'd like to know if the UnrealEd of UT07 will be similar to UEd 3.0. I heard it will be revamped. You'll no longer substract rooms from a solid mass but add rooms to empty space. I also heard it will be much harder to map. Is this true?
I just recently started learning UEd 3 and want to know if it's worth investing more time in it, or just wait for UT07 to come out and learn everything from scratch.
3DTexturizer
01-08-2007, 09:52 PM
From what Ive gathered, and not much info is solid, but it wont be too much different Im sure. Check my link out: Unreal 3 Tech info (http://www.unrealtechnology.com/html/technology/ue30.shtml)
Angel_Mapper
01-08-2007, 09:57 PM
It will only be harder if you're making custom content. If not, some things will be easier but more things will be added on top of that such as different optimization techniques and lighting methods.
overrandom
01-09-2007, 01:43 AM
It will only be harder if you're making custom content. If not, some things will be easier but more things will be added on top of that such as different optimization techniques and lighting methods.
They kept white viewports just to make UP cry :p
JoystickMonkey
01-09-2007, 09:48 AM
They kept white viewports just to make UP cry :p
:D :D :D
Does it still have white viewports???
That's the real question on everyone's mind. :p
Angel_Mapper
01-09-2007, 09:59 AM
From what I've read with the complete redesign of the editor using wxWidgets, there won't be white viewports anymore.
XYZ8000
01-09-2007, 11:36 AM
This time it should be compatible with Linux...
Derdak2rot
01-09-2007, 06:21 PM
you can already try it , its used for a game called Roboblitz , if i remember well :)
someone will correct me :scratch:
check this BU thread for more info about it ;) :
http://forums.beyondunreal.com/showthread.php?t=179531
PsxMeUP
01-10-2007, 06:07 PM
you can already try it , its used for a game called Roboblitz , if i remember well :)
someone will correct me :scratch:
check this BU thread for more info about it ;) :
http://forums.beyondunreal.com/showthread.php?t=179531
Ya, I saw various posts on Roboblitz. None go into too many details on how the editor looks like. This one seems to explain how the lighting works. Looks more complicated... damn.
Personally, I'd like all the textures and meshes to be better organized. They should at least include a search function, instead of us relying on 3rd party software.
I hope they come up with decent tutorials.
3DTexturizer
01-10-2007, 06:51 PM
I read at the Roboblitz page, that they used an editor that was probably scaled down. They said they were more concerned with gameplay than visuals.
fragnbrag
01-10-2007, 06:59 PM
if you looked at the tuts etc on the RB wiki, they have some pics of the ed there - looks pretty standard so far - i doubt anyone with ued3 experience would have any real problems - judging by how bot_40 was doing as he went along through the thread ... the discussion of fog towards the end of the thread was quite interesting - talk of volumetric fog not being implimented yet still sounds like VF is very expensive to use, even with todays hardware ...
Red_Fist
01-13-2007, 08:11 PM
BSP
The UE2 editor always used subtractive BSP geometry, which means that you had to carve out your level from a solid block.
The RoboBlitz Editor allows you to choose Subtractive or Additive BSP when you select "New..." from the menu. Using Subtractive will make things easier for old UE2 designers, but all of our levels were built using Additive BSP, which means that a level is a big empty space, and you add BSP into the level. We do this because we don't use portals in our engine, so there is no need to carve all levels out of a solid block.
perfect_dark
01-14-2007, 03:56 PM
This time it should be compatible with Linux...
Thats a sert as its for PS3 aswell.
overrandom
01-15-2007, 02:16 AM
Thats a sert as its for PS3 aswell.
...which should be short-lived.
mrbiggbrain
01-31-2007, 03:19 PM
BSP will always use Subtraction. the current system (i belive at least) only needs to know if somthing dosnt exist, aka the system assums if the space in the map file isnt specified to be empty its full. By making he map system add instead of subtract you would crash the engine and increase the requiremnts 1,000,000 fold becuse the system would be trying to work with the entire maximum alotted space, not a fun idea for the engine, or your ram. by subtracting (as it always has) you tell the engine to only work with the space you want it too, the space you allotted for your map. this is much much more effective and less troublesom as well as decreases problems with cameras, and collision. EPIC would have to commit game engine suicide if they chose to add instead of subtract.
Epic will most liekly create an upto date editor that has all the new tools used to create levels, updated weapons and vehicles, tools for the unreal engine 3, new light effects. we will likely get just what we have now, like an exspansion pack for unrealed. we will get all the new actors, cleaned up old actors and code, and fixed errors with a new (hopefully) less error prone editor.
I also doubt that epic would want to make anything harder for Modders. Im not saying there will not be more difficult things in UT3, on the contrary there will be hrder things then we have seen before. however for the most part, where possible of cource, things will be the same as in the editors before. EPIC will add new features that anyone wanting to use can, optional of cource, and possibly a few almost have to do's that will bug us for a day. But at the end anone use to sueing UE, UE2, or UE3 will likely spend less then a month with the editor really needing to drink it in before its the same old same.
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