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#1 |
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beep...beep....beep...
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Problems that bug me
Theres a few little things that i can live without in Ued 3.0, but if they worked would make life so much simpler.....
Heres the probs, hopefully, someone has some answers. 1. Brush rotation. In Ued 2.0, i kept my Brush rotation at 256 X 256 X 256 instead of the default 1024. When i try to change this in Ued 3.0....*crash*. Every time. 2. 2D shape editor. Does anyone else have to use this with no grid? A few brief times, it showed up, but quickly dissapears again for unknown reasons....??? 3. Vertice snap. I have it set on, but the old "right click the corner to snap" just wont bloody work. I usually resort to resizing the grid to 2 or 1 and re-align the brush myself. grrrr. If anyone has the answers to the above, that would be great. If not, join me in a rant about features that should have been.
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#2 |
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We hate you all.
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Ive got that 2D editor problem too.
It has worked fine until the last patch, now there is no grid at all, so trying to keep the shape accurate means moving the points and counting the steps it takes. *Sigh*It would have been MUCH better if Epic would decide to make the ed better for each patch instead of screwng it up and adding annoying feaures (thinking about the make-screen-brighter feature). LS, I share your pain.
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Form & Function |
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#3 |
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beep...beep....beep...
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So its not just me then.....
Heres another that i forgot to mention, that just crashed Ued 3.0 as we speak..... 4. 2D shape editor. Get texture from current. *crash*
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#4 |
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Extreme Mapper
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/me goes to try em all
1) works fine here, changed it to 256, rotated sumtin, changed it back to 1024, rotated sumtin. 2) works fine here, I did follow this. 3) works here I'm running 2225 patch.
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[ Digital Architect ] Unreal Engine: FAQ, Links, First Room Tutorial, Basic Brushwork |
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#5 | |
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Extreme Mapper
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Quote:
That crashes here too, but that's a bug that was even in UED 2 ![]()
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[ Digital Architect ] Unreal Engine: FAQ, Links, First Room Tutorial, Basic Brushwork |
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#6 |
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beep...beep....beep...
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thats going STRAIGHT to the tutorial / utility database.
yo da man... ![]()
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#7 | |
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Extreme Mapper
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Quote:
![]()
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[ Digital Architect ] Unreal Engine: FAQ, Links, First Room Tutorial, Basic Brushwork |
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#8 | |
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beep...beep....beep...
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Yep, like a charm.....damn.
I should have posted about this ages ago. this is a little gem too..... Quote:
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#9 |
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We hate you all.
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Woohoo!
The 2D ed thing sorted out, BIG thanks G.o.a.T! ![]()
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Form & Function |
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#10 |
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Extreme Mapper
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Glad to be of assistance
![]() The measuring staff is usefull yeah ![]()
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[ Digital Architect ] Unreal Engine: FAQ, Links, First Room Tutorial, Basic Brushwork |
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#11 |
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Bored
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I never use the 2D shape editor anyways, but a really useful feature with the latest patch that should also fix the problem is if you change your shortcut so it runs
C:\UT2003\System\UnrealEd.exe -NoGamma This will force the editor to not change the gamma settings from what you have your desktop set to. This means you can still have your uber high brightness/contrast values ingame, but when you run the editor they will be ignored. The main benifit of this (An absoloute lifesaver I find) is that if the editor crashes, then it won't leave your desktop all bright and ugly (You used to have to load the editor again and close it to get your desktop to look correct again). I got a seperate shortcut for normal UED and UED with no gamma. That way I can use the nogamma UED for most stuff, then when it comes to lighting the level, I can easilly switch to the reg. UED to see how the lighting will look with ingame brightness/contrast etc. without having to bother loading the game. If you want a REALLY leet trick then you can copy your UT2003.ini and call it UT2003Ed.ini Then change your ued shortcut so that it is C:\UT2003\System\UnrealEd.exe -ini=UT2003Ed.ini (You can have the -nogamma in there aswell if you want) Now, you can have completly seperate detail settings for the editor and UT2003. This is especially usefull if you have a mid spec. rig and don't run UT2003 at full detail. You can still run UED at full detail levels without it affecting the actual game. So for example, if you have projectors turned off so you can have higher fps, you can now have them turned on in the editor without it messing up your settings. Or something else I just thought of is that this might be usefull if you want to run the game in OpenGL, because the editor won't run in OpenGL, but if it's using a seperate ini then it's not a problem.
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New website!!111 |
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#12 |
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Administrator
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Gridlines!!!! Awesome!
As for number 4, I believe that's a feature that the boys at Epic put in in case you can't figure out one of the more "subtle" methods for crashing the editor. Using that feature will crash every time no matter what, in UED2 or 3. ![]()
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"A foolish consistency is the hobgoblin of little minds, adored by little statesmen and philosophers and divines." - Ralph Waldo Emerson Advanced UT2003/UT2004 Bot Pathing Tutorial 1on1 Ultra-Duel (UT2004 version available!) |
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#13 |
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Orbiter
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I never got any crashes for number 4... But I'm not very fan of the 2D Shape Ed anyway: I use it only when I can't use something else
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Design is Law |
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#14 |
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Bored
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Never had a crash from "Get texture from current" ever either.
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New website!!111 |
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#15 |
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beep...beep....beep...
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I get it every time, never in Ued 2.0 though.
Since were all sharing tips, heres a few of mine, in case peeps dont know about them. 1. Texture clipboard. If you want to set a texture to the "clip board" that you've already used in the map, hold "ALT" and right click on the texture. Then it will be set as the clipboard texture, and can be applied as per normal. 2. Texture application. This meshes in with above. If you keep holding "ALT" and left click you will apply the texture, rather than going right click>apply texture and so on. 3. Placing actors. When you have an actor selected for placement (say, a pathnode) minimise the actor browser, then hold "A" and everytime you left click, you'll place that actor. Wont work on terrain though, but on BSP, no problems at all. 4. Multi select. Hold down "ALT" and "CTRL" and you can draw a rectangle around multiple actors / brushes / whatever. Sort of like painting a rectangle in a paint program. Gerat for duplicating huge sections of maps.
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