THE DEFINITIVE UNREALED v2.0 INTRODUCTION AND GUIDE
"Machismo"
cool_machismo@yahoo.com
INTRODUCTION
Welcome to UnrealEd 2.0 the best editor for any game
available out there. Take it from me none of the other editors like WorldCraft
and Q3Radiant stand a chance in a
comparison test between them and UnrealEd. The ease of use, the fantastic
interface and the superb 3d views are some of the features that make it
the best editor out there.
WHO THIS TUTORIAL IS FOR: I expect you to know ABSOLUTELY
NOTHING about editing and the UnrealEd in particular. If you do know
that will not be a plus or a minus. If you have used the previous version
of UnrealEd and are looking to just brush up on your skills you may just
want to read that particular topic on which you want more information.
WHAT YOU NEED TO DO THIS TUTORIAL: UnrealEd
v2.0 did not ship with the product (an earlier version made it), you need
to get the Unreal tournament V425 patch (as of the writing of the tutorial
v436 was the latest patch available) and above which includes this new
editor. You could try to get it at the following sites:
The Unreal Tech Page - http://unreal.epicgames.com/downloads.htm
Unreal Tournament Official Page -
http://www.unrealtournament.com
FilePlanet (look under the Unreal Series)- http://www.fileplanet.com
NOTE: This list is not meant to be exhaustive, these are some of the
popular places to get the files from.
FIRE IT UP: Downloaded that massive patch?.
Install the damn thing. Go to the ..\unrealtournament\system folder and locate and execute the unrealed.exe
file that you will find there. This is the Unreal Tournament editor and
will be referred to as UnrealEd from now on.
WHAT WE WILL BE DOING: We will be creating a
small death match map from start to finish. This map wont be something
great, but since we will be discussing the whole process of map creation
we will deal with nearly all the topics you will need to know about to
start making maps of your own. I suggest that you set aside around 1 hour
(if you have that much time that is :) and work this tutorial end to end.
Remember to keep the editor and the tutorial open so that you can go read
one part and then go and work it out in the ED this will help to reinforce
your skills. Excited?, so you should be!, a magic realm of exciting
possibilities wait out there so let the creative juices flow and enter
with an open mind.
WARNING: At
the time of the writing of this article I am using the v436 patch, certain things could be added or
changed in the next few releases. This tutorial should still be relevant
then but a few extra buttons may be in other places and a few behind the
view changes may take place I cant say for sure.
YOUR FIRST FIVE MINUTES
Fire up the editor and have a look around. This is how
it should look like:

Whenever you create anything it will appear on the various views. What is
the core concept of the UnrealEd?. The whole world is already "filled
up" i.e. there is already a full solid area, any room that you want
to make will have to be chiseled out of this solid cube (know as
Constructive Solid Geometry). Once you have made your basic room you can
add in all the stuff that you want. This is opposed to the Q3Radiant
concept where you have to first make solid cube yourself and then you will
have to chisel it out. Now take a look around the editor the tool bars
default location is on the left these are the various stuff that you can
use in the ed. The last group of icons - those pictures of the cube
cylinder, etc are the base items that you can work with in your level. The
3d view of UnrealEd is superb you must make it your best friend. To move
around in the 3d view hold down the left mouse button to move forward and
backwards and turn left and right; hold down the right mouse button to
look around; and hold down both the buttons to move up and down and strafe
left and right move around in the 3d view now and get used to the feeling
of this it is not unlike normal FPS game movement. You can hold down the
left mouse button to move around in the 2d views and to zoom in and out
hold down both the left and right mouse button.
THE FIRST ROOM EVER
Lets build your first room to get a sense of
accomplishment. First and foremost load a texture package. The unreal texture packages are
in the utx format, you load a texture package by hitting this button .
There are some default textures loaded lets not bother with them. This is
one of the fun part of the level building deciding the general theme of
the level and all that. Lets load a package called UTech1.Hit the texture
browser button shown here (its located near the top of the screen) and
when it opens from the from the file menu choose open. It should
immediately jump to the open texture package dialog box and show the
textures on your system (if not browse to the ..\unreal tournament\
textures file and open it). Choose the UTech1.utx package and hit and hit
open (since I have a high end TNT2Ultra ...... well at least it used to
be......... system and 192 Mb ram I usually
end up loading every single texture package on my system). The browser now
shows the loaded texture package, like this:
 Use the
subclasses menu to view the type of textures that you want to use - for
example you may want to see only the wall or floor textures that the
package contains then you just need to choose it from the drop down menu.
Once you are more familiar with the texture packages you can start to use
the filter box, for example you can check the all radio box to show every
texture and find all textures whose names start with c. I have also set
the zoom form under the zoom menu to 256 so that the textures are nice and
big and you can see what you are working with. Now from the subclass menu
(incidentally this is a name that I made up it could be called something
else) choose wall and pick a texture that you like by selecting it. Now
let us create the first room from the primitive cube that is available to
us. The
picture below shows the primitives that are available to us. For now just
consider the cube I will show you how to use the rest at another part of
this tutorial. Right click the cube to access its properties:
  For
now enter the values of 512 in the height, breadth and width fields don't
bother with the rest for now. The red brush is called the builder brush - using
this brush you will be able to build various shapes. If you were to hit
any of the previous primitive shapes you will see that they appear in the
views. What is the purpose of the builder brush? - it defines the shape of
the brush before you make any "final" moves so that it becomes
part of the world. With just the builder brush sitting there nothing has
changed in the level, lets rectify this now. Hit file new and when asked
to save changes choose no. Ok now that the new map has loaded lets create that room. Remember what I
said previously, since the world is already filled up we have to punch out
the room from this piece that has already been given to us. Hit the cube button
and the builder brush will appear in the various views. Now we are going
to subtract this shape from the world so that the room is created. Just
hit the subtract button from the tool bar (I will be explaining how to use
the rest one by one so don't get scared off) or ctrl+s:

 The room
should appear like this in the 3dview now (note I am running in D3D mode
to change from the default software rendering mode to D3D in the 3d view right
click on the toolbar type and check D3D). Ok since I was not satisfied with the textures for the room it was time to
change them. There are two ways of doing this - first select the texture
that you want to use for the walls from the texture browser, next hold
down ctrl and click on the four surfaces of the wall in the 3d view and
with the texture browser still open double click that texture you want to
use to apply it; or choose the texture that you want to use minimize the browser,
go to the 3d view and while holding down ctrl select the four surfaces of
the wall and while they are still selected right click and in the menu
that appears choose apply texture : floor 3b for example. Now the room should
look like this:
 How was
it done?. I just choose floor from the subclass menu in the texture
browser and using the technique described above I applied it to the bottom
of the box that was going to form the room, in the same way I choose wall
and applied it and ceiling and applied it. The name of the textures that I
used were: floor - floor 3b, wall - ClifCon7, Ceiling - nmceiling2lt3.
Looks nice hah!. Well we now have a room. Lets add some thing into the
room to make it look better.
HEADS UP: You should only add in things using
the add button to that portions of your level where you have already
subtracted something. For example if add in something outside the room
that we created you would be effectively placing some solid where a solid
already exists. This will create problems for you later.
NOTE: When
you create the next primitive remember that you can use normal operators
in the primitives properties. For example in the cube above if you wanted
to create a cube with a height less than 512, you could have entered
"=512-128" (without the quotes) in the height field and hit
build. UnrealEd will automatically calculate this value for you. As you
can see this will prove to be mighty handy as you don't need to keep
loading the calculator. Lets
add in some pipes to make the room look more complex. The pipe is
nothing more than a cylinder on
its side. I set the properties to (by right
clicking on the cylinder in the tool bar) :- Height=512,OuterRadius=64 and
Number of sides =12 ,leave the rest alone for now. Now the cylinder was pointing straight
up. We want it to run along the walls so we will rotate it. First just in
case you rotated the brush before by mistake select the brush in any of
the 3d views by left clicking it. Once it is selected right click and
scroll down the menu till you come to reset and choose reset rotation.
Now select the brush again and in the side view while holding down the
right mouse button and control rotate it so that it is on the side now move the brush
up and down if you have to, get it in the center of the room. Adjust it in
all the 2d views so that you place it correctly and hit the add button.
Move this down (you may want to do this in the 3d view by selecting the
builder brush holding down both the mouse keys and ctrl and moving the mouse
in the desired direction). now do it so that you have 3 pipes in the
room or you could leave it a one so long as you have understood the
concept of adding in solids and moving the red builder brush. And here's a
final look at the end product of your very first room:

Is this baby ready to run yet? Nope still some way to go.
NOTE:- You
may have difficulty lining up the brush if your gird is too big. You can
change this by right clicking in any of the 3d views and under the gird
menu selecting the one that you want. You can also choose the gird size
from the pull down menu next to the command bar at the bottom of the Ed.
BRUSH MOVEMENT AND ROTATION
To move a brush around in any of the 2d views hold down
control and left click and drag it around. To rotate
a brush you need to HOLD DOWN CTRL+RIGHT CLICK
and drag the brush around in one of the three 3d views depending on the
way in which you want the brush to be rotated. You will notice that when
you drag a brush using CTRL+left click you can just move it around and the
views don't change - this is the one you will use most often. But if you
want all the views to move along with the brush that you are moving hold
down SHIFT+Left Click and move the brush - all the views will follow this
.
LIGHTING - NORMAL AND COLORED - PART 1
AH! It feels so nice to introduce this concept in the
very first tutorial that you are going through. In the old UnrealEd there
was a need for a separate tutorial on how to use colored lights in a level
because it was so badly implemented. In UnrealEd2 its so easy I decided
this funky concept should be discussed at the start of your editing
experience. You should be aware of the fact that lighting is what makes a
level stand out. Sometime back I read an article on the importance given
by game companies who want to hire designers when judging their work -
attention to detail and color and lighting came out at the top. The Unreal
Engine allows you to take lighting effects to the max and beyond.
At this point if you were to play your level it would be
totally dark. Adding in lights is as easy as holding down L and clicking
anywhere in the 3d view to place a light at that exact spot. Alternatively
you can right click on any surface and hit add light there from the menu.
Add one light to the ceiling, it looks like a torch, select it and drag it
to the exact middle of the room. Just add in one more near the ceiling.
We'll come back to this in part 2 after we discuss some other stuff.
REBUILDING AND PLAYING THE LEVEL
HEADS UP:
What is an actor?. An actor is any item that can be added to your level
from the Actor Class Browser. This could be any pre-made decoration, items, monsters and various stuff
like triggers that let you control events. You can access any actors
properties by right clicking on it and choosing that actors
properties, or by double clicking the actor or by selecting the actor and
hitting F4.You can hit this button
at the top of the editor to open the actor class browser at any time -
shown on the left.
Lets go out and
play this tutorial map. Before you play any map there are three things you
have to do:
(a). INSERT
PLAYERSTART: The player start is an actor that tells the game where to
place the player when the game starts. If you play any level without a player start
it will crash to your desktop with the message that your level needs one.
So lets add one already!. First hit the actor class browser icon shown
above (it is located next to the texture browser icon). The actor class
browser will open up, now make sure actor classes only is checked
(remember you can add in only actor classes to your level so there is no
point in having the others shown). Now go down the list and locate
something called navigation point - click the plus
arrow to expand that menu. Locate the player start within that menu (don't
double click it) just select the damn thing. The browser should look like
the picture on the left. Lets just add it in the center of the
room, minimize the browser and right click in the center of the room in
the 3d view and hit add player start.
Or while holding down A left click any where in the 3d view to place the
player start there. The player start will appear as a small joystick in
your level. Select and move it to the desired location (when you select
any actor in the various views the selected actor will appear in green). (b).
REBUILDING THE LEVEL: This is also known as compiling the level.
The various types of rebuilding options are: (from left to right) -
- rebuild geometry alone, rebuild lighting alone,
rebuilding paths (to add bot support), build as per settings in build
options, build options (rebuild everything and set individual settings).
Rebuilding a level is a very important part of map building. When you make
any drastic changes to a level you should immediately rebuild to see
the kind of change that has been done to your level. For example when you
added in lights previously you should immediately hit the bulb icon to
rebuild lighting to see the effect. Lets rebuild the whole level. Hit the
build options icon [ ]
to bring up the rebuilder and check the following:

I will explain when you need to turn on BSP and define paths. For now just
check geometry and lighting and hit the build key. See the 3d view now,
this is how it will appear in the final level. Rebuild your geometry and
lighting constantly to see what is happening to your level. NOTE:
I hope you didn't forget to place a player start and a light in the room!. (c). SAVING AND PLAYING: Time to save this baby. Hit file|save and
in the save dialog save the map with an extension like DM-Delete. All
death match maps will be in the format DM-xxx (where xxx is the map name), domination maps must be saved in the format DOM-xxx,
Capture the Flag maps must be saved as CTF-xxx and Assault maps must be
saved as AS-xxx. Now save the map as DM-Delete for now. There are now
different ways of playing your map : a). Hit ctrl+p and UnrealEd will automatically launch and load the map for you; b). Hit this button
at the top of the editor ;
or c). The previous method tests even my system to the maximum so I
usually load unreal tournament in safe mode with a half screen. Even
though I have to go through a slew of startup screens my system is better
able to handle itself so this is the method that I use, since I don't want
to have to close and then reopen UnrealEd again. Now go ahead and play
this baby its not much but don't worry we'll have this fixed in the next
part of this tutorial.
THE CONCEPT OF INTERSECTION AND DEINTERSECTION
This is an important concept of the UnrealEd that you
would do well to familiarize yourself with. Think of them as different
types of scissors that you use to cut away the brush. Lets see how to make
use of these concepts. Begin a new level by hitting the new level button.
Lets build a room that has some beams running around the room at the top
of the ceiling and that has a user made table. First lets build the room,
create a cube height=512, width and breadth = 1024 and subtract this from
the world. Now build a cube 64*64*2000 this is going to be the beams for
you wall. What did you say? yes yes the beam happens to be larger than the
room lets see how to rectify this. When we knew the measurements of the
room why did we use a larger builder brush, well this just lends to
efficiency and you are not going to know the exact measurements of the
room every time. Now choose some wood texture (Nalicast.utx has some nice
one under the Panel subclass) and lets create the beam. Now since the beam
is larger than the room how do we shorten it?. Hit the deintersect button
[ ] (just
below the subtract button) or hit ctrl+d or go to Brush*>Deintersect,
what happened now? the brush got shortened automatically to fit the room.
Now hit the cube button and the intersect button [ ]and see the shape that you get. After checking the stuff out we can say
that the
intersect button is like taking a pair of scissors and leaving only those
outside the cube cutting away those inside the cube and the deintersect
button cuts away everything that is outside the solid leaving only that
part of the builder brush that is within the solid cube. Take a look below
to see the various states:  

Lets see another function of the intersect button. We can create a complex
shape using separate brushes and by using the intersect button
create one single brush out of these separate brushes which can then be
added/subtracted anywhere. Lets create a simple basic table to get the
feel of this:
1. First lets create something we will call a building box. Frankly
speaking this is something that you need to make for every level. You will
always need to create complex shapes which you will do in the building box
and then place in the level. For now lets create a cube the size of
1024*1024*1024, place this somewhere off to the side (usually at the very
end of the level) and subtract this from the world. This will be called
the building box and its texture does not matter.
2. Lets begin building the table. First build a basic table and texture it
accordingly. I just made the table out of three cylinders - the table top
was a big cylinder with a height of 20, the base was a smaller cylinder
and the thing that held them together was just a cylinder on its side.
This is how it looks in the various views:

3. Now just build a cube (it could be any primitive but its easiest using
the cube) larger than the table and hit the intersect button. Viola you
have a brand new brush that has taken the shape of the table that you just
made and made it into one single brush. it looks like this:

Now you can just move this new brush around your level and add it in where
ever you want to.
CONNECTING TWO ROOMS & COLORED LIGHTING
Well we got a bit deviated by all this
intersection/deintersection stuff. Lets load up the previously saved map
now and try to connect the very first room that you made to another room.
Ok now build another cube of size 512*512*512 and place it some distance
away from the first room doesn't matter how much and subtract it. it
should look like this in the top view:

NOTE: This is as good a time as any to try this out. Say you want the
second room to be the same size as the first room. Just select the first
subtracted brush so that it is highlighted in yellow and from the edit
menu choose duplicate (or hit ctrl+w). You will see a exact copy of the
first brush with all the textures etc in place!. Now just move it to the
desired position of the second brush. You will notice that the second room
has not appeared in the 3d view because of the duplicating process - you
will need to rebuild geometry to see the second room. Now build a brush 256*256*some value larger than the one separating the 2
brushes. Place the brush like I placed it in the picture given above, intersect and subtract
and hey there two of your rooms are connected (unlike the drudgery work
you have to go through to connect two rooms in other editors). Ensure it
is in line with the two floors of the two rooms in the side view as well. Look what
we have:

Now time to make the two rooms look better by using some nice colored
lighting effects. First select the two lights that we place before (either
right click on one light and hit "select all light" or hold down
ctrl and click on both the lights) and delete them. Now add in fresh
lights - about two lights in each room and one light in the hallway. Lets
just make them red for now. Do a select all light again, now either right
click and choose light properties or hit F5 or hit this button .
When the light actors properties sheet opens up, double click light color
to expand it like this:

Hit the
small button called color that you see there, the standard windows color
chooser appears either select the default red or drag the slider to get
the desired effect (hey you should be able to figure how to make your own
custom colors out right?). Hit ok and close all open dialogs. Now its just
a matter of rebuilding lighting to see what the level looks like now. Hit
the bulb icon now and when the level has finished rebuilding the lighting
see whether you like the effect if you don't you may need to adjust the
light brightness (decrease the value for the all the lights. NOTE:
LightHue is the actual color wheel number for that color, LightStauration
determines how much the surrounding textures reflect that light. This is
how the level should look like at this point:

It does look a bit different from the default red that you would have got.
I always set the color like this - I first pick the basic color that I
want to use, see whether it suits the level (as it so happens it doesn't
suit this level) so I change the brightness and saturations numbers. There
is no need to set light hue again as we have already picked the color that
we want to use. In the above example I set all the colors brightness to 40
and light saturation to 160. You need to really practice the art of
colored lighting to get it right and as I said before it is very important
to make a good level. So use it wisely. Now rebuild the whole level and
enjoy it!.
That's the end of this introductory tutorial. I really
hope that you were really able to grasp the fundamentals of the topic. I
suggest that you go through the tutorial at least a few more times. It
will be a lot better so that you need not ask stupid questions on forums
and get laughed at. Have as good a time making levels as I had writing
this tutorial. If you have any questions you can always email
me. Have A Fun Time Editing! and be sure to check out the rest of the tutorials
on this site.
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