UT mapping isn't really that different from HL2 mapping, at least the
basics aren't. It's just like most of the things in Hammer have been
turned inside out, you don't add brushes, you subtract space. I think
the biggest hurdle moving between the editors is that with UnrealEd you
really need the entire map planned out before hand, including how and
in what order things need to be made; as opposed to Hammers ability to
create as you go. I found that there can be a number of problems with
your map if you don't plan in UnrealEd.
[addsig]
Re: Things to come...
Posted by Agent Smith on Sun Feb 27th at 12:41am 2005

Agent Smith
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Location: NSW, Australia
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Posted by Agent Smith on Sun Feb 27th at 12:41am 2005
Agent Smith
member
803 posts
200 snarkmarks
Registered: Aug 30th 2003
Location: NSW, Australia

Occupation: Uni Student
Re: Things to come...
Posted by omegaslayer on Sun Feb 27th at 1:12am 2005
Subtracting space is really only the tip of the ice berg, you also add space and (so in reality you have subracting and addition brushes) from that you can create some complicated "brush" work with this, you just need to think "ouside of the box". This ability makes csg construction more powerful in UT than hammer, but it is rarely used, most of anything you see in UT is models models and heightmaps (thats why UT games run so nice, is because models are esier to render than CSG). Its getting past the complex actor system that it contains, it takes me about 15 minutes to set up a heightmap (or displacement surface as its called in hammer). But what I really like about the UT editor is its real time lighting, thats really great, because this way instead of recompiling to get it close to correct, you can just look at it in the editor to see the effects, and from this you can place it exactly where you want it and get the nice effect you want, instead of "that will do" in hammer.
Ive tried my hand at the doom's editor, I just have a hard time navigating and learning the new key strokes to get efficient at it.
[addsig]

omegaslayer
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Registered: Jan 16th 2004
Location: Seattle, WA
Occupation: Sr. DevOPS Engineer
Posted by omegaslayer on Sun Feb 27th at 1:12am 2005
? quote:
UT mapping isn't really that different from HL2 mapping, at least the
basics aren't. It's just like most of the things in Hammer have been
turned inside out, you don't add brushes, you subtract space. I think
the biggest hurdle moving between the editors is that with UnrealEd you
really need the entire map planned out before hand, including how and
in what order things need to be made; as opposed to Hammers ability to
create as you go. I found that there can be a number of problems with
your map if you don't plan in UnrealEd.
Subtracting space is really only the tip of the ice berg, you also add space and (so in reality you have subracting and addition brushes) from that you can create some complicated "brush" work with this, you just need to think "ouside of the box". This ability makes csg construction more powerful in UT than hammer, but it is rarely used, most of anything you see in UT is models models and heightmaps (thats why UT games run so nice, is because models are esier to render than CSG). Its getting past the complex actor system that it contains, it takes me about 15 minutes to set up a heightmap (or displacement surface as its called in hammer). But what I really like about the UT editor is its real time lighting, thats really great, because this way instead of recompiling to get it close to correct, you can just look at it in the editor to see the effects, and from this you can place it exactly where you want it and get the nice effect you want, instead of "that will do" in hammer.
Ive tried my hand at the doom's editor, I just have a hard time navigating and learning the new key strokes to get efficient at it.
[addsig]
omegaslayer
member
2481 posts
401 snarkmarks
Registered: Jan 16th 2004
Location: Seattle, WA

Occupation: Sr. DevOPS Engineer
Re: Things to come...
Posted by Orpheus on Sun Feb 27th at 1:34am 2005

Orpheus
member
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Location: Long Oklahoma - USA
Occupation: Long Haul Trucking
Posted by Orpheus on Sun Feb 27th at 1:34am 2005
I tried UnrealEd. I liked the results, but didn't like the hassle of getting to that stage. Also, I tend to map-as-i-go. Thats a concept that doesn't bode well with UnrealEd. I suppose I could eventually get used to the key strokes, but IMO mapping is supposed to be fun, not work. Learning a new editor of this type by any definition is WORK. I think I'll leave it to the more inclined among us. I simply do not have the time nor the inclination to devote the necessary resources to learning it.
I will continue to play them however, and if need be, I can critique them maps upon request.
[addsig]Orpheus
member
13860 posts
1547 snarkmarks
Registered: Aug 26th 2001
Location: Long Oklahoma - USA

Occupation: Long Haul Trucking
Re: Things to come...
Posted by Andrei on Sun Feb 27th at 11:07am 2005
Posted by Andrei on Sun Feb 27th at 11:07am 2005
I've played around with UnrealED too when Unreal:TA came out. It took
me 6 hours to figure out how to make a single bloody room that isn't a
hollowed cube
. The texture browser is kinda' slow too. Liked the
lack of compilers, though. 
[addsig]
. The texture browser is kinda' slow too. Liked the
lack of compilers, though. [addsig]
Re: Things to come...
Posted by thursday- on Sun Feb 27th at 1:35pm 2005
Doom 3? Oh wait my bad...
I agree with Orph, on the topic of UED.
[addsig]

thursday-
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Location: England
Occupation: A-Level Student
Posted by thursday- on Sun Feb 27th at 1:35pm 2005
? quote:
HL2 has one of the most imaginative plot in all of FPS games. Not
only was it a game, but it has some social commentary too. When
was the last time you played a computer game that carries more weight
than a marine shooting mutated monsters?
Doom 3? Oh wait my bad...
I agree with Orph, on the topic of UED.
[addsig]
thursday-
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Registered: Oct 26th 2003
Location: England

Occupation: A-Level Student
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