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Hot Topic (More than 10 Replies) My wishlist of new, minor editor features (Read 491 times)
makemeunreal
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My wishlist of new, minor editor features
Oct 8th, 2017 at 1:25pm
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It would be nice to have...
-An "Add New Triangle" button in the 2D Shape Editor.
-A tool that could color lines in the 2D Shape Editor, so it would be a bit easier to manage complex "terrain sheets"

That's it for now.
  
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AlexNitro44
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Re: My wishlist of new, minor editor features
Reply #1 - Oct 9th, 2017 at 9:13am
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I'd like the "Align to wall around X / Y axis" options in the Surface Properties box, all of the other texture alignment options are also located there. Just a minor thing, but would make these functions more apparent to new users.

Another minor annoyance is that all groups become visible whenever a brush is converted to a static mesh - this gets quite annoying when working on larger or more complex levels.
  
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makemeunreal
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Re: My wishlist of new, minor editor features
Reply #2 - Nov 24th, 2017 at 5:15pm
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Let me bump this thread. The above mentioned things could make working with the 2d shape editor a lot easier. Let me show an example:



It may not even be possible to make these changes. I don't know.
  
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Krull0r
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Re: My wishlist of new, minor editor features
Reply #3 - Nov 24th, 2017 at 5:42pm
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The easiest and fastes way for building terrain is using blender or other third party tools

Build mesh, export it as obj, import the obj as static mesh in Unreal Ed 2.1 and transform the the static mesh to an active brush.
Merge all vertecies of the brush to the grid and you have less trouble with BSP holes or what ever Smiley


  

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Re: My wishlist of new, minor editor features
Reply #4 - Nov 24th, 2017 at 5:59pm
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Krull0r wrote on Nov 24th, 2017 at 5:42pm:
The easiest and fastes way for building terrain is using blender or other third party tools

Build mesh, export it as obj, import the obj as static mesh in Unreal Ed 2.1 and transform the the static mesh to an active brush.
Merge all vertecies of the brush to the grid and you have less trouble with BSP holes or what ever Smiley




I intend to get my hands dirty with Blender.

However, while I can look up tutorials and get the hang of it, one question: any scaling problems? Like you made your terrain in Blender and it pops up super overscaled or something? Sure you can resize the brush but anyhow - any issues in that regard?
  
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Krull0r
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Re: My wishlist of new, minor editor features
Reply #5 - Nov 24th, 2017 at 7:04pm
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If I import the original terrain from Unreal in to Blender I join all groups, scale it down to 0.01 and delete all doubles.

then I edit it, export it, import it into to Unreal as Static Mesh and change the drawscale of the Static Mesh to 100. and convert it back as a brush.

You can also save UV coordinates with this method and you don't need to align textures for every polygon manually in Unreal ED.

The only troubleshooting i have noticed is when the vertecies are off the grid there can be huuuuuuuuge BSP issues.



I can make to tutorial and a wiki entry for this procedure.  Smiley
  

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Re: My wishlist of new, minor editor features
Reply #6 - Nov 24th, 2017 at 7:10pm
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Krull0r wrote on Nov 24th, 2017 at 7:04pm:
If I import the original terrain from Unreal in to Blender I join all groups, scale it down to 0.01 and delete all doubles.

then I edit it, export it, import it into to Unreal as Static Mesh and change the drawscale of the Static Mesh to 100. and convert it back as a brush.

You can also save UV coordinates with this method and you don't need to align textures for every polygon manually in Unreal ED.

The only troubleshooting i have noticed is when the vertecies are off the grid there can be huuuuuuuuge BSP issues.



I can make to tutorial and a wiki entry for this procedure.  Smiley


Yo Krull0r! thank you for the quick reply, interesting stuff!

If you can do that, I would indeed absolutely love a tutorial and wiki entry for that procedure!! Would be very motivating to get me into this Cheesy
(and then I would have a realistic chance of getting some of my terrain ideas off the ground!)
  
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makemeunreal
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Re: My wishlist of new, minor editor features
Reply #7 - Nov 24th, 2017 at 7:38pm
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Do you guys know the way Epic made their terrains?
The pic above is a hint.


Using third party modelling tools is nice, you can achieve awesome things with it (Yes I'm pointing at you Krullor), but it's hard to avoid to not to "overmake" the terrain. Cheesy To remain low poly. Cheesy
  
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Krull0r
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Re: My wishlist of new, minor editor features
Reply #8 - Nov 24th, 2017 at 8:20pm
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I think they made it with a third party tool like 3ds nax. Even with the 2d shape editor its not possible to make a clear terrain brush like Bluff Eversmoking.

  

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makemeunreal
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Re: My wishlist of new, minor editor features
Reply #9 - Nov 24th, 2017 at 9:23pm
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It is!
They used the 2d Shape Editor!
It isn't even hard. But has it's own limitations.
  
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Kajgue
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Re: My wishlist of new, minor editor features
Reply #10 - Nov 25th, 2017 at 12:51pm
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I know Shane Caudle used Lightwave as did a bunch of other Epic devs, but I think some of them had access to different tools.
  

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makemeunreal
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Re: My wishlist of new, minor editor features
Reply #11 - Nov 25th, 2017 at 3:39pm
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It was my friend Pla who figured out this method, and he made some amazing stuff with it.
He will upload a video about the process soon.
  
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Re: My wishlist of new, minor editor features
Reply #12 - Nov 25th, 2017 at 5:15pm
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if (FiguredOutSomethingUsefull)
   WriteIntoWiki();
  

Sometimes you have to lose a fight to win the war.
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Re: My wishlist of new, minor editor features
Reply #13 - Nov 25th, 2017 at 7:29pm
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AlexNitro44 wrote on Oct 9th, 2017 at 9:13am:
I'd like the "Align to wall around X / Y axis" options in the Surface Properties box, all of the other texture alignment options are also located there. Just a minor thing, but would make these functions more apparent to new users.

As you wish.
  

Sometimes you have to lose a fight to win the war.
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makemeunreal
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Re: My wishlist of new, minor editor features
Reply #14 - Nov 25th, 2017 at 7:31pm
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Are those things with the 2D Shape Editor "doable"? It really would help a lot.
  
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