It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
I work a lot in the Half-Life1 map editor.
I like the simplicity of the editor, the flexibility and convenience of the brush builder, vertex and texture tool, compile tools with perfect brush lighting without crazy HOMs.
UnrealED is many times worse and unfriendly to users in this.
My latest work:
All brushes except plants.
I like to work in the Half-Life1 editor.
I thought, maybe I can make brushes in the Half-Life1 editor and transfer to UnrealED?
Half-Life1 editor has the ability to export brushes to OBJ.
Part of the map has successfully migrated with texture names and UVs.
The brush work for HL1 is noticeably different from the Unreal brush work, all brushes in HL1 are convex, and I decided to create a level with more optimization for multi-brush structures.
Looks good, but I have a lot of HOM and invisible walls, excessive triangulation (how to remove edges in UnrealED?), no smooth lightmap around edges (https://images.gamebanana.com/img/embed ... _image.jpg it's all brushes and lightmaps).
I will not continue the fight against UnrealED.
Maybe I'll do some simple geometry.
Speaking of UnrealEd, I personally use Blender to map rather than Ued as it provides so much control and flexibility. The only slightly annoying thing is having to export each brush from Blender, convert to .t3d and then import the brush, I do a few things to optimize the workload of this process, such as setting the origin of everything to the center of the world. That way, the geometry keeps it's offset if left in the center of the map and is already aligned where it's supposed to be immediately when importing the brush, i don't have to move those types of brushes anywhere.
But on the topic of works in progress though, have been making alooot of progress with Terra Mining Region, including alot of stuff not yet shared in the main thread.
Birds eye view of the current size of the map, the box near the image edges marks the maximum extents of an Unreal map.
The skaarj meshes are dotted around in the last shot are there to compare the scale of the surroundings etc.
"The ratio of critics to creators is something like 10,000:1. The ratio of good critics to bad: 1:10,000, where "good" means "helps advancing the art"." - Fast Eddie, TVT
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