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UED request
Posted: Sat May 15, 2010 5:27 pm
by Leo T_C_K
Can you add a function which manually replaces certain texture with another counterpart in the map? Like you want to replace all rock tetxures in a map. This could really prove useful.
Re: UED request
Posted: Sat May 15, 2010 7:27 pm
by Smirftsch
I think "Replace Textures" is exactly doing that.
check Tools -> Replace Textures
Re: UED request
Posted: Sat May 15, 2010 8:54 pm
by Leo T_C_K
Ah, that is cool. Sry didn't know there was such an option already, I looked for it at bad place. I guess it is because I hardly work with UED 2.0.
I didn't know even UT had that, cool indeed then.
The layout confused me too.
Btw what are the system plugins etc in UT editor? I can't seem to use these functions, any idea?
Re: UED request
Posted: Sat May 15, 2010 9:01 pm
by Leo T_C_K
Oh well here's the real problem. If I was gonna replace textures like that, I can't save the map to be compatible with 220 which I am aiming for since it has better rebuild and if I don't export it it doesn't get messed up there, any idea what to do with that? I mean how could I replace like that in 220 or make it compatible with 220?
Or I could simply just rebuild lightning or paths shouldnt I?
Re: UED request
Posted: Sun May 16, 2010 2:52 pm
by Shivaxi
export import?

Re: UED request
Posted: Sun May 16, 2010 3:24 pm
by Leo T_C_K
export import?

Makes all kind of BSP holes due to different brush order or something, thx. That's why I had to resort to something more complicated.
Re: UED request
Posted: Tue May 18, 2010 6:27 pm
by Leo T_C_K
Hmm, I have another request, can you select all the textures by texture name? It could help when scaling these textures, I didn't notice it much at the map by Nathan Silvers, but in the indoor maps it is noticable and matters, they need to be scaled down always.
Re: UED request
Posted: Tue May 18, 2010 6:41 pm
by .:..:
Hmm, I have another request, can you select all the textures by texture name? It could help when scaling these textures, I didn't notice it much at the map by Nathan Silvers, but in the indoor maps it is noticable and matters, they need to be scaled down always.
Simply select one surface with the texture you want, then press Shift + T and it will select all surfaces with the same texture.
Re: UED request
Posted: Tue May 18, 2010 10:30 pm
by Leo T_C_K
Ah ok, thx.
Re: UED request
Posted: Wed May 19, 2010 1:29 am
by Leo T_C_K
Yeah I dunno how I missed that before.
But now real request: Is there a way to tell what scaling has the current selected surface? You know I have to do lucky shot on the maps that way that I set the scaling and see if it matches etc.
Also the automatic aligning resets scale for some reason, IE when you do align to X to Y etc.
Re: UED request
Posted: Wed May 26, 2010 3:46 pm
by GreatEmerald
By the way, talking about requests, would it be possible to enhance the actor search system to be similar to the one of Unreal II, that is, search not only by name and tag/event, but also by property, value and possibly class?
Re: UED request
Posted: Wed May 26, 2010 5:05 pm
by Smirftsch
oh cmon, this isn't a U2 or 2k4 contest, I want to get it done some day...
Re: UED request
Posted: Wed May 26, 2010 5:15 pm
by Age
Can you make surface properties window stretchable just to see full name of texture?

Re: UED request
Posted: Wed May 26, 2010 6:33 pm
by Smirftsch
*sigh*
yes, probably all of it is possible. But won't delay 227g for it if eating to much time.
Re: UED request
Posted: Wed May 26, 2010 7:58 pm
by GreatEmerald
Sure, it's not at all a priority, just some enhancement that would be useful, especially for me when I port maps from WoT, all actors keep their old names yet classes change, and searching gets kinda useless then...
Re: UED request
Posted: Sat May 29, 2010 9:46 am
by creavion
Do you think its possible for you guys to get rid of the "black mesh" issue (mesh gets black if the center is in the material afaik, just imagine you want to hide rock mostly in the earth)?
An other thing: Even with EdShouldSnap I have big problems to adjust meshes to the grid. (also with with a very low setted grid). Since meshes were now more useful as geometry parts (like Static Meshes), it would be nice, if something would be possible there. (but the possibilty to display detail or macro textures on meshes is still missing)
And a question:
Could it work well if I would build a cave, where only the floor would be bsp while the walls and the ceilling would be a mesh (so with non-existing floor, because the floor would be bsp).
Would the mesh be always completly calculated as long as I would be in this cave (even with distance fog?), would it make more sense to split up the cave mesh in more parts (but there I would have again problems to make the cave mesh parts fitting to each other, see Edshouldsnap part).
An an other one:
Somebody told me that UEngine 1 meshes are limited with UVs. To avoid align problems the UVs need to be between 0 and 1.
Some weeks ago I tried to convert a skydome from ut2004 (was in one of the Antalus packages). At first I thought it worked well, but then I thought at one point a heavy align bug, caused most likely through a UV issue.
Edit: And I still miss "View -> Show DistanceFog", personally I would prefer to have that toggleable for Lighting Only and Dynamic Lighting.
Re: UED request
Posted: Mon May 31, 2010 9:58 pm
by Leo T_C_K
Is there actually any way to tell the surface scale? I mean it doesn't show the actual number but this would help me greaty especially in this Unreal PSX project. I am having hard time guessing the values especially if they are not one of the defualt selectable ones. ARGH.
Re: UED request
Posted: Tue Jun 01, 2010 7:18 am
by Smirftsch
I know its hard, lol, but gimme some time for all this stuff...
Re: UED request
Posted: Tue Jun 01, 2010 9:01 pm
by .:..:
Do you think its possible for you guys to get rid of the "black mesh" issue (mesh gets black if the center is in the material afaik, just imagine you want to hide rock mostly in the earth)?
That's unfixable.
And a question:
Could it work well if I would build a cave, where only the floor would be bsp while the walls and the ceilling would be a mesh (so with non-existing floor, because the floor would be bsp).
Would the mesh be always completly calculated as long as I would be in this cave (even with distance fog?), would it make more sense to split up the cave mesh in more parts (but there I would have again problems to make the cave mesh parts fitting to each other, see Edshouldsnap part).
It only draws and performs lighting calculation on surfaces visible on screen from that mesh so don't worry. However 3D collision code would be more efficient in smaller mesh chunks.
An an other one:
Somebody told me that UEngine 1 meshes are limited with UVs. To avoid align problems the UVs need to be between 0 and 1.
Some weeks ago I tried to convert a skydome from ut2004 (was in one of the Antalus packages). At first I thought it worked well, but then I thought at one point a heavy align bug, caused most likely through a UV issue.
Another unfixable issue, due to mesh save file format is limited to two byte for UV mapping (meaning if we changed this there would be package incompatibility in loading other version compiled meshes.
Re: UED request
Posted: Wed Jun 02, 2010 11:10 am
by creavion
Thanks for the reply, dots.
due to mesh save file format is limited to two byte for UV mapping (meaning if we changed this there would be package incompatibility in loading other version compiled meshes.
Stupid question maybe.. ok I think it is.. but do you think it would be worth to introduce an additional "second" meshsystem for using?
I mean where it would be possible NOT to worry about those UV issues? I mean now with the higher usage of meshes (half static meshes)?
Or would already that implementation break any compatibility to other versions which you guys always wanted to keep?
Edit: Never mind
Re: UED request
Posted: Mon Jun 07, 2010 9:03 pm
by creavion
Some other questions
EdShouldSnap - although it slightly helps to snap meshes to the grid, it does not work that well.
Do you think its possible to let that work as with brushes (so fitting to the grid)?
Distance Fog - Possible to include a "Show Distance Fog" option in the Ed which shows the distance fog only when activated independed from the selected editor modus (so far it does not work with Textured e.g)