For direct access use https://forums.oldunreal.com
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

UnrealEd 2.1 FAQ

UnrealEd 2.1 (227i) and UnrealEd 2.2 (227j), for Unreal 227. With many additions, bugfixes and improvements. Ask mapping related questions, or give hints, tips and tricks.
Post Reply
User avatar
Hellkeeper
Global Moderator
Posts: 3257
Joined: Wed May 21, 2008 8:24 pm
Location: France
Contact:

UnrealEd 2.1 FAQ

Post by Hellkeeper »

Look here before posting a question. This FAQ will attemps to solve the basic problems and answer the first questions you might have about UnrealEd 2.1. If you post a question that has already been answered in this thread, I will personally come to your house and look at you in a disappointed manner for hours.

What's UnrealEd 2.1?
UnrealEd 2.1 is the new UnrealEd included in Unreal 227 since 227h. OldUnreal had previously ported UnrealEd 2.0 to Unreal in 227f. It is a better editing tool than UnrealEd 1.0 which was an unsupported beta on release and remained very unstable. It contains many bugfixes and new features, making it an even more advanced version than UnrealEd 2.0. You can see what has been fixed by looking at the UED2 lines [url=http://www.oldunreal.com/wiki/index.php?title=227_release_notes#.5B11.11.2012.5D_227i_release]in the 227 release notes[/url].

Can you tell me...
Yes I can, but first, [url=http://www.oldunreal.com/wiki/index.php?title=Main_Page]check the wiki[/url].

My viewports are all white!
Click View => Viewports => Configure and choose your desired configuration. This is a common bug, happening when the viewports are incorrectly saved when UnrealEd closes. It has no incidence on anything.

How do I use something else than Software rendering?
Click on the grey bar at the top of a viewport and click on the desired rendering. OpenGl is the best one, as [url=http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1349888727]Direct3D has a few bugs[/url]. Notice that you can choose different renderers for different viewports.

I have an ATI card and Direct3D is not working properly!
There are a couple problems with D3D support on ATI cards: when the sky is visible, you might not be able to select a surface. Light, Sound and a few other actors might not be shown. Some viewports may be corrupted or behave in a strange way.

Can I change the renderer in the browsers?
Yes, the Texture Browser and the Mesh Browser allow you to set your rendering device in View => WindowedRenderDevice. You can set a different renderer for each one of these two browsers.

What are these new modes for the 3D viewports?
Along with the usual Wireframe, Texture Usage, BSP Cuts, Textured, Dynamic Light and Zone Portal mode, UnrealEd 2.1 packs a new one, Lighting Only, which shows the lightmaps of your map without textures. It can be used to lighting-related problems and see how the colours mix.
The BSP Cuts is not used a lot and is broken in UnrealEd 3.0. You can learn about it [url=http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1349288033]in this topic[/url].

What are static-meshes and how do I make them?
UnrealEd 2.1 allows you to import .obj files as static-meshes. You can also create static-meshes from BSP by selecting some brushes, right-clicing on them and choosing Convert => To Static-Mesh. Static-meshes can only be additive constructions; if you convert subtracted brushes to static-meshes, they will be flipped and appear as additive and hollowed once converted.

Static-meshes are instanciated pieces of geometry which receive a basic lighting based on the light at each vertices of their triangles. They are only loaded once from your drive and are thus less memory-intensive. They are invulnerable to BSP errors, HOMs and such problems, and do not influence BSP Cuts. They can support more triangles without problems. However, Unreal being an old engine, they cannot be used as extensively as in UT2004 or Unreal 2, as the engine will slow down drastically. You can [url=http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1289161436]read about this here[/url].

How do you use Projectors, Vegetation generators and so on?
We have a set of tutorials [url=http://www.oldunreal.com/wiki/index.php?title=Mapping]on the wiki[/url] covering most of these new effects, including [url=http://www.oldunreal.com/wiki/index.php?title=Projectors]projectors[/url], [url=http://www.oldunreal.com/wiki/index.php?title=Vegetation_Generator]vegetation generators[/url], [url=http://www.oldunreal.com/wiki/index.php?title=Weather_effects]weather effects[/url] and [url=http://www.oldunreal.com/wiki/index.php?title=Particle_Emitter]particles[/url]. Check the complete list to see if what you want is already discussed there.

Will maps made with UEd 2.1 be compatible with...
Maps made with UnrealEd 2.1 are compatible with anything 226-compatible as long as you do not use 227 features in your map: no projectors, no particles, no static-meshes, no .ogg music. They will also be compatible with UT99, just like Unreal 226 maps.

Any new editing tool?
Too much to list. The most obvious ones are in the left-panel list of tools in UnrealEd: Sheer, Stretch and Scale have been ported from UnrealEd 1.0. A new button at the very end of the list allows you to align all 2D cameras on the camera of the 3D Viewport (if you have several 3D viewports, it will align all cameras on the camera of the last 3D viewport created).
You can now align textures on the X and Y axes just as well as with the Align To Floor tool by right-clicing a surface and choosing Align Selected => Align to wall around X/Y axis.

Can I go back to UnrealEd 1.0 or 2.0?
Once you have installed Unreal 227, UnrealEd 2.1 takes over. You can only use older versions if you saved your /system directory from a previous version.

Do you have some tips?
[url=http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1302022254]Creavion has some[/url]. [url=http://www.oldunreal.com/wiki/index.php?title=UED2.1_Tips_Collection]The wiki too[/url]. We also have some ideas [url=http://www.oldunreal.com/wiki/index.php?title=Mapping_Tips_%26_Tricks]you may want to read[/url].

Your wiki has a localization project, by my UnrealEd is stuck in English!
UnrealEd cannot be translated. Everything in UnrealEd defaults to english.

Any more ressources?
Did I mention [url=http://www.oldunreal.com/wiki/index.php?title=Main_Page]the wiki[/url]?

Do you have maps that demonstrate how these new features play?
227 comes with four maps using various features. DmRetrospective and DmBeyondTheSun use many particle effects, jumpers etc. DmExar and DmRiot use Static-Meshes, Quadshots, Weather, etc. A new Entry map (EntryII) is also included which showcases some new effects and many cool ideas.

There is something wrong with this and I have to tell the world!
227 is always in the making. Explain your problem here in a civil manner and it should be fixed in the future, while you are overwhelmed with a warm feeling of contributing to the common good.
Last edited by Hellkeeper on Thu Jul 23, 2015 9:46 pm, edited 1 time in total.
You must construct additional pylons.
User avatar
Sly.
OldUnreal Member
Posts: 437
Joined: Tue Feb 14, 2012 7:01 pm

Re: UnrealEd 2.1 FAQ

Post by Sly. »

Great introduction guide/FAQ, it is very well structured.

I was thinking about doing the same but you beat me to it. ;)

Just two points I noticed:
Static Mesh section:
"a sextensively" -> "as extensively"
All over the FAQ:
"clic" -> "click"

Other than that, top notch work!
User avatar
Hellkeeper
Global Moderator
Posts: 3257
Joined: Wed May 21, 2008 8:24 pm
Location: France
Contact:

Re: UnrealEd 2.1 FAQ

Post by Hellkeeper »

"a sextensively" -> "as extensively"
How do you know that's not exactly what I meant ? :-*
You must construct additional pylons.
User avatar
GreatEmerald
OldUnreal Member
Posts: 5347
Joined: Mon May 21, 2007 2:30 pm

Re: UnrealEd 2.1 FAQ

Post by GreatEmerald »

That, and in the headers you have some Frenchisms with spaces before punctuation. Also:
However, UnrealEd being an old engine, they cannot be used as extensively as in UT2004 or Unreal 2
>:(

Two errors! Can you see them both?
User avatar
Hellkeeper
Global Moderator
Posts: 3257
Joined: Wed May 21, 2008 8:24 pm
Location: France
Contact:

Re: UnrealEd 2.1 FAQ

Post by Hellkeeper »

I can see one and corrected it. It'd be cool to have more things to add to it.
You must construct additional pylons.
User avatar
GreatEmerald
OldUnreal Member
Posts: 5347
Joined: Mon May 21, 2007 2:30 pm

Re: UnrealEd 2.1 FAQ

Post by GreatEmerald »

It's "Unreal II"! Arrgh!
Also:
map : no
User avatar
Sly.
OldUnreal Member
Posts: 437
Joined: Tue Feb 14, 2012 7:01 pm

Re: UnrealEd 2.1 FAQ

Post by Sly. »

"Any more ressources?
Did I mention the wiki ?"
Once again a space in between [word] [symbol]. ;)
User avatar
metam0rt
OldUnreal Member
Posts: 8
Joined: Sat Mar 21, 2020 9:33 pm

Re: UnrealEd 2.1 FAQ

Post by metam0rt »

I cannot put texture on the cube in UED 2.2 from my ut99 system, it changes only in random color, but no texture. UT bought from steam. Someone suggested me to download and use UED 2.0. But I want to fix the current one, because its newer version. I also have some more questions about ued editing. Is there any ued discord community around?
User avatar
Hellkeeper
Global Moderator
Posts: 3257
Joined: Wed May 21, 2008 8:24 pm
Location: France
Contact:

Re: UnrealEd 2.1 FAQ

Post by Hellkeeper »

First, make sure you are using UnrealEd in the correct Textured mode.
tx.png
Also, right-click on the grey bar on top of the viewport (next to the Textured/Wireframe/Dynamic light etc. icons) and make sure you are using a renderer that is up to date : OpenGl or XOpenGl. Otherwise, use Software rendering as a fallback.
Make sure the renderer you are using also works in the game.
I don't know if there's a discord channel nowadays but you can always ask questions here. There should be an IRC channel also if it still exists.
You do not have the required permissions to view the files attached to this post.
You must construct additional pylons.
Post Reply

Return to “UnrealEd 2.x, the Unreal 227 editors”