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

Work in Progress - The WIP Thread

The forum related to the Usermaps section, please ask questions here. This board is for mappers to discuss and exchange experiences
User avatar
TONI-M
OldUnreal Member
Posts: 136
Joined: Thu Mar 14, 2019 12:19 pm

Re: Work in Progress - The WIP Thread

Post by TONI-M »

In Italy we say: number 1

You are welcome.
Maybe one day: you'll let me play with it.
Hello.
TONI
User avatar
TONI-M
OldUnreal Member
Posts: 136
Joined: Thu Mar 14, 2019 12:19 pm

Re: Work in Progress - The WIP Thread

Post by TONI-M »

I have an idea:
If it doesn't cost you so much you make the file ini with the translator's messages.
Then everyone in his own way translates them into his own language

Hi toni.
User avatar
luke11685
OldUnreal Member
Posts: 441
Joined: Wed Mar 28, 2018 5:38 pm

Re: Work in Progress - The WIP Thread

Post by luke11685 »

Speaking of The Complete Unreal Editor Reference Guide.pdf what user DeathBliss had in mind by saying UnrealEd is beta? Did he mean Unreal Editor 1 from 1995 or from 1998? Because I guess in one of these versions map changes are not supported,right?
User avatar
Skaarj
OldUnreal Member
Posts: 6
Joined: Sat Nov 29, 2014 8:18 pm

Re: Work in Progress - The WIP Thread

Post by Skaarj »

I'll start from afar.
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:
https://gamebanana.com/mods/371587
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.
User avatar
Kajgue
Global Moderator
Posts: 719
Joined: Mon Oct 17, 2005 2:36 pm

Re: Work in Progress - The WIP Thread

Post by Kajgue »

The archway + decor look great.

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.

Image

Image

Birds eye view of the current size of the map, the box near the image edges marks the maximum extents of an Unreal map.
Image

Image

The skaarj meshes are dotted around in the last shot are there to compare the scale of the surroundings etc.
AKA - ( T : S : B ) Ice-Lizard
Image
User avatar
Neon_Knight
OldUnreal Member
Posts: 260
Joined: Tue Aug 25, 2009 9:02 pm

Re: Work in Progress - The WIP Thread

Post by Neon_Knight »

A small edit of DmDeck16 I did some weeks ago. Turns out the Peacemaker isn't a good replacement for the Redeemer, lol!

Image

Image

Image
Localization project coordinator/spanish maintainer

"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
Post Reply
  • Similar Topics
    Replies
    Views
    Last post

Return to “Usermaps”