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00Unreal development collection

Ask UnrealEd 2 mapping related questions, or give hints, tips and tricks
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Gizzy
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Re: 00Unreal development collection

Post by Gizzy »


Unreal script writer Can write code for you and find&fix errors, clean up the code while you write it adds forgotten semicolons ( ; ) and lots more. Unexperienced people can create proxmines with it in less then 2 minutes.
Niiiiice
Last edited by Gizzy on Tue Aug 31, 2010 10:27 am, edited 1 time in total.
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Henry00
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Re: 00Unreal development collection

Post by Henry00 »

Thanks for your comments! Gives me alot of inspiration to keep working on this project, today I was at my new school but when that was all done I was at my fathers work so I took out my laptop and worked on yet another update for UnrealED dungeon maker, already got an awesome responce from Gizzy and it was not even about the latest version in msn:
Hey
New the new version of dungeon maker ROCKS
I'm making a random map with it now haha
:D UPLOAD!! Dude you should see what matrix was doing the other day, he actually made the entire 80x80 grid blue... UnrealED took about 10 minutes to import the map but duuude it looked so awesome!

--------------------------------------------------------

UnrealED dungeon maker updates include:
You can now feed bad files without it crashing it rather asks you to not do it again with a big:  :'(

3D view! You can now preview the map you make inside a .. made of screenshots preview.

Added yet again small speed improvements, fixed more GUI issues and the news does not download if you have no internet connection available.

I hope you enjoy the latest version!
From now on I will keep most of my attention to creating new tools and especially the ones you all quoted!

Image of 3D preview:

[img]http://henry00.ftpaccess.cc/Henry00/00UDC/forum_images/old/21.png[/img]

Looks a little like in"editor" graphics doesn't it  :)

Note that hehe I took an old map thats why its all blocks and non-fitting map parts lol sorry about that
Last edited by Henry00 on Sun Oct 31, 2010 7:10 pm, edited 1 time in total.
Henry00

My programming team, 00Laboratories:
[link]http
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Henry00
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Re: 00Unreal development collection

Post by Henry00 »

I, at least in theory, made the UnrealED toolkit's mover repairer. Because my UnrealED currently doesn't like me I am having a hard time building broken movers lol, if you like could you try making a massive mover wich has collision bugs and run it through this beta application? In theory it should work, thanks  :-/

[url]http://henry.thewarstorm.com/00UDC/beta/UnrealEDtoolkitBeta.exe[/url]

If it works you really helped me out alot!  :)
Thanks for all your support already!

--

Hold on I have tested it myself too and its not working, now I hope my little theory is not wrong, but the fixes it does are all messed up it compiles some straange stuff, so after I fix that we see again, hold on! :D
Last edited by Henry00 on Wed Sep 01, 2010 8:01 pm, edited 1 time in total.
Henry00

My programming team, 00Laboratories:
[link]http
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Henry00
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Re: 00Unreal development collection

Post by Henry00 »

Bad news, I found out the ancient bug of why Unreal movers don't work most of the time, and I am not able to fix it without the proper knowledge, this will explain the ancient bug:

---How to build a broken mover, and what is wrong:

Under broken mover I mean, bad collision and invisible walls.
To build one you only have to use any kind of brush transformation tool and create it without setting any values manually and build the brush.
What happends here, why it does not work is this:

For easy brush transformation UnrealED uses:
MainScale=(Scale=(X=2.129982,Y=2.129982,Z=2.129982),SheerAxis=SHEER_ZX)
And vertex under 256, I think even 128, once the mover gets build the scale shows the mover big as expected, but it's a lie, like drawscale with bad collision. The actual collision is still following the vertex.

---How to build a working mover, and why does it work:

Under working mover, we all know what I mean, good collision and unbelievable rotating maps lol
To build one make sure you set all the values manually and NEVER touch it with brush scaling tools!

What happends here, why it works is this:
UnrealED does not use any brush transformation tools so no mainscale changes:
MainScale=(SheerAxis=SHEER_ZX)
PostScale=(SheerAxis=SHEER_ZX)
The vertex though has gigantic values, exactly creating the mover as should with good collision.

---One last notice

Somehow most of the time projectiles do know what the collision is and are 100% accurate.

Greets, Henry00³ ( de Jongh )
Henry00

My programming team, 00Laboratories:
[link]http
Pravin

Re: 00Unreal development collection

Post by Pravin »

Hey, awesome stuff you've made here! Looking forward to your dungeon builder project, especially!

Myself and a few others would like to use it to kick off one of our own top down 2D dungeon crawl mods for Unreal if that's fine with you. Full credit given where due, of course. :)

Edit: About that mover collision bug: why don't you just transform each vertex manually and make a new model instead of using the scaling variables? It's annoying, but necessary..
Last edited by Pravin on Fri Sep 10, 2010 12:06 pm, edited 1 time in total.
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Henry00
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Re: 00Unreal development collection

Post by Henry00 »

Hey, awesome stuff you've made here! Looking forward to your dungeon builder project, especially!

Myself and a few others would like to use it to kick off one of our own top down 2D dungeon crawl mods for Unreal if that's fine with you. Full credit given where due, of course. :)
Hey man, I love this news! haha!
Well you can download it already, it is being posted in the news and downloads section in a bit, but you can already download it here too:

[url]http://henry.thewarstorm.com/index.php?page=moleninformatie&PIC=1&NR=0&L=1&D=2[/url]

Let me know how it all works out, I would love to see some shots.

--------------------------------------------------------------------------------
Notice this is my first tool for the community, and I say right now there IS going to be more where this came from, but you have to give it a moment because I am very busy at the moment or expect a little slow progress.
I am building up an entire programming team from scratch called 00Laboratories and at thesame time I have school to keep up with ( application developer ).

If you like how I create applications and think like "Hey.. awesome this is kinda what I want to do err or learn whatever lets read on" you can contact me on msn ( click on my name and find it ) and join the new team after you check it out.

Thats would kind of sum things up, I can't wait for Smirftsch's review!
He will really check it out! :D
Last edited by Henry00 on Sat Sep 11, 2010 10:04 pm, edited 1 time in total.
Henry00

My programming team, 00Laboratories:
[link]http
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Pyro
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Re: 00Unreal development collection

Post by Pyro »

I feel a Deathmatch Map Generator is coming up. Good work :d
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Henry00
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UnrealED Dungeon Maker has been released!

Post by Henry00 »

UnrealED Dungeon Maker has been released!

A dungeon maker for Unreal developed by Henry00³ ( de Jongh ) has been released!
With it you can create complete dungeons without any mapping experience and play them inside Unreal.
The editor exists out of a two dimensional grid and alot of tiles, you are probably guessing it already:

Draw a hallway, add some corners or curves at the endings, go to the actor list, paste some lights in and a playerstart and there you have it, your first Unreal map!

The tiles are fully customizable, but more important you can add your own tiles too! ( You will need mapping experience though )
The editor gets alot of updates and the tiles, actors, plugins and you name it are all updatable on a single click, this means you can get the latest tiles that others made and you can use them for your own maps right away.
Including not only help files ( wich are updated for every new release automaticly ) there is also an optional chat so you can ask live questions or talk to other developers currently inside the program!
I hope you all enjoy this new tool and I hope to get more people see how much fun Unreal can be if you do it yourself.

I hope you all enjoy :D

Err, and I hope Smirftsch adds it soon too
Henry00

My programming team, 00Laboratories:
[link]http
Pravin

Re: 00Unreal development collection

Post by Pravin »

Cool! Sweet! Yeah! Awesome! Nice!
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Pyro
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Re: 00Unreal development collection

Post by Pyro »

when i import the t3d file, i only get a single cube :(
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Henry00
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Re: 00Unreal development collection

Post by Henry00 »

The only reason that you can possibly get 1 cube is that you import as a brush, you have to import the entire thing as a map ( you are creating a map ).

Go to file -> Import, and try from there :D
Henry00

My programming team, 00Laboratories:
[link]http
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Henry00
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Re: 00Unreal development collection

Post by Henry00 »

Some screenshots of the latest release:

Ingame shot:

[img]http://henry00.ftpaccess.cc/Henry00/00UDC/forum_images/DungeonMakerIngame.png[/img]

Exported map inside UnrealED:

[img]http://henry00.ftpaccess.cc/Henry00/00UDC/forum_images/UDM_ined.png[/img]

And the first map of a mod coming up as demo:
(The current editor, new and improved)

[img]http://henry00.ftpaccess.cc/Henry00/00UDC/forum_images/GUIdemo.png[/img]

I hope to receive many more ideas and comments so we can make this even better  :)
Last edited by Henry00 on Sun Oct 31, 2010 6:55 pm, edited 1 time in total.
Henry00

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[link]http
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Henry00
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Re: 00Unreal development collection

Post by Henry00 »

Thanks to Dante yet again tiles have been added, I hope to get some support from other developers in the making of these.

[img]http://henry00.ftpaccess.cc/Henry00/00UDC/forum_images/NewTiles.png[/img]

[img]http://henry00.ftpaccess.cc/Henry00/00UDC/forum_images/NewTiles3D.png[/img]
Henry00

My programming team, 00Laboratories:
[link]http
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Buster
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Re: 00Unreal development collection

Post by Buster »

Nice work !!
Gatherstone - Unreal by Design
https://gatherstone.oldunreal.com

OK - he falls
Keep it Unreal !!
:-)_~
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Henry00
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Re: 00Unreal development collection

Post by Henry00 »

Thanks Buster, glad people still are interested in my work!
There is probably coming lots more where this came from, and Smirftsch better get ready to spam the news :D

I have been planning a demo game existing out of about 10 puzzle maps made in pure dungeon maker, in order to do so though I will need tons of ideas from everyone currently reading this forum, about what can be added, how it should be added, and what it can do ( this means tiles, actors or even application updates to allow certain features that are not available right now ).
I also hope to see some custom maps in the future, so I was preparing an upload a map to the server for others to check out, I don't trust people though so it might take a while before I have the "anti virus" done. If it would work out as planned, you will get a list of tons of maps and I hope to see more coming in, good inspiration for your own maps ;)

Greets, Hen
Henry00

My programming team, 00Laboratories:
[link]http
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KillerSkaarj
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Re: 00Unreal development collection

Post by KillerSkaarj »

I propose a feature to add mover doors and triggers (If not triggers then perhaps including a custom Key actor?) to the Dungeon Maker. If this isn't possible, then ignore my message. :)

Also I've been going completely insane with the Dungeon Maker. Good luck finding your way through this:

[URL=http://img600.imageshack.us/i/scarydungeon.png/][img]http://img600.imageshack.us/img600/126/scarydungeon.png[/img][/URL]

;D Now think of this, but as big as a whole game, and you know what it's like to navigate through Metroid (the NES version). :o
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Henry00
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Re: 00Unreal development collection

Post by Henry00 »

HOLY AWESOME!!!!  :D
Damn why are you better then me at my own application  :o
And yes sure I will see what I can do, there are tons of actors and tiles still to be added, but MAN thats great! Good work!

If you have updated your UnrealED Dungeon Maker, you might have noticed the new feature of map sharing, it would be cool if you add it for others too, if you ever have to update you can just reupload the file, it will overwrite.

------------------------------------------------

Ok its all your fault, I got over excited and added more actors and updates to dungeon maker, including an actor toolbox instead of that selection thing :)
Last edited by Henry00 on Fri Nov 05, 2010 11:49 pm, edited 1 time in total.
Henry00

My programming team, 00Laboratories:
[link]http
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Age
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Re: 00Unreal development collection

Post by Age »

Download links broken:

http://henry.thewarstorm.com/00UDC/00Unreal%20development%20collection.exe

http://henry.thewarstorm.com/00UDC/beta/UnrealEDtoolkitBeta.exe

[url]http://henry.thewarstorm.com/00UDC/00Unreal development collection.exe[/url]
Last edited by Age on Sat Nov 06, 2010 9:56 am, edited 1 time in total.
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GreatEmerald
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Re: 00Unreal development collection

Post by GreatEmerald »

Are you planning to add stairs, too? :) Or advanced things like water blocks?
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Henry00
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Re: 00Unreal development collection

Post by Henry00 »

@ Age,

Yes indeed those links are broken, it seems a friend does not pay for the website anymore, thats why I have a server of my own at home. You can download the dungeon maker from here:
[url]http://www.oldunreal.com/tools/Unreal_Dungeon_Maker.rar[/url]
(Note this is the starter kit, I recomment updating the Dungeon Maker using the external plugins menu.)

@GreatAwesomeEmerald

Stairs would mean 3D, it would be kind of weird to add multiple layers for building, might even get confusing..  Water blocks is indeed true ^^ but since I get 0% support in all those tiles you have to hold on until I find some time to make them myself.
[img]http://henry00.ftpaccess.cc/Henry00/00UDC/forum_images/Water.png[/img]

@Others

I am looking for someone to help me out with the helpfile, please contact me if you could help me out!
Last edited by Henry00 on Sat Nov 06, 2010 4:53 pm, edited 1 time in total.
Henry00

My programming team, 00Laboratories:
[link]http
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GreatEmerald
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Re: 00Unreal development collection

Post by GreatEmerald »

Confusing for who, the LD or the player? You could just add buttons for different layers and that's it.
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Henry00
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Re: 00Unreal development collection

Post by Henry00 »

Confusing for who, the LD or the player? You could just add buttons for different layers and that's it.
I wish, the actor layer already cost me 2 days ^^

edit:
Ok ok, I might give it some thought, it will become a little troublesome though..
Last edited by Henry00 on Sun Nov 07, 2010 11:46 am, edited 1 time in total.
Henry00

My programming team, 00Laboratories:
[link]http
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Henry00
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Re: 00Unreal development collection

Post by Henry00 »

[COMING SOON]

I have added all the pawns, only have to make some more adjustments:

[img]http://henry00.ftpaccess.cc/Henry00/00UDC/forum_images/AllPawns.PNG[/img]

I cannot wait until they are finished :D
Henry00

My programming team, 00Laboratories:
[link]http
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Gizzy
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Re: 00Unreal development collection

Post by Gizzy »

Weapon support is on it's way 8-)
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Henry00
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Re: 00Unreal development collection

Post by Henry00 »

I cannot wait gizzy! =)

A little notice, be sure to update your dungeon maker before you click on update resources, due to recent updates the old versions will fail downloading 1 file from each packet, please try to prevent that.

As gizzy stated too we are both going all out on developing new tiles and I finished all 40 pawns!! Have fun with them ( warning: they bite ) :D
Henry00

My programming team, 00Laboratories:
[link]http

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