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| UT 2004 editor http://www.runestorm.com/forums/viewtopic.php?f=6&t=55171 |
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| Author: | bloodchain3824 [ Mon Apr 07, 2008 8:43 pm ] |
| Post subject: | UT 2004 editor |
first what can you do in the editor of the Ut2004 can you make and design new maps weapons characters monsters b/c i dont know how to work with it and i'm not so clear what i'm supposed to do with it any suggestions |
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| Author: | Bjossi [ Mon Apr 07, 2008 9:53 pm ] |
| Post subject: | UT 2004 editor |
This belongs to Chit-Chat, not BW General. As for the editor. You can do pretty much anything with UEd in terms of making custom content. Though keep in mind that when it comes to weapons, most of the work is done with other programs; you need to make the model in a program like Maya or 3DSMax, then you need to make the texture, then program it's functionality, and lets not forget animation. So UEd is, in shorter words, used to put all of this together into a usable weapon. The only native functionality I know of would be mapping; the program has the tools needed to make good looking maps. |
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| Author: | Glosmostinex [ Tue Apr 08, 2008 11:31 am ] |
| Post subject: | UT 2004 editor |
UED has a proggraming function or you need to use another program? i'm curious to see how is UT modding. |
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| Author: | Tyster [ Tue Apr 08, 2008 8:00 pm ] |
| Post subject: | UT 2004 editor |
Mapping is the process of adding or subtracting geometry, "painting" a texture or material on the surfaces, adding light sources to light up your level, add goals/bot networks, and other random features. As for modding, this is a very broad topic. here's a toothpick to scratch at the base of this mountain. A computer game, such as UT, is nothing more than a very fancy calculator. All the gameplay, weapons, vehicles, characters, bots, and even visuals are all bas on the mathematical manupulations of numbers (and string/chars, but those are represented by numbers, too). Technically, you can write code using any world processor, such as Eclipse, MS Word, Open Office, Notepad, Notepad++, Context, UED, etc. Modding is developing your own code, which is compiled into something that UT recognizes. Code consists of classes, which are used to produce objects. Objects have variables that store data and methods (or functions) that manipulate data. Think of classes as the blueprints to a house and the objects are the actual houses that were built according to that blueprint. Each house would have lots of numerical data associated with it (ceiling must be so high, walls must be so thick, floor must support so many pounds, etc.) Each parameter would be a variable. The method/functions manipulate the data. For example, one function would make sure that the walls are thick enough. It would ask the question: "Are the walls thick enough?" If yes, do nothing and check everything else. If no, make them thicker. There's some sort of way to decompile the UT code, but I forgot and lost the link to that tut long ago. UT already has thousands (millions?) of these methods/functions, which are generally very simple. One function may be to fire a rocket launcher. This function may call on other seperate functions to spawn the rocket at a certain speed in a cirtain directoin from a certain point, produce the muzzle flash, produce the smoke trail, handle the "flock" (spiraling) of multiple rockets, periodically check to see if a rocket hits something and handle that accordingly, etc. If you get into modding (which I havn't for real), I've heard that your first mods are generally modified weapons or vehicles. They could make a rocket launcher fire faster/slower, do more/less damage, increase/decrease accuracy, etc. |
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| Author: | Bjossi [ Tue Apr 08, 2008 8:06 pm ] |
| Post subject: | UT 2004 editor |
Modifying pre-made variables is a good way to practice I'd say. Then later one can start messing with more advanced stuff, like modifying the class itself and it's structure. Like making a rocket launcher do more than just fire a rocket, or make it fire a completely different projectile. Some programming knowledge would greatly help though, I can't deny that. |
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| Author: | bloodchain3824 [ Tue Apr 08, 2008 8:14 pm ] |
| Post subject: | UT 2004 editor |
what about characters and monsters can i created them and enable them in the game only with the Ut editor? sorry for the wrong post of the thread |
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| Author: | Glosmostinex [ Tue Apr 08, 2008 8:35 pm ] |
| Post subject: | UT 2004 editor |
to open the codes, then you need to decompile it(in UED, no?)? sorry for my Noob questions, but i just have edited XMLs in my modding experiences.
but my brother can help in coding
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| Author: | bloodchain3824 [ Tue Apr 08, 2008 8:42 pm ] |
| Post subject: | UT 2004 editor |
welcome to my world pal
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| Author: | Tyster [ Tue Apr 08, 2008 9:53 pm ] |
| Post subject: | UT 2004 editor |
You can add custom characters and monster. Characters shouldn't be too hard, assuming you follow a good tutorial. If you are just re-skinning a char (changing the texture "painted" onto a character), then it's not too hard. In fact, I was able to use U-Paint to slap a picture of my face on Torch in an hour after following a tutorial. However, things get a lot more complicated wth custom models (custom geometry). You will need to make your own character in a 3d modeling program, such as Blender, 3d Max, Maya, etc. Then, assign a skeleton and animations to that character. There is a way to us existing animations from characters that ship with UT, but I don't know the details. If you plan on making your own characters, plan on having your own custom character in a year if you have a life besides UT and ave no previous experience. Same deal with Monsters, except they generally have AI. A monster is just another character. You have the option of assigning a default AI that ships with UT and I wouldn't imagine that a few solid weeks of study on this could let you make your own replacement monsters for invasion. This has been done in Fraghouse Invasion, uSkaarj invasion, Nali Cow Invasion, and In general, modding isn't as immediately satasfying as mapping, due to the learning curve and need for constant research, but it may be fun (I never got into it... yet). To get an appreciation of how much work goes into a good large-scale mod, take a look at the credits for large mods; mainly total conversion mods liek Metaball, Frag-Ops, RO, Alien Swarm, etc. You're looking at dozens of people for those kind of mods, who dedicate a lot of time for such things. |
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| Author: | Bulska [ Wed Apr 09, 2008 12:51 am ] |
| Post subject: | UT 2004 editor |
Usefull links: Coding a Link Gun rapidly shooting Rockets. Very usefull for learning the basics. http://www.angelmapper.com/gamedev/tuto ... oding1.htm Basics for mapping, follow this tutorial and you're ready to create basic maps. http://architectonic.planetunreal.games ... level.html Advanced Bot Pathing. Follow this and you will know how to make bots do almost anything you like. http://blitz.unrealplayground.com/tutorials/bots.html |
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| Author: | bloodchain3824 [ Wed Apr 09, 2008 5:41 pm ] |
| Post subject: | UT 2004 editor |
thnx Bulska i just made my first Square Map!
so cool right |
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| Author: | bloodchain3824 [ Sat Apr 12, 2008 4:37 pm ] |
| Post subject: | UT 2004 editor |
Oh, sorry for the distruption but,does anyone know how to fix a blank/white screen on the editor? It's because when i loaded it, it showed me a white screen with noting on it.It didnt have none of the four views (top, side, 3d or front). |
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| Author: | Bulska [ Sat Apr 12, 2008 4:49 pm ] |
| Post subject: | UT 2004 editor |
lol go to view/viewports/configure. Then select a viewport you want, this will fix it. Its very easy to fix but it's hard to find when you don't know what you're looking for. |
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| Author: | bloodchain3824 [ Sat Apr 12, 2008 5:00 pm ] |
| Post subject: | UT 2004 editor |
no not that. i can't select a view point because the screen is white and the only thing i can see is the left icons and the top ones. where the 4 screens are for the different views are white. actually it isnt like 4 different screens black but, it's like a big huge white blank screen i tried the thing you told me to but still the same and the runtime C++ errror appeared.? it's still the same |
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