beginner’s guide to unrealed version 3.0 hanshin university spring 2008

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Beginner’s Guide to Beginner’s Guide to UnrealEd version 3.0 UnrealEd version 3.0 Hanshin University Spring 2008

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Page 1: Beginner’s Guide to UnrealEd version 3.0 Hanshin University Spring 2008

Beginner’s Guide to Beginner’s Guide to UnrealEd version 3.0 UnrealEd version 3.0 Beginner’s Guide to Beginner’s Guide to

UnrealEd version 3.0 UnrealEd version 3.0 Hanshin University

Spring 2008

Page 2: Beginner’s Guide to UnrealEd version 3.0 Hanshin University Spring 2008

The Interface

1. Title bar and UnrealEd Main Menu

2. Along the top: the toolbar

3. Down the left-hand side: the toolbox

4. The UnrealEd Viewport area: each viewport is one window in the main section of UnrealEd.

5. the Console bar, which includes the UnrealEd Console, grid control and a few other buttons

Page 3: Beginner’s Guide to UnrealEd version 3.0 Hanshin University Spring 2008

The Interface

Page 4: Beginner’s Guide to UnrealEd version 3.0 Hanshin University Spring 2008

Menu Bar

■ Menu Bar At the top is a Menu Bar like most windows programs have.

File• Open, Save, Import/Export maps

Edit• Undo, search for actors, cut, copy and paste, Select objects.

View• Open the Browsers, access actor properties, choose, set and configure you

r viewports Brush

• Add, subtract, and access most brush functions. Import and export brushes. Build

• Set and perform level building options, play level Tools

• Access "add-on" tools like the 2D Shape Editor, light scaler, texture replacer

Help• Since there are no help files that come with UnrealEd 3.0 this is a dead men

u.

Page 5: Beginner’s Guide to UnrealEd version 3.0 Hanshin University Spring 2008

Tool Bar (Top)

■ Tool Bar (Top) From the top tool bar you can access the most common functions

from the menu bar by using these buttons. The bar is separated into easy to find groups.

The first group is for file options:1) Create New File2) Open Existing File3) Save File

The second group is for Undo and Redo1) Undo last operation 2) Redo last operation

The next icon is the Search button. This allows you to search for specific actors by name, or other options.

Page 6: Beginner’s Guide to UnrealEd version 3.0 Hanshin University Spring 2008

Tool Bar (Top)

The next set is for the Browsers• Adding things to your level, be it a texture or class or sound, is done

by selecting the appropriate item from a Browser. • You can open an individual browser by clicking the button on the tool

bar or choosing it from the menu. • Also, you can have all your Browsers "docked" in one master Browser,

or you can have each one in a separate window. These are the Browser Icons on the top menu bar:

1) Class Browser --Where all the pickups, effects, etc…you add to your level are found

2) Group Browser –Where you can view, select, and modify groups of things you define (more later)

3) Music –Where you can preview and add music to your level4) Sound –Where you can preview and add sounds5) Texture –Where you preview and add textures to your level.6) Mesh View –Where you can preview the actual meshes (models) for

various things to add to your level. 

Page 7: Beginner’s Guide to UnrealEd version 3.0 Hanshin University Spring 2008

Tool Bar (Top)

The next set is a couple tools:

1) 2D Shape Editor. • This allows you to make 3D objects from a 2D shape.

2) UnrealScript Editor. • Allows you to write and edit the code for the game. That is

well beyond the scope of this tutorial.

The next set will bring up the property dialogs for actors and surfaces.

1) Actor Properties

2) Surface Properties

Page 8: Beginner’s Guide to UnrealEd version 3.0 Hanshin University Spring 2008

Tool Bar (Top)

The next section is the options for rebuilding your level.

• Before you playtest a level you have to do a rebuild.

• The rebuild process sets up the geometry for rendering, updates the actors, renders the lighting and effects, and defines paths for the bots

1) Builds only the geometry, no lighting and no BSP cuts.

2) Rebuilds only the lighting.

3) Defines the paths for the bots (only after you set up a navigation grid, more later)

4) Rebuilds the level with all the options you set with the next button.

5) Set your Rebuild Options (more later).

The last Icon is for playing your level. Make sure you rebuild first!

Page 9: Beginner’s Guide to UnrealEd version 3.0 Hanshin University Spring 2008

Tool Bar (Side)

■ Tool Bar (Side) The side tool bar is where the icons for most of actual

building functions. Use these buttons to select your modes, add/subtract brushes/etc

The side tool bar is split up into groups which you can hide or show by clicking the little arrow button.

• If the button is up it means to show it and down means to not show it:

Page 10: Beginner’s Guide to UnrealEd version 3.0 Hanshin University Spring 2008

Tool Bar (Side)

Editing Modes• There are several editing modes that slightly change the

function of some buttons, change your cursor, or change what you can do.

1) The first mode is Camera Mode , where you can move around, add stuff, and is your "basic" mode

2) The next is the Vertex Editing Mode (more later) 3) Brush scaling mode, lets you resize the selected brush 4) Brush Rotation mode. 5) Texture panning , lets you move a texture left, right, up or

down. 6) Texture rotating . 7) Brush Clipping mode (more later)

Brush Clipping

Page 11: Beginner’s Guide to UnrealEd version 3.0 Hanshin University Spring 2008

Tool Bar (Side)

Builders• These are predefined, basic shapes (or primitives) for adding

geometry to your level. Right-clicking any of them will give you a dialog box where you can

plug in the numbers to resize it. build in powers of two, 8, 16, 32, 64, 128, 256, 512, etc…

− textures since they are sized in powers of two.

1) Cube 2) Sheet 3) Cylinder 4) Cone 5) Sphere 6) Curved Staircase7) Spiral Staircase8) Linear Staircase9) Terrain10) Volumetric Sheets

Version 2.0 Version 3.0

Page 12: Beginner’s Guide to UnrealEd version 3.0 Hanshin University Spring 2008

Tool Bar (Side)

Cube Builder . • Height, Width and Breath are pretty self-explanatory.• WallThickness applies only if you set Hollow to true.• GroupName is where you can enter a group name to make

this brush part of a group. • Hollow will make the cube hollow (have an inside and out)

with a wall thickness determined by the WallThickness setting above.

• Tessellated is where you can make the brush have extra vertices for shaping.

Standard Cube Tessellated cube

Page 13: Beginner’s Guide to UnrealEd version 3.0 Hanshin University Spring 2008

Tool Bar (Side)

CSG

1. Add brush

2. Subtract brush

3. Intersect

4. Deintersect

5. Add Special

6. Add Mover

Misc

1. Show selected actors

2. Hide selected actors

3. Show all

4. Invert selection

5. Movement speed

Page 14: Beginner’s Guide to UnrealEd version 3.0 Hanshin University Spring 2008

Tool Bar (Bottom)

■ Tool Bar (Bottom) The last set of tools are along the bottom of the Editor window.1) Command window. You can type a command directly into this field t

o execute commands in the log window. 2) This will show the full log window. 3) This will toggle the Vertex Snapping. When active your brushes will

snap to the grid by snapping to the nearest vertex, determined by the grid size setting.

4) This toggles grid snapping. You should always use this feature, as it will line all your brushes up correctly.

5) This is a pull down menu where you can set the grid size. 6) Toggle Rotation Snapping. This will help line up your brushes on the

grid when you rotate them. Again, you should leave this on. 7) Toggle Maximize Viewport. This will set the active viewport to its ma

ximum size, hiding all the others.

Page 15: Beginner’s Guide to UnrealEd version 3.0 Hanshin University Spring 2008

ViewPorts

■ ViewPorts This is where you see what you are doing.

• Your views are customizable and flexible. • The interface image above shows you the basic default co

nfiguration, fixed windows, and the default layout. • You can split the viewports into two types: 2D views (Top,

Front, Side) and the 3D view. Simply click in any view to make that viewport the active view

port. The active viewport will have a white highlight around it. All viewports consist of a menu bar and a window where you

can see your construction. This is the viewport bar

Page 16: Beginner’s Guide to UnrealEd version 3.0 Hanshin University Spring 2008

ViewPort Bar

The first part (where it says "Dynamic Light" in the image) is the title or mode the view port it in and will change depending on the mode you select.

• In the default layout the upper left window says TOP and the upper right says FRONT, etc…

The rest of the bar is a series of icons that will highlight when selected.

The first icon on the bar is a joystick and this represents real-time updating

The next set of icons (T,F,S) represent the 2D views, Top, Front and Side.

Page 17: Beginner’s Guide to UnrealEd version 3.0 Hanshin University Spring 2008

ViewPort Bar

The second set (the stylized cubes) represent the various 3D modes. The are outlined below:

1) Perspective: This will give you a wireframe representation (like the 2D views) of your level.

Page 18: Beginner’s Guide to UnrealEd version 3.0 Hanshin University Spring 2008

ViewPort Bar

2) Texture Usage: This will give you a 3D view where each texture is represented in a different color

Page 19: Beginner’s Guide to UnrealEd version 3.0 Hanshin University Spring 2008

ViewPort Bar

3) BSP Cuts: Shows you where BSP cuts are made

Page 20: Beginner’s Guide to UnrealEd version 3.0 Hanshin University Spring 2008

ViewPort Bar

4) Textured: Shows you your level in a full bright view, showing all your textures, but not lights.

Page 21: Beginner’s Guide to UnrealEd version 3.0 Hanshin University Spring 2008

ViewPort Bar

5) Dynamic Light: Shows you your level with full lighting.

Page 22: Beginner’s Guide to UnrealEd version 3.0 Hanshin University Spring 2008

ViewPort Bar

6) Zone/Portal: Shows you all your different zones represented in various colors.

Page 23: Beginner’s Guide to UnrealEd version 3.0 Hanshin University Spring 2008

ViewPort BarPop-up Menu

If you right-click on the title bar in any of the viewports you will get a pop-up menu where you can configure that view.

• A check mark next to a menu item means that option is currently selected.

Mode: Allows you to select the viewport mode, same as clicking the appropriate icon.

View: Allows to you to set certain items to be viewable in that port:

• Show Active Brush: Shows the red or builder brush• Show Moving Brushes: shows your movable brushes like doors, lifts, etc

…• Show Backdrop: Presumably shows a background image• Show Coordinates: Presumably shows your coordinates on the map• Show Paths: Shows the path lines for bots after you have defined them

Page 24: Beginner’s Guide to UnrealEd version 3.0 Hanshin University Spring 2008

ViewPort Bar Pop-up Menu

Actors: Lets you view the actors you have added to your level in different modes:

• Full Actor View: Shows you the actual mesh for the actor you have added.

• Icon View: Represents the actor as a more or less generic icon.

• Radii View: Shows you the radius of a select actor such as a light, or trigger, etc…

• Hide Actors: Hides all actors from view. Window: Renders the viewport in either 16bit or 32bit color.

The bottom of the pop-up menu allows you to render the viewport in either software mode or 3D accelerated mode.

Page 25: Beginner’s Guide to UnrealEd version 3.0 Hanshin University Spring 2008

ViewPortPop-up Menu

■ If you right-click a blank space in any of the views (where there is no actor) you will get a pop-up menu like this: Add Actor Here: Lets you add a selected actor at this spot (use in 3D

view) Add Light Here: Lets you add a light at this spot (use in 3D view) Grid: allows you to change the grid size. Pivot: Allows you to change/set the pivot point of a brush. Level Properties: Allows you to set certain properties for your level,

like a name, author, etc….

Page 26: Beginner’s Guide to UnrealEd version 3.0 Hanshin University Spring 2008

Movement

■ Navigating the 2d windows:

(Action) (Command)Hold LeftMouse Moves view SLOWLY left/right or up/down.

Hold RightMouse Moves view QUICKLY left/right or up/down.

Hold LeftMouse and RightMouse Push mouse forward/back to zoom in/out.

Left Click an object Select an object.

CTRL and LeftClick objects Select multiple objects.

Hold CTRL and LeftMouse Move an object.

Hold CTRL and RightMouse Rotate an object.

RightClick an object Bring up options menu for that object.

RightClick grid Change grid size. This is usually not necessary.

Page 27: Beginner’s Guide to UnrealEd version 3.0 Hanshin University Spring 2008

Movement

■ Navigating the 3d window:(Action) (Command)

Hold LeftMouse and move Horizontal plane.

Move mouse forward/back to move forward/back.

Move mouse left/right to look left/right.

Hold RightMouse & move Locks view to a point and allows panning in all directions.

Hold Left & RightM Move mouse forward/back to move up/down on vertical axis.

Move mouse left/right to move right left on horizontal axis.

LeftClick a Surface Select a poly surface.

CTRL and LeftClick surfaces Select multiple surfaces.

Shift and LeftClick a surface Select entire poly attached to that surface.

RightClick an object Bring up options menu for that object.

Page 28: Beginner’s Guide to UnrealEd version 3.0 Hanshin University Spring 2008

CSG Operation

■ Solid Modeling Represent solid interiors of objects

• Surface may not be described explicitly

■ CSG (constructive solid geometry)

Page 29: Beginner’s Guide to UnrealEd version 3.0 Hanshin University Spring 2008

CSG Operation

■ CSG (Constructive Solid Geometry) Operation Union

• 두 오브젝트를 합침 = 합집합

Intersection

• 두 오브젝트의 공통된 부분만을 선택 = 교집합

subtraction A-B

• 첫 번째 오브젝트 (A) 에서 두 번째 오브젝트 (B) 를 제외 = 차집합

subtraction B-A

• 두 번째 오브젝트 (B) 에서 첫 번째

오브젝트 (A) 를 제외 = 차집합

Page 30: Beginner’s Guide to UnrealEd version 3.0 Hanshin University Spring 2008

C

B

A

A= Unreal Editor space

B= 생성한 도형

C= 실제 보여지는 부분의 구조

Page 31: Beginner’s Guide to UnrealEd version 3.0 Hanshin University Spring 2008

Cube Builder: 512, 512, 512 생성

Page 32: Beginner’s Guide to UnrealEd version 3.0 Hanshin University Spring 2008

Subtract: 전체 공간 ( 꽉 채워진 공간 ) 에서 Cube 공간을 파냄

Page 33: Beginner’s Guide to UnrealEd version 3.0 Hanshin University Spring 2008

Add: 생성된 Cube 공간에 새로운 물체 (brush: 128, 64, 256) 더함

Page 34: Beginner’s Guide to UnrealEd version 3.0 Hanshin University Spring 2008

Intersect: 새로운 물체 ( 노란색 공간 ) 와 현재공간 ( 빨간색 공간 외부 ) 의 교집합 ( 파란색 공간 )

Page 35: Beginner’s Guide to UnrealEd version 3.0 Hanshin University Spring 2008

Subtract: Intersection 후 텍스춰를 입히기 위해서는 Subtract 를 해야함 ( 내부면에 입혀짐 )

Page 36: Beginner’s Guide to UnrealEd version 3.0 Hanshin University Spring 2008

■ Add: 외부 면을 표현할 때

■ Subtract: 내부 면을 표현할 때

■ Intersect: solid 공간 , solid 공간 안에 파여진 부분에 걸쳐진 도형의 교집합 ( 새로 생성된 도형의 입장 , 기존에 파여진 공간의 입장에서는 차집합 ); 기존에 파여진 도형의 입장에서는 속으로 파고 들어간 형태 .

■ Intersect 후에는 Subtract( 내부 면 ) 를 해야지 텍스처가 입혀짐

Unreal Editor space

기존에 파여진 도형

Intersect 된 부분

Page 37: Beginner’s Guide to UnrealEd version 3.0 Hanshin University Spring 2008

Deintersect: 새로운 물체 ( 노란색 공간 ) 와 현재공간 ( 빨간색 공간 외부 ) 의 차집합 ( 파란색 공간 )

Page 38: Beginner’s Guide to UnrealEd version 3.0 Hanshin University Spring 2008

Add: Deintersection 후 텍스춰를 입히기 위해서는 Add 를 해야함 ( 외부 면에 입혀짐 )

Page 39: Beginner’s Guide to UnrealEd version 3.0 Hanshin University Spring 2008

■ Deintersect: solid 공간 , solid 공간 안에 파여진 부분에 걸쳐진 도형의 차집합 ( 새로 생성된 도형의 입장 , 기존에 파여진 공간의 입장에서는 교집합 ); 기존에 파여진 도형의 입장에서는 밖으로 튀어나온 형태 .

■ Deintersect 후에는 Add( 외부 면 ) 를 해야지 텍스처가 입혀짐

Unreal Editor space

기존에 파여진 도형

Deintersect 된 부분

Page 40: Beginner’s Guide to UnrealEd version 3.0 Hanshin University Spring 2008

Hole of mirror 현상

■ Hole of mirror 빈공간에 벽체를 세워서 만들다 보면 벽과 벽 사이의 이음매가 제대로 맞지 않았을

때 맵이 울렁거림

그것을 방지하기 위해서 전체를 solid 의 개념으로 보고 도형 형태로 파 들어가는 작업할 수 있게 함

Page 41: Beginner’s Guide to UnrealEd version 3.0 Hanshin University Spring 2008

Basic Architecture, Lighting, Texturing

■ Basic Architecture, Lighting, Texturing 1. Building Brush 를 이용하여 게임공간 구성 2. Texture Browser 를 통한 텍스춰 매핑3. Lighting 추가 4. Player 시작 위치 추가

Page 42: Beginner’s Guide to UnrealEd version 3.0 Hanshin University Spring 2008

Example 1: The First Room

■ Part II: The First Room Take the first steps into level building with UnrealEd 3.0 by

carving out your first room in 3D space.• Building your First Room• Adding Lights and a Player Start• Aligning Textures: Basics

Page 43: Beginner’s Guide to UnrealEd version 3.0 Hanshin University Spring 2008

Example 1: The First Room

■ Unreal Units (UU)

■ Making First Room cube primitive.

• a room with a Height of 256, a Width of 512, and a Breadth of 512.

Right-click on the cube button to call up the properties Subtract

• In order for the cube to actually become solid geometry

Unreal 의 공간은 꽉 채워진 공간 ( 예 : 찰흙 덩어리 ) 을 바탕으로 시작한다 . 물체 (Brush) 를 구성하기 위해서는 채워진 공간에서 만들 공간만큼 떼어낸다 ( 예 : 얼음 조각 )

Page 44: Beginner’s Guide to UnrealEd version 3.0 Hanshin University Spring 2008

Example 1: The First Room

■ Subtract Texture In order to texture the cube we just subtracted, we need to be able to

see all six walls of the cube.1. Move your view in the perspective view so that you're somewhere in

the middle of the cube. 2. Open up the Texture Browser by clicking on the button at the top of

your screen3. Click File on the Texture Browser and click on Open, or simply click

on the Open icon. 4. Double-click on HumanoidArchitecture.utx and the textures will load

in the browser. 5. Click on the drop-down box located underneath the texture package

name to show the list of available groups. 6. Click on Walls subgroup in the drop-down list to bring up the wall te

xtures, and pick a texture (wal01bHa)7. To place the texture on the walls, click on a wall in the Perspective v

iewport and click on your chosen texture back in the texture browser, and the texture should appear on the wall you selected.

8. Repeat this method for each of the walls, ceil and floor

Page 45: Beginner’s Guide to UnrealEd version 3.0 Hanshin University Spring 2008

Example 1: The First Room

■ Align Texture

Page 46: Beginner’s Guide to UnrealEd version 3.0 Hanshin University Spring 2008

Example 1: The First Room

■ Adding Lights1. Start by positioning your Perspective viewport so that you ca

n see the ceiling of your room.

2. Right-click at about the center point of the ceiling and call up the Right-click menu.

3. Click on Add Light Here. A lightbulb icon will appear in your room to indicate that a light is present.

4. You may have noticed that not much has changed yet in your viewport. You need to build the lighting in order for the changes to take effect. Click on the Build Lighting button.

5. If you still don't see any changes, you probably need to turn on the Dynamic Light button on your Perspective viewport, highlighted green in the picture below.

Page 47: Beginner’s Guide to UnrealEd version 3.0 Hanshin University Spring 2008

Example 1: The First Room

■ Adding a Player Right-click on the floor of your room, somewhere near a

corner. click on Add Player Start Here. A joystick icon will appear with

an arrow pointing in the direction the player will face when spawned.

Click on the Build All button to apply all the changes to your level.

Click on the Play Map

Page 48: Beginner’s Guide to UnrealEd version 3.0 Hanshin University Spring 2008

Reference

■ Reference http://cloud.prohosting.com/mach4d/unrealed2.shtml http://wiki.beyondunreal.com/wiki/Unreal_Engine http://unreal.gamedesign.net/tutorials/ http://www.planetunreal.com/squacky/unrealed.htm http://www.planetunreal.com/architectonic/first_level.html