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Using UDK Editor

Using UDK Editor

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Using UDK Editor

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  1. Using UDK Editor CIS 488/588 Bruce R. Maxim UM-Dearborn

  2. What is UnrealEd? • Primary application used by level designers to create Unreal level • First level editor to provide 3D views and allow real-time playability testing • Introduced the subtractive method of level creation (you carve levels out of solid mass and then add details after the fact) • Terrain is also added back in after adding or subtracting an enormous box or cylinder

  3. Rebuilding • The purpose of rebuilding is to update changes made to the level’s base geometry • Compiles all level assets to form a playable level • Generates the necessary light maps to provide realistic areas of light and shadow • Recalculates the navigation paths built for the bots in the level • You can selectively rebuild each of the aspects of the level

  4. Actors • Actors are any objects placed in the level after the base-level geometry is established • Placeable actors (start positions, lights, movers) are always visible once manually placed in the level • Non-placeable actors (projectiles, game type, mutators) are spawned during game and are not visible in UnrealEd

  5. Scale • UT3 Level sizes are limited to 524,288 units in each direction (216 cubic miles) • In general 16 unreal units = 1 foot • For actors to move in a level it’s a good idea to allow for 2 * dimension + 5 units (or 10%) • Jump height = 64 units • Double jump = 132 units • Dodge distance = 320 units • Dodge-jump distance = 720 units

  6. Using the Grid • It is a good idea to leave grid snapping turned on while placing actors (esp. BSP brushes) to avoid hall of mirrors (HOM) effects • You can control the size of the grid (from 2 to 4096 units) to help place things more precisely

  7. Brushes • Builder brush is displayed as a red wire frame and use as a shape template for the other brushes • Subtractive • Additive • Intersection • Deintersection • It is possible to move the builder brush way from the evolving map (not visible in perspective view)

  8. Navigation • Perspective viewport • LMB (use to drive camera like car) • RMB (rotate camera like turning you head) • LMB+RMB (camera panning L, R, up, down) • Orthographic viewport • LMB (similar to viewport) • RMB (similar to viewport) • LMB+RMB (zoom in and out)

  9. Actor Movement • Largely Ctrl, click, and drag in any of the perspective viewports • In the orthographic viewport • Ctrl+LMB move along x-axis • Ctrl+RMB move along y-axis • Ctrl+LMB+RMB move along z-axis

  10. Creating a Simple Room • Choose New from the File menu • Right click the Cube control on the left-hand menu • Enter cube dimensions (384, 636, 1024) in the dialog box, check hollow, then click the Build button • Use the Add button to create the room with a default texture • You should save the room to be safe

  11. Adding Texture • Open the Texture browser (use the top menu bar icon if needed) • Choose content browser and search for wall • Select a wall texture and apply it to the 4 walls • Apply a floor and a ceiling texture

  12. Fitting Textures • Select the 4 room walls and click the Surface Properties button from top menu bar • Use the Alignment item, select Planar alignment • Use the Properties item to get the dialog box up and adjust values for UTile and Vtile • Select the walls you wish to adjust and then use the Pan/Rotate/Scale tab • Use PanV to move the panels down • Use PanU to move the panels left

  13. Make the Level Functional • Add a light in center of the ceiling using RMB and selecting the Add Light Here • Select the light and either select the Actor Properties button on the main menu bar or use the RMB to open the properties dialog • Set LightBrightness property to 128 close the dialog box • Use the RMB to add a Player Start to the floor • Rebuild the level and save it

  14. Testing Levels • To test a level after it is rebuilt (and saved if this is serious work) use the Play item on the main menu bar • You need to have your textures package Content folder (to avoid loading errors) • To return to the editor use Esc and use the menus or press ~ to open the command line interface and type exit

  15. Expanding a Level – 1 • To add a window to your room, begin by creating a (256, 16, 1024) Cube Builder brush • Set Drag Grid Size to 2 and position the builder brush in the Top viewport • Before subtracting the Window select Base1 texture from the Texture browser • After you subtract, rebuild the level • Move the brush out of the way and fine tune the placement using the 3 perspective viewports

  16. Expanding a Level – 2 • To add a bigger room next to your room, begin by creating a (1152, 2048, 3072) Cube Builder brush • Position the “hanger” so the the “control room” looks over it (using the 3 perspective views) • Change the texture to one of the wall textures using the Texture browser • Subtract the room, rebuild and save the level as myHanger

  17. Duplicating Lighting • Place a light in the middle of the floor to ceiling space in the large “hanger” room • Select the light, Duplicate it twice from the context menu and position them one at a time in a line of three lights using the Top viewport • Select the 3 lights using Ctrl-LMB • Duplicate them using Ctrl-W and use the mouse to move the new lights as a unit • Do this again, rebuild and save

  18. Using Static Meshes – 1 • Open the static mesh browser and use it to open a package • Change the group to select a static mesh • Right-click in one of the level views somewhere near the control room opening and add the window • Use the mouse to fine tune its position, rebuild and save the map as myHanger.ut2

  19. Using Static Meshes – 2 • You can add static meshes to make things look more realistic (and more accessible by the player avatar) • You will need to rebuild the level and save it • If you include all the tutorials from Chapter 2 you can end up with OK game (you need the interactive items from later chapters to have an interesting game)

  20. Other BSP Brushes • These brushes that can usually be overlooked if you have access to Maya or 3DMax • Additive Brush – puts material back in the hollowed out space • Intersection Brush – creates solid shapes from the overlap • Deintersection Brush – solid shapes from the part of the brush that does not overlap with solid geometry