UnrealEd Thoughts ...

Ok, this isn't a tutorial on UnrealEd. In fact, it isn't even half a tutorial on using UnrealEd, or even a third ... For good juicy tutorials, check out Unrealed. Then, after you've got some basic knowledge on the subject, you can come here, since this is a collection of a few thoughts and tips on the subject of UnrealEd and its uses.

Are there things Unreal Tournament can do that Unreal can't? UnrealEd doesn't seem to care which game maps are made for as long as it can find all the textures and models. I can't really find any differences map-wise, although people are more fond of curved surfaces and even greater open areas than before. But those things can be explained by increased computer horsepower and/or a more efficient game engine, I sure can't find any differences in UnrealEd.

Right-click a texture and bring up its properties. Expand the Texture section. The UClamp and VClamp values tell you what dimensions a surface should have for the texture to fit perfectly. Very useful, but for some reason, I haven't seen any tutorials mention this.

Is there any map creator out there who writes "Authors MAY use this level as a base to build additional levels." in the readme of their map? The thought just struck me :-) ...

Beware of zone portals! Shots from guns without visible projectiles (like the sniper rifle, and also including the shock rifle normal and pulse rifle alternative fire) won't travel through them! That's a pity, it makes a lot of cool map designs unusable. It more or less ruins parts of my almost finished map for me, sigh ... Anyone found a workaround?

Why is UT so much slower to start than Unreal? I for one can't see anything that motivates this. This may not seem very related to UnrealEd at all, but it is. When I played around with Unreal and Ed I could do a quick rebuild, save, fire up Unreal, try the changes out, quit to Ed, change things again, and so on. Nowadays, with UT taking so much longer to start, this kind of testing just brings on too many and extensive loading times. Any secret ways to speed up UT loading? Perhaps this will improve with future patches, I seem to recall one of the Unreal patches notably decreased loading times ...



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