What feature do we want to see in UnrealED2?

Tutorials and discussions about Mapping - Introduce your own ones!
User avatar
EvilGrins
Godlike
Posts: 6456
Joined: Thu Jun 30, 2011 8:12 pm
Personal rank: God of Fudge
Location: Palo Alto, CA
Contact:

Re: What feature do we want to see in UnrealED2?

Post by EvilGrins » Thu Nov 07, 2019 3:48 am

A cup holder.

For my drink while I'm editing maps.
http://unreal-games.livejournal.com/
Image
medor wrote:Replace Skaarj with EvilGrins :mrgreen:
Image Image Image Image

User avatar
papercoffee
Godlike
Posts: 9406
Joined: Wed Jul 15, 2009 11:36 am
Personal rank: coffee addicted !!!
Location: Cologne, the city with the big cathedral.
Contact:

Re: What feature do we want to see in UnrealED2?

Post by papercoffee » Thu Nov 07, 2019 6:14 pm

EvilGrins wrote:
Thu Nov 07, 2019 3:48 am
A cup holder.

For my drink while I'm editing maps.
Build it in your UEd.

User avatar
Feralidragon
Godlike
Posts: 5121
Joined: Wed Feb 27, 2008 6:24 pm
Personal rank: Work In Progress
Location: Liandri

Re: What feature do we want to see in UnrealED2?

Post by Feralidragon » Thu Nov 07, 2019 9:32 pm

EvilGrins wrote:
Thu Nov 07, 2019 3:48 am
A cup holder.

For my drink while I'm editing maps.
This is quite easy to do... do you still have a CD/DVD drive in your PC?

User avatar
EvilGrins
Godlike
Posts: 6456
Joined: Thu Jun 30, 2011 8:12 pm
Personal rank: God of Fudge
Location: Palo Alto, CA
Contact:

Re: What feature do we want to see in UnrealED2?

Post by EvilGrins » Fri Nov 08, 2019 1:25 am

Feralidragon wrote:
Thu Nov 07, 2019 9:32 pm
EvilGrins wrote:
Thu Nov 07, 2019 3:48 am
A cup holder.

For my drink while I'm editing maps.
This is quite easy to do... do you still have a CD/DVD drive in your PC?
I'd have to stand the tower back up... seems like too much work.
http://unreal-games.livejournal.com/
Image
medor wrote:Replace Skaarj with EvilGrins :mrgreen:
Image Image Image Image

User avatar
PrinceOfFunky
Godlike
Posts: 1088
Joined: Mon Aug 31, 2015 10:31 pm

Re: What feature do we want to see in UnrealED2?

Post by PrinceOfFunky » Fri Nov 08, 2019 3:16 am

30) A way to set pivots to rotate actors around;
"Your stuff is known to be buggy and unfinished/not properly tested"

User avatar
Barbie
Godlike
Posts: 1727
Joined: Fri Sep 25, 2015 9:01 pm
Location: moved without proper hashing

Re: What feature do we want to see in UnrealED2?

Post by Barbie » Fri Nov 08, 2019 5:41 am

PrinceOfFunky wrote:
Fri Nov 08, 2019 3:16 am
30) A way to set pivots to rotate actors around;
Or at least that the editor does not change the third coordinate if you set the pivot in a 2D view.

Background: if I create a swinging door, I set the pivot point in top view to an edge of the mover. This works fine, but the Z coordinate is far away from the mover then. I have to correct that by editing the T3D version of the mover.
Attachments
Pivot.jpg
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett

Red_Fist
Godlike
Posts: 1544
Joined: Sun Oct 05, 2008 3:31 am

Re: What feature do we want to see in UnrealED2?

Post by Red_Fist » Fri Nov 08, 2019 6:50 pm

Maybe use a grid of 1 , one. :noidea
Binary Space Partitioning

OwYeaW
Average
Posts: 71
Joined: Fri Jan 09, 2015 4:24 pm

Re: What feature do we want to see in UnrealED2?

Post by OwYeaW » Fri Nov 08, 2019 9:31 pm

when rotating a mover in ued, let the keypoints be rotated as well

User avatar
Tyr
Experienced
Posts: 134
Joined: Thu Nov 26, 2015 11:07 pm
Location: Germany (NRW)

Re: What feature do we want to see in UnrealED2?

Post by Tyr » Sat Nov 09, 2019 12:41 am

OwYeaW wrote:
Fri Nov 08, 2019 9:31 pm
when rotating a mover in ued, let the keypoints be rotated as well
^ this

Plus: A proper terrain tool. I hate terrain editing. :mad2:
Released:
Image

User avatar
PrinceOfFunky
Godlike
Posts: 1088
Joined: Mon Aug 31, 2015 10:31 pm

Re: What feature do we want to see in UnrealED2?

Post by PrinceOfFunky » Sat Nov 09, 2019 5:12 pm

Red_Fist wrote:
Fri Nov 08, 2019 6:50 pm
Maybe use a grid of 1 , one. :noidea
Sometimes brushes are not snapped to the 1x1 grid.


31) Give the possibility to give keypoints to each vertices of a mover?
"Your stuff is known to be buggy and unfinished/not properly tested"

OwYeaW
Average
Posts: 71
Joined: Fri Jan 09, 2015 4:24 pm

Re: What feature do we want to see in UnrealED2?

Post by OwYeaW » Fri Nov 22, 2019 2:00 pm

no idea if this issue is only on my side; when i have a viewport with more than (rough guess) 1280 pixels in height every actor thats displayed as a sprite will become invisible

User avatar
PrinceOfFunky
Godlike
Posts: 1088
Joined: Mon Aug 31, 2015 10:31 pm

Re: What feature do we want to see in UnrealED2?

Post by PrinceOfFunky » Fri Nov 22, 2019 8:45 pm

My editor sometimes sets all the actors bHidden to False.
Also it rarely displays a blank(white) screen instead of any viewport, which can only be fixed by clicking on View>Viewport>Configure and then clicking Ok.
"Your stuff is known to be buggy and unfinished/not properly tested"

User avatar
Tyr
Experienced
Posts: 134
Joined: Thu Nov 26, 2015 11:07 pm
Location: Germany (NRW)

Re: What feature do we want to see in UnrealED2?

Post by Tyr » Sat Nov 23, 2019 2:10 am

The editor freezes if i run it in a maximized window at 3440 x 1440 when i'm flying around in the 3D window and be too close to a sprite (like a light actor). I have to kill it via the task manager then the following error occurs:

Image

I can avoid it by resizing the width of the editor window to roughly 2500 x 1440.
Released:
Image

User avatar
PrinceOfFunky
Godlike
Posts: 1088
Joined: Mon Aug 31, 2015 10:31 pm

Re: What feature do we want to see in UnrealED2?

Post by PrinceOfFunky » Mon Dec 09, 2019 3:03 am

32) Being able to start playing the map from a specified position instead than having to put a playerstart and remember to delete it before releasing the map;
33) Some values are not copied when duplicating an actor (like "Tag");
34) It would be nice to be able to use the same renderings that are available for UT;
35) Being able to teleport actors to a location instead of moving them towards it (including the Camera);
36) If a viewport has been maximized with the "Maximize viewport" button and UnrealEd has been minimized, the button won't work anymore (unless resetting the viewports through View>VIewports>Configure;
37) Pasting or duplicating an actor messes up the location;
38) A "Make Current" button like the one in the RMB Context menu for actors for surface's textures;
39) When opening the Surface's properties panel there's a bug that doesn't let us switch tabs the first time we try it;
40) Trying to view Botpack.TrophyFemale1 mesh in the Mesh viewer will crash the editor (for some reason it happens with every mesh I make too);
41) Separate Game keybindings and Editor keybindings please: viewtopic.php?f=5&t=13663;
42) Being able to save the position of the camera when saving the map, so that it is restored when loading the map;
"Your stuff is known to be buggy and unfinished/not properly tested"

ClimateChange
Novice
Posts: 18
Joined: Fri Sep 13, 2019 3:34 am

Re: What feature do we want to see in UnrealED2?

Post by ClimateChange » Tue Dec 10, 2019 4:43 am

Detect duplicated actors placed in the same position of another. For some reason my map had HOMs everywhere. Upon an accident I've discovered 800 duplicated semisolids everywhere. After deleting those my zone count lowered and all HOMs were gone. There were well over 64 zones due to so many duplicated semisolids. I have no idea how this map was released years ago with so many useless brushes and it was working without HOMs.

-RGB arrows to drag and rotate one axis at a time, like in modern times.
-Detect actors placed outside the map or inside brushes. So no more playerstarts, lights or other things doing nothing in the map.
-Detect conflicting zoneinfos
-2D shape editor lacks the same align to side/caps/plain that cylinders have. You don't have such alignment options to revolve 2D shapes. Also, it'd much easier to type the radius rather than having to drag the pivot on the grid.
-Another limitation of the 2D shape editor is that there is no option to build circles or semi circles and you just can't draw it by hand.
-A window to easly see all package dependencies of a map.

-The default stair brushbuilder creates many more vertexes that its necessary. If they were tesselated like this, it could be better.

Image

-Speaking of tesselation, all brushes could have their faces tesselated.
-Tarquin made a spiral stair builder that can be subctracted.
Last edited by ClimateChange on Tue Dec 10, 2019 7:17 pm, edited 6 times in total.

Post Reply