UnrealPolyEd

Tutorials and discussions about Mapping - Introduce your own ones!
Post Reply
User avatar
EvilGrins
Godlike
Posts: 9668
Joined: Thu Jun 30, 2011 8:12 pm
Personal rank: God of Fudge
Location: Palo Alto, CA
Contact:

UnrealPolyEd

Post by EvilGrins »

Does anybody have a clue what → http://home.in.tum.de/~geisinge/sw/unre ... d/Main.htm ← that is exactly?
http://unreal-games.livejournal.com/
Image
medor wrote:Replace Skaarj with EvilGrins :mrgreen:
Smilies · viewtopic.php?f=8&t=13758
User avatar
papercoffee
Godlike
Posts: 10443
Joined: Wed Jul 15, 2009 11:36 am
Personal rank: coffee addicted !!!
Location: Cologne, the city with the big cathedral.
Contact:

Re: UnrealPolyEd

Post by papercoffee »

EvilGrins wrote:Does anybody have a clue what that is exactly?
More or less it's a terrain tool for the Unreal engine. But if I remember correct is there no 3D preview of your terrain.
It's nearly as, driving your way home from your work place blindfolded.
Red_Fist
Godlike
Posts: 2163
Joined: Sun Oct 05, 2008 3:31 am

Re: UnrealPolyEd

Post by Red_Fist »

I like the min max Z setting idea rather than counting on height maps.
Binary Space Partitioning
User avatar
Hellkeeper
Inhuman
Posts: 903
Joined: Tue Feb 25, 2014 12:32 pm
Personal rank: Soulless Automaton
Location: France
Contact:

Re: UnrealPolyEd

Post by Hellkeeper »

Sidewinder's Polyed allows you to make brushes bu manually creating polygons. You do this in a top-down viewport, the color of each vertex shows its height. It exports t3d brushes that can be imported.
It's usually used to make terrains with perfect tesselation and as little useless polygons as possible. There's an included manual so it should be relatively easy to get into.
You must construct additional pylons.
Red_Fist
Godlike
Posts: 2163
Joined: Sun Oct 05, 2008 3:31 am

Re: UnrealPolyEd

Post by Red_Fist »

If that is the case, you could make set of terrains like a race track, 4 curves, straight runs, up ramp, down ramps, or graded slopes, maybe even a curved ramp up down and curves, and other types of curves.

Then just use the brushes as track pieces. And have the path-road-trail polys built into the brush for texturing later.

Then add other terrains or deco for the rocks or mountains, or walls. for the a non smooth terrain.
Binary Space Partitioning
Post Reply