UnrealEd tricks

Tutorials and discussions about Mapping - Introduce your own ones!
Buggie
Godlike
Posts: 1492
Joined: Sat Mar 21, 2020 5:32 am

UnrealEd tricks

Post by Buggie » Thu Dec 02, 2021 7:39 am

Some possible useful tricks with UnrealEd. Some can be obvious.
Fix many BSP problems caused by complicated brush (terrain for example), not on grid
1. Set grid to size 1.
2. Select problem brush.
3. in context menu choose
Polygons -> Snap vertices to grid.

Also you can do this with selected all brushes - can be solution for many BSP problems.
Also you can use grid less from 1, like:
MAP GRID X=0.125 Y=0.125 Z=0.125
but always keep it on power of 2: 1/2, 1/4, 1/8 etc.
Change map mover textures properties (align, flags) without rebuild level
Useful for edit level with removed brushes.
1. Save map with some temp file.
2. In context menu of movers:
Movers -> Snow polys.
3. Change surface in desired way (align, flags).
4. Copy selected mover.
5. Open temp file, without save current changes.
6. Paste copied mover.
7. Delete old one and fix offset (32, 32, 32) for pasted one.
Recreate mover BSP
Sometimes you need recreate mover BSP if you change it. For example rotate.
(If you rotate flat door you can find collide box on same place as before, while visually it appear in proper place.)
Exists few ways:
1. Copy and paste back.
2. Duplicate mover.
3. Copy polygons from mover to builder brush and add mover again.
After make new mover, old need delete.
Move Brush (Mover) Origin
1. Select desired brush (Mover).
2. Enter into vertex editing mode.
3. Select all vertex of brush.
4. Move it in desired position against Origin (you can see Origin as unselectable vertex).
5. In normal mode move brush (mover) where it be back.
Delete actor duplicate by name
1. Select and delete duplicate actor.
2. Save map with some temp file.
3. Load map from temp file.
4. Repeat until only one actor per name left.

Automatically merged

Speed up Actor list
After time in actor list created gaps. For remove such gaps need send to first or last any actor.
I suggest use for this Player Start. Send it to last.
Also this able speed up path rebuilds and all iterators over all actors.
So this strongly suggested before make public release of map.
Last edited by Buggie on Thu Jan 27, 2022 3:23 am, edited 1 time in total.

Buggie
Godlike
Posts: 1492
Joined: Sat Mar 21, 2020 5:32 am

Re: UnrealEd tricks

Post by Buggie » Thu Jan 27, 2022 3:12 am

Locate BSP hole
1. Make all surfaces near "High shadow detail"
2. Place big count lights in different places.
3. Rebuild lights.

Before:
scr_1643249442.png
After:
scr_1643249457.png
Also you can use solid textures:
scr_1643249736.png

As another way do same:
1. Add light.
2. Set on It DrawScale = 100.
3. Move Light and see where it stop render.
Require use Software render.
scr_1643252833.png
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Buggie
Godlike
Posts: 1492
Joined: Sat Mar 21, 2020 5:32 am

Re: UnrealEd tricks

Post by Buggie » Sat Jan 29, 2022 4:16 am

Calculate value by formula
UnrealEd support formula calculation for almost any place where need set value.
For example you can in BrushBuilder properties enter

Code: Select all

=4*1024
instead of 4096
When you switch to next field value calcualted.

This work in Actor properties too.

So if you need increase values in 2 times, just append

Code: Select all

=2*
before exists values.
Change map geometry without rebuild (or without brushes)
You can edit map without brushes and without rebuild it.
You can add active brush or run Show Polys on mover and UnrealEd try embed brush into exists BSP.
Add can work. Subtract usually destroy BSP.

Anyway make often backups, because this is very hackish way.
Restore map geometry if brushes deleted
you can try restore brushes one by one use intersect/deintersect option.
Make cube, place in world, use intersect or deintersect. Correct initial brush size and position until not get acceptable result.
Save as brush in another UnrealEd copy.
Run this one-by-one you can partially restore map.