UED Add ons

Tutorials and discussions about Mapping - Introduce your own ones!
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Re: UED Add ons

Post by sektor2111 » Sun Feb 24, 2019 1:49 pm

For the moment I have this toy which I was using for various tasks in Editor.

It will have more if... I don't know... maybe people will finally make maps for UE1 in UT Editor and not for UT4 or whatever...
This is a builder for Editor, but it won't make brushes, it might be removing Garbage from map - I think has a self-explanatory name.
The mention here - nearby already written document - is purging duplicated actors and trying to have original untouched.
Steps for cleaning Evil maps:
- make a backup of said map;
- start Editor - load map - check it. By any matter close everything after this initial check - even if map is good or not - some tags can be changed, so don't save it or fix duplicates in this same editing session;
- for cleaning map, Editor will need another clean session with Evil map fresh loaded and nothing else edited;
- set the two bools values bCheckDuplicates and bRemoveDuplicates and press Build button. Save immediately a copy and close Editor if is alive and not crashed;
- open Editor and the new copy-map. Look for previous duplicated actors if map has them in a single copy and not screwed;
- another cleaning method is available but... requires the same single task/session unless you'll get bDeleteMe actors vanished later and screwing map;
- If map has duplicated InventorySpot actors with navigation references then... probably builder won't help you alone, you have to work map "manually" later...

Installing builder is simple and described in document at once with what this builder might do. Builder has a paths checker/viewer which mainly shows in words what XC_EditorAdds shows in images - but mappers are not understanding... This builder is my default tool for writing patch files capable of doing those One-Way paths which Editor is screwing up because it shows reachspec index which can be removed manually from a PathNode and other nearby ones using advanced actor editing... I even removed all PrunedPaths[x] bugging me...
(197.27 KiB) Downloaded 37 times

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Re: UED Add ons

Post by sektor2111 » Sat Jul 13, 2019 6:30 am

Bump timer: Buttoning spree
For mappers which are not like writing stories in console - Editor needs this at random - we can create a button for making InventorySpots actors visible (I do need this for various editing tasks - removing evil paths references, maybe adjusting location a bit, etc.). For lower skilled ones InventorySpot is a NavigationPoint created by Editor for each item and Default bot navigation code will use these as target goals in a DeathMatch game.
Button's setup goes in UnrealEd.ini file in section

Code: Select all

where we have defined:
  • NumButtons=X+1 //I have 26 here because my last button is 25
    ButtonX=Show InventorySpots,UShowInv,showinv
Buttons are starting with 0 to whatever X value so we need this NumButtons announced accordingly.
Show InventorySpots - means the hint text shown at walking mouse's cursor over button.
UShowInv - means the name of BMP file which is the icon for button or how does this button looks like.
showinv - means command for toggling visible/invisible InventorySpot actors.
BMP files must be dropped in editorres folder from parent System folder localized inside UT's folder(my case).
And now pick your button:
By Epic, ripped from Engine
(865 Bytes) Downloaded 16 times
By Papercoffee
(1.17 KiB) Downloaded 16 times
By Pappercoffee
(1.3 KiB) Downloaded 17 times
To Do: Revision at Next Update for MapGarbage, it includes:
- zones checker -> credits goes at Barbie
- Evil Paths remover -> credits goes at Epic and Higor
- ... etc

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Re: UED Add ons

Post by sektor2111 » Sat Jul 20, 2019 11:40 am

I've done some update for MapGarbage July 2019
Add-ons Summary:
- removal a path from a point heading to another point - strategy copied/modified from TranslocDest - good for doing One-Way paths;
- checking Playerstarts and Defensepoints - toggling textures available for visibility when multiple checks are done;
- checking zones - recommended by Barbie.
Old features:
- prePathing tweaks;
- paths removal at once with other stupid bytes - a good clean when map will be repathed with XC adds;
- ScriptedPawn fixes;
- Creaturefactory tweaks;
- Mover tweaks;
- Void checker - a bit loved in this update;
- Falling Ammo locker - all ammo located in map can be changed to not fall;
- Ammo booster - more ammo loaded from the same spot;
- etc...
A more or less explained topic and a download is here.

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