UnrealED Custom Tools Help

External tools, software and sites for creating or editing UT99 resources.
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[NBK]DxTrEm3Fx
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UnrealED Custom Tools Help

Post by [NBK]DxTrEm3Fx » Fri May 27, 2022 8:39 pm

Hello All,
I have a bunch of the Builder Brush tools and packages loaded up for Unreal Ed. Is there a limit on how many BB Icons will show up in the editor, I'm sure I have too many loaded up.
I'm looking for this tool and am not sure which package it is associated with as it's not showing up in my editor?
Image
Here are my packages in my ini file
Image
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fudgonaut
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Re: UnrealED Custom Tools Help

Post by fudgonaut » Fri May 27, 2022 9:04 pm

[NBK]DxTrEm3Fx wrote:
Fri May 27, 2022 8:39 pm
I'm looking for this tool and am not sure which package it is associated with as it's not showing up in my editor?
Image
This looks like the distance Editor tool that's included in the XC_Engine.

Buggie
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Re: UnrealED Custom Tools Help

Post by Buggie » Fri May 27, 2022 9:24 pm

Just use any good search tool and search over all .u files in System folder. TotalCommander for example.

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[NBK]DxTrEm3Fx
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Re: UnrealED Custom Tools Help

Post by [NBK]DxTrEm3Fx » Fri May 27, 2022 10:13 pm

fudgonaut wrote:
Fri May 27, 2022 9:04 pm
[NBK]DxTrEm3Fx wrote:
Fri May 27, 2022 8:39 pm
I'm looking for this tool and am not sure which package it is associated with as it's not showing up in my editor?
Image
This looks like the distance Editor tool that's included in the XC_Engine.
Thank you that's what I was looking for.
Image

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Re: UnrealED Custom Tools Help

Post by Buggie » Fri May 27, 2022 11:48 pm


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[NBK]DxTrEm3Fx
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Re: UnrealED Custom Tools Help

Post by [NBK]DxTrEm3Fx » Sat May 28, 2022 2:55 am

Buggie wrote:
Fri May 27, 2022 11:48 pm
Measure tool also here:
viewtopic.php?f=5&t=14061
and here:
viewtopic.php?p=130173#p130173
Excellent, Thank you Buggie.
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sektor2111
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Re: UnrealED Custom Tools Help

Post by sektor2111 » Sat May 28, 2022 7:53 pm

Little completion.
In order to have more free resources as possible, all packages which are not needed in Editor I removed letting my other useful tools to stay there.
By example I see IpServer IpDRV loaded. Does Editor connects to servers and editing maps On-Line ? I don't think so.
UTServerAdmin for me = useless. Is a maps Editor not a server in a need for administration.
UWeb - I think Editor is not used to accept incoming connections to mess around.

In my Editing List I have these + my buttons for a quick trigger of several actions.

Code: Select all

EditPackages=Core
EditPackages=Engine
EditPackages=Editor
EditPackages=Fire
EditPackages=UMenu
EditPackages=UWindow
EditPackages=UnrealShare
EditPackages=UnrealI
EditPackages=BotPack
EditPackages=DaewonBuilders
EditPackages=FrameBuilder
EditPackages=ExtendedBuilders
EditPackages=RahnemBrushBuilders
EditPackages=TarquinBrushBuilders
EditPackages=TarquinExtrudeBuilder
EditPackages=DavesBrushBuilders
EditPackages=EditorTools
EditPackages=XC_Core
EditPackages=XC_Engine
EditPackages=XC_EditorAdds
EditPackages=MapGarbage
EditPackages=XC_PathsWorker
EditPackages=TexCalculus
EditPackages=PathsDebug
EditPackages=ScriptHelper
Buttonized stage:

Code: Select all

[UserDefinedGroup]
NumButtons=42
Button0=Align Camera on Selected Actor,UDAlignCam, CAMERA ALIGN
Button1=Resets the selected Brush (Location+Pivot+Rotation+Scale),UDResetBrush, ACTOR RESET ALL
Button2=Deletes the selected Brushes/Actors,UDDelete, DELETE
Button3=Duplicate the selected Brushes/Actors,UDDuplicate, DUPLICATE
Button4=Selects all surfaces on the current Brushes,UDSelBrushSurf, POLY SELECT MATCHING BRUSH
Button5=UnDefine Paths,UPathsUndefine, PATHS UNDEFINE
Button6=Define Paths,UPathsDefine, PATHS DEFINE
Button7=Order To Last,UToLast, MAP SENDTO LAST
Button8=Show InventorySpots,UShowInv, SHOWINV
Button9=Select Nothing,ActSelectNone, SELECT NONE
Button10=Select Class PathNode,USelectPathNode, SETCURRENTCLASS CLASS=PathNode
Button11=Select Class PlayerStart,USelectPlayerStart, SETCURRENTCLASS CLASS=PlayerStart
Button12=Select Class LiftExit,USelectLiftExit, SETCURRENTCLASS CLASS=LiftExit
Button13=Select Class LiftCenter,USelectLiftCenter, SETCURRENTCLASS CLASS=LiftCenter
Button14=Select Class JumpSpot,USelectJumpSpot, SETCURRENTCLASS CLASS=JumpSpot
Button15=Apply the current texture to all selected surfaces,UDApplyTexture, POLY SETTEXTURE
Button16=Poly Select - Adjacent walls,UDSelAdjWalls, POLY SELECT ADJACENT WALLS
Button17=Poly Select - Adjacent slants,UDSelAdjSlants, POLY SELECT ADJACENT SLANTS
Button18=Selects all actors within the builder brush,UDSelWithinB, ACTOR SELECT INSIDE
Button19=Copy builder brush to selected poly,UDPolyToBrush, MAP BRUSH GET
Button20=Show Pathnodes,UDShowPaths, PATHS SHOW
Button21=Hide Pathnodes,UDHidePaths, PATHS HIDE
Button22=Select All Movers,SelectMover, actor select ofclass class=Mover
Button23=Add Semisolid Brush,AddSemiSolid, brush add flags=32
Button24=Resetting Pivot,BrushResPivot, actor reset pivot
Button25=Shows FPS Statistics,StatFPS, stat fps
Button26=Remove Unused Textures,TexCull, texture cull
Button27=Align This Actor,ActorAligner, actor align
Button28=Actor Properties,UActorProperty, hook actorproperties
Button29=Remove PathNodes,UPathsRemove, PATHS REMOVE
Button30=Delete Red Builder Brush,UTempRemove, brush set
Button31=Load Monster Hunt,MHEnd, obj load file="MonsterHunt.u"
Button32=Flush Cache,UGarbPurge, FLUSH
Button33=FaceDrag Mode,ModeFaceDrag,MODE FACEDRAG
Button34=Mover Key 0(Base),Key0,Actor KEYFRAME NUM=0
Button35=Mover Key 1,Key1,Actor KEYFRAME NUM=1
Button36=Mover Key 2,Key2,Actor KEYFRAME NUM=2
Button37=Mover Key 3,Key3,Actor KEYFRAME NUM=3
Button38=Mover Key 4,Key4,Actor KEYFRAME NUM=4
Button39=Mover Key 5,Key5,Actor KEYFRAME NUM=5
Button40=Mover Key 6,Key6,Actor KEYFRAME NUM=6
Button41=Mover Key 7,Key7,Actor KEYFRAME NUM=7
Buttons are requiring dedicated Icon bmp files added in editorres folder.

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[NBK]DxTrEm3Fx
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Re: UnrealED Custom Tools Help

Post by [NBK]DxTrEm3Fx » Fri Jun 03, 2022 8:33 pm

sektor2111 wrote:
Sat May 28, 2022 7:53 pm
Little completion.
In order to have more free resources as possible, all packages which are not needed in Editor I removed letting my other useful tools to stay there.
By example I see IpServer IpDRV loaded. Does Editor connects to servers and editing maps On-Line ? I don't think so.
UTServerAdmin for me = useless. Is a maps Editor not a server in a need for administration.
UWeb - I think Editor is not used to accept incoming connections to mess around.

In my Editing List I have these + my buttons for a quick trigger of several actions.

Code: Select all

EditPackages=Core
EditPackages=Engine
EditPackages=Editor
EditPackages=Fire
EditPackages=UMenu
EditPackages=UWindow
EditPackages=UnrealShare
EditPackages=UnrealI
EditPackages=BotPack
EditPackages=DaewonBuilders
EditPackages=FrameBuilder
EditPackages=ExtendedBuilders
EditPackages=RahnemBrushBuilders
EditPackages=TarquinBrushBuilders
EditPackages=TarquinExtrudeBuilder
EditPackages=DavesBrushBuilders
EditPackages=EditorTools
EditPackages=XC_Core
EditPackages=XC_Engine
EditPackages=XC_EditorAdds
EditPackages=MapGarbage
EditPackages=XC_PathsWorker
EditPackages=TexCalculus
EditPackages=PathsDebug
EditPackages=ScriptHelper
Buttonized stage:

Code: Select all

[UserDefinedGroup]
NumButtons=42
Button0=Align Camera on Selected Actor,UDAlignCam, CAMERA ALIGN
Button1=Resets the selected Brush (Location+Pivot+Rotation+Scale),UDResetBrush, ACTOR RESET ALL
Button2=Deletes the selected Brushes/Actors,UDDelete, DELETE
Button3=Duplicate the selected Brushes/Actors,UDDuplicate, DUPLICATE
Button4=Selects all surfaces on the current Brushes,UDSelBrushSurf, POLY SELECT MATCHING BRUSH
Button5=UnDefine Paths,UPathsUndefine, PATHS UNDEFINE
Button6=Define Paths,UPathsDefine, PATHS DEFINE
Button7=Order To Last,UToLast, MAP SENDTO LAST
Button8=Show InventorySpots,UShowInv, SHOWINV
Button9=Select Nothing,ActSelectNone, SELECT NONE
Button10=Select Class PathNode,USelectPathNode, SETCURRENTCLASS CLASS=PathNode
Button11=Select Class PlayerStart,USelectPlayerStart, SETCURRENTCLASS CLASS=PlayerStart
Button12=Select Class LiftExit,USelectLiftExit, SETCURRENTCLASS CLASS=LiftExit
Button13=Select Class LiftCenter,USelectLiftCenter, SETCURRENTCLASS CLASS=LiftCenter
Button14=Select Class JumpSpot,USelectJumpSpot, SETCURRENTCLASS CLASS=JumpSpot
Button15=Apply the current texture to all selected surfaces,UDApplyTexture, POLY SETTEXTURE
Button16=Poly Select - Adjacent walls,UDSelAdjWalls, POLY SELECT ADJACENT WALLS
Button17=Poly Select - Adjacent slants,UDSelAdjSlants, POLY SELECT ADJACENT SLANTS
Button18=Selects all actors within the builder brush,UDSelWithinB, ACTOR SELECT INSIDE
Button19=Copy builder brush to selected poly,UDPolyToBrush, MAP BRUSH GET
Button20=Show Pathnodes,UDShowPaths, PATHS SHOW
Button21=Hide Pathnodes,UDHidePaths, PATHS HIDE
Button22=Select All Movers,SelectMover, actor select ofclass class=Mover
Button23=Add Semisolid Brush,AddSemiSolid, brush add flags=32
Button24=Resetting Pivot,BrushResPivot, actor reset pivot
Button25=Shows FPS Statistics,StatFPS, stat fps
Button26=Remove Unused Textures,TexCull, texture cull
Button27=Align This Actor,ActorAligner, actor align
Button28=Actor Properties,UActorProperty, hook actorproperties
Button29=Remove PathNodes,UPathsRemove, PATHS REMOVE
Button30=Delete Red Builder Brush,UTempRemove, brush set
Button31=Load Monster Hunt,MHEnd, obj load file="MonsterHunt.u"
Button32=Flush Cache,UGarbPurge, FLUSH
Button33=FaceDrag Mode,ModeFaceDrag,MODE FACEDRAG
Button34=Mover Key 0(Base),Key0,Actor KEYFRAME NUM=0
Button35=Mover Key 1,Key1,Actor KEYFRAME NUM=1
Button36=Mover Key 2,Key2,Actor KEYFRAME NUM=2
Button37=Mover Key 3,Key3,Actor KEYFRAME NUM=3
Button38=Mover Key 4,Key4,Actor KEYFRAME NUM=4
Button39=Mover Key 5,Key5,Actor KEYFRAME NUM=5
Button40=Mover Key 6,Key6,Actor KEYFRAME NUM=6
Button41=Mover Key 7,Key7,Actor KEYFRAME NUM=7
Buttons are requiring dedicated Icon bmp files added in editorres folder.
Thank you for the information Sektor. I'm going to remove the not needed packages. I would like to see the image of your buttons.
Image

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sektor2111
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Re: UnrealED Custom Tools Help

Post by sektor2111 » Sat Jun 04, 2022 7:40 am

Those buttons will use BMP icons from here...
SkUsedButtons.7z
placed in editorres Sub-Folder from System.
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