New features and changes of upcoming patch 469f

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Buggie
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Re: New features and changes of upcoming patch 469f

Post by Buggie »

19. Move Assets Between Packages

In 469f you can now move all map dependencies — meshes, actors, classes, sounds, textures, music, and more — into MyLevel or any package you choose.

This opens up exciting new possibilities:

* Create fully self-contained maps with all assets inside
* Move MyLevel content into an external package for reuse later
* Avoid dragging in huge packages when you only need a few assets — embed them in your map or make a small standalone package instead

A powerful filtering system lets you target assets by type, package, or group of packages, and recursive dependency lookup is supported.

You can even use this tool to extract content from packages or split them into smaller parts.

🎨 All of this gives mappers unprecedented control over resource management — making it easier than ever to organize, optimize, and share content.

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Kayako
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Re: New features and changes of upcoming patch 469f

Post by Kayako »

All these new features are so nice, absolute lifesavers for mappers!
The mad (undead) mapper formerly known as --=VatcilliZeitchef=--
darksonny
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Re: New features and changes of upcoming patch 469f

Post by darksonny »

look at this feature @Barbie ;)
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Barbie
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Re: New features and changes of upcoming patch 469f

Post by Barbie »

darksonny wrote: Sat Oct 04, 2025 8:52 am look at this feature @Barbie ;)
Thanks, I just solved removing dependencies from a 130 MB Texture package by digging into code and grep'ing binary files. :lol2:
(The map in the video looks familiar :D )
"If Origin not in center it be not in center." --Buggie
Buggie
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Re: New features and changes of upcoming patch 469f

Post by Buggie »

20. Merge Multiple Brushes

In 469f you can now merge several brushes into one — while perfectly preserving their position, scale, and rotation relative to each other.

This makes it easy to create clean semi-solid geometry from joined pieces, and even convert them into meshes later if you need to.

No more messing around with intersections in a special room! The new merge method keeps everything tidy and produces zero extra cuts — unlike the old intersect approach.

You can also use this feature to build movers: just merge a few brushes and get a smooth, clean mover without unwanted geometry splits.

⚠️ Note: Brushes with surfaces inside volumes don’t behave well as solids — it’s best to keep them semi-solid. The same applies to brushes made of separate volumes; they’re usually not a good idea.

In the video, you’ll also see how to add the newly created mesh directly into the level.

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GEARvision
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Re: New features and changes of upcoming patch 469f

Post by GEARvision »

Barbie wrote: Sat Oct 04, 2025 11:08 am (The map in the video looks familiar :D )
It did not click at first, I play this map all the time. But look and behold there is an SB version, that's gotta be you! (:
Kayako wrote: Sat Oct 04, 2025 12:59 am All these new features are so nice, absolute lifesavers for mappers!
The one I am looking forward the most is Unreal 227k's Sky light...
There will be this smooth line of light going through the entire map once you see it in action, but it is cool!
Operation Na Pali maps could be re-lit this way!
Buggie wrote: Mon Sep 22, 2025 8:52 pm 16. Sharper Aiming with Raw & Direct Input Ballistic Curve
Ah, this can be done in v436 with the DirectInput8 replacement, using DXWrapper to inject its DirectX enhacements (not simply Direct3D)
so...

Code: Select all

[WinDrv.WindowsClient]
UseDirectInput=True
This one is to remove the behavior meant for ball mouse (no one uses that)

Code: Select all

[Engine.Input]
MouseX=Axis aMouseX Speed
MouseY=Axis aMouseY Speed
If these are setup correctly, aim will be very similar to UT3 or UT2004

This section will make UT3 aiming match DOOM 2016 (DXWrapper.ini)

Code: Select all

[Compatibility]
D3d9to9Ex                  = 1
Dinputto8                  = 1
so DOOM 2016 aim in UT99 v436 possible (D3D9 is not responsive in UT v436 so keep in mind - if effects are better in v469, try it! - OpenGL is more responsive aiming-wise)
Buggie wrote: Mon Sep 22, 2025 8:52 pm ... the non-linear ballistic curve from Windows XP’s Enhanced Pointer Precision (EPP).
Quake 3 Live as option will be cool too ^^
Or use RawAccel software if want other types of acceleration
My all time games & software are UT +mods & Smuggler's Run 2 by Rockstar; on the other side FFmpeg (CLI multimedia editor) & Zstandard (add-on for 7zip)
Aka RICOTTA_19216 / Loading SKAARJNET...
Buggie
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Re: New features and changes of upcoming patch 469f

Post by Buggie »

21. Merge Multiple Meshes (or Even Meshes with Brushes)

In 469f you can now merge multiple meshes into one — and even combine meshes with brushes!

This powerful feature lets you create entirely new meshes that go far beyond simple part merging.

Imagine combining multiple elements into a single mesh: a cluster of plants, a torch with fire, a barrel with flames, a table full of food, or even a magic sword with a burning blade. There are no limits to your imagination!

You can add lighting effects to a Relic of Health to create a brand-new relic — or give an axe a fiery upgrade. The possibilities for mappers and modders are endless!

And if existing meshes aren’t enough, you can use brushes as an additional source — just like in the video example with the torch, where the fire part is a brush.

🔥 Tip: Order matters! That’s why the torch brush is sent first before merging everything into a single mesh.


Auto merged new post submitted 16 hours 46 minutes later
22. Delete Brush Polygons & Wireframe Mesh View

In 469f you can now delete brush polygons directly in the editor — no more hacks for editing brushes as text in external editors!

This feature lets you cleanly join brushes and build low-poly BSP geometry of any shape or form with ease. It’s also perfect for removing unnecessary polygons from meshes to keep your designs optimized.

And that’s not all — the video also shows a new Mesh Browser feature: Wireframe View.
It helps you visualize a mesh’s structure, spot potential flaws, and see exactly where polygons are most concentrated.

🎨 Together, these tools give you precise control over geometry and performance — making your levels cleaner, faster, and more efficient.

Buggie
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Re: New features and changes of upcoming patch 469f

Post by Buggie »

23. Improved Mesh Browser

In 469f, the Mesh Browser has been greatly improved!

Now you can:

* Use a free camera, not just an orbit camera — perfect for exploring large meshes.
* Quickly fit the mesh to view at any time with a single button.
* Enable auto-fit, so the mesh automatically adjusts to view whenever you switch to another one — no more hunting for the right scale or position!
* Auto-rotate meshes for easy, hands-free previewing.
* Enjoy an improved grid that now covers even the largest meshes.
* See animation states directly on the Play/Stop buttons and menu items.

All these additions make exploring and previewing meshes smoother, faster, and more comfortable than ever before!

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Re: New features and changes of upcoming patch 469f

Post by Buggie »

24. Convert Meshes or Brushes to Skeletal Mesh – With In-Place Replacement!

In 469f, the brush-to-mesh converter has become even more powerful!

Now you can:

Automatically replace brushes or deco meshes in place — the new mesh appears exactly where the original was.

Group and manage all identical decorations through a custom class.

Enjoy auto-sizing options and precise origin control for perfect alignment.

Permanently transform your source brushes if you wish.

Get perfect UV and position matching, making it easier than ever to create polished meshes in just a few clicks!

You can even convert an entire map into a single mesh — though keep in mind that direct brush conversion is a simple merge, and you might need to intersect first to bake CSG data properly.

Buggie
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Re: New features and changes of upcoming patch 469f

Post by Buggie »

25. Improved Join Polys

In 469f, the Join Polys feature has been significantly enhanced to handle even the most complex geometry cases.

Now it produces cleaner, more accurate results, making your level geometry smoother and more efficient than ever.

Perfect for building highly optimized maps and achieving even more FPS in detailed or heavy scenes!

Buggie
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Re: New features and changes of upcoming patch 469f

Post by Buggie »

26. Flip Normals for Mesh

In 469f, you can now easily flip normals on any selected mesh directly in the Mesh Browser — with full support for all mesh types!

Plus, a handy new option lets you instantly select the mesh used by any actor in your level — no more tedious searching through dropdown lists!

Simple, fast, and intuitive — mesh editing has never been easier!


Auto merged new post submitted 22 hours 42 minutes later
27. Apply Shield Effect to Level Geometry

In 469f, you can now apply the Shield Effect directly to level geometry — effortlessly!

Just create a mesh from a brush, place it in your level, and assign the right texture and parameters to the actor.

This unlocks amazing new visual possibilities — from shimmering force fields to dynamic energy barriers!
And because it’s a regular actor, it can be moved, hidden, shown, or even scripted for dramatic in-game effects.

Bring your maps to life with powerful new visual flair!

Buggie
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Re: New features and changes of upcoming patch 469f

Post by Buggie »

28. Create Glossy and Reflective Surfaces on Level Geometry

In 469f, you can easily create glossy, metallic, or "reflective" surfaces by converting brushes into meshes!

Use translucency with adjusted ScaleGlow for subtle shine, or switch to modulated style for intense "reflective" or metallic effects.
Any texture can be used — even the Gold skin from the UDamage works perfectly. For a stronger “metal” look, try bright or white-tinted textures.

You can also apply this method to simulate water reflections on walls — for example, by using the Wormhole texture — or create wet surfaces that shimmer realistically.

And since it’s all mesh-based, you can mix multiple effects seamlessly for truly next-gen visuals in classic Unreal Engine maps!

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GEARvision
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Re: New features and changes of upcoming patch 469f

Post by GEARvision »

Haha! That stuff reminds me of the Unreal Engine 3's SM2 & SM3 material shaders (technically UT2004 can do Shader Model 2 via Direct3D8)

This method skips two engine generations - Great work Buggie you deserve a raise, I do not get a lot of time to look at what is on the table... I already have to catch up with a lot of other stuff in life - priorities on check and to be checked... I barely map, but I've had two MH maps in my mind.

But someone fully devoting their time to this one game, called UT, makes me feel at peace

Also, how? No Z-Fighting? That's mesmerizing!

EDIT: A look closer to the Shield FX, it may need UV rewrapping to look correct, like seamless pan effect from top to bottom
Technically, Player models that carry the Shield FX should require unique UV too, for more seamless shield texture FX

Is that possible?

Also remember the Unreal 98 shield effect did not have this panning effect or had different texture, to not make UVs too obvious - unlike UT's!
My all time games & software are UT +mods & Smuggler's Run 2 by Rockstar; on the other side FFmpeg (CLI multimedia editor) & Zstandard (add-on for 7zip)
Aka RICOTTA_19216 / Loading SKAARJNET...
Buggie
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Re: New features and changes of upcoming patch 469f

Post by Buggie »

Yes. You can export PSK to file, open mesh in any 3d editor and change as you want. Include UV remapping.

No Z fight because use fatness of the mesh.   
Auto merged new post submitted 12 hours 18 minutes later
29. Borderlands-Style Cel Shading with Black Ink Outlines

In 469f, you can easily achieve that iconic Borderlands-style cel shading look — complete with bold black ink outlines!

Simply convert your geometry or meshes into new meshes and invert their normals.

This simple trick gives your levels a stylish, comic-book vibe that makes every scene pop with personality and contrast.

Bring your maps to life with a whole new artistic flair and visual punch!


Auto merged new post submitted 22 hours 30 minutes later
30. Create Stunning Visual Effects on Meshes

In this showcase, I’ll demonstrate the wide range of visual effects you can achieve with meshes using the new convert brushes/meshes to mesh feature in 469f.

Here, I’ve made four copies of a weapon, each with unique settings for an additional mesh layer:

- Two use inverted normals for glowing or aura-like effects.

- Two use modulated style for transparent or energy-based visuals.

By simply changing the texture on the added mesh, you can create countless variations — from shimmering weapons and energy barriers to dynamic environmental effects.

All of this is now quick, flexible, and easy to set up — letting you make your levels and items truly stand out!

Buggie
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Re: New features and changes of upcoming patch 469f

Post by Buggie »

31. Fix the HOM Bug – Fast and Easy!

In 469f, you can finally hide any Hall of Mirrors (HOM) bug effortlessly in just a few clicks!

Simply duplicate the target brush, remove unnecessary polygons, convert it to a mesh, and set its fatness to zero.

You can also fine-tune the mesh center (or adjust the pivot beforehand) and tweak ScaleGlow to perfectly match the target surface.

Masking HOM has never been this easy!
All textures, scales, and other properties are automatically preserved — no extra steps required!