New features and changes of patch 469, which already here

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Buggie
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New features and changes of patch 469, which already here

Post by Buggie »

Look like 469d or lower bring a lot nice features, about which people not aware. This topic created for fill this gap.
Some stuff possible you know, some not.

I will post from to time there some info. Maybe just text, maybe with pics or videos.

Actually list of changes and new features pretty huge, And I don't have much time describe everything, so it will be just few most interested stuff, from time to time.

You can see really full list of changes per patch, here:
https://github.com/OldUnreal/UnrealTour ... seNotes.md
1. Add Custom Class in Context Menu for Placement

You can use any desired class. Up to 5 of it. What you need. All classes must placeable.
Add into UnrealEd.ini:

[ContextMenuClassAdd]
Custom1=Knife
Custom2=Pupae
Custom3=Trigger
Custom4=PathNode
Custom5=LiftExit

Name can be with package as well. Like
Custom1=UnrealShare.Knife


Auto merged new post submitted 8 minutes later
2. Mirror map in few clicks

Example of use ScaleMap tool in 469d.


3. Mirror and join map (easy way make CTF map from DM)

Example of use ScaleMap tool in 469d. Such way can be used for fast make CTF map from DM map.


4. Make path to box (use Array tool)

In 469d come Array tool, which useful for many thing, one of which is move actors on exactly specified amount.

And on maps often need make paths for bots to boxes, on which thy must jump for reach some item.

Usually this items not connected by paths from ground path nodes. But if you lift up such nodes on 28-31 units, then paths will be properly connected, and bots can try reach such items.


Auto merged new post submitted 18 hours 31 minutes later
5. Select Groups - tool for edit to which groups belong selected actor(s)

In 469d exists handy tool, which allow in visual way set groups to selected actors. Or check / modify which groups belong selected actor(s).

Last edited by Buggie on Fri Oct 11, 2024 9:54 am, edited 1 time in total.
Buggie
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Re: New features and changes of patch 469, which already here

Post by Buggie »

6. PathsMaker - Make Paths in few clicks

With external tool PathMaker: https://ut99.org/viewtopic.php?t=15041
You can generate basic paths for maps.
This tool placed only PathNodes. Ensure you place all other stuff manually, like LiftCenter - LiftExits, before call it, for reach best results.

That tool can operate in 2 modes - for big ans open maps - with fast and simple algorithm.
And for small and close maps with slower and complicated algorithm, which can take some time to run.

Generated paths goes in enough quality for use by bots or monsters. however there still possible will be need some manual tuning.
If you just need some paths - you can use as is as. Do not forget build paths after.

This can be very good solution for add basic bot support for some maps like SA (Sniper Arena) and similar, where no any paths at all.

Buggie
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Re: New features and changes of patch 469, which already here

Post by Buggie »

7. Setup LiftExit-LiftCenter combos in one click

EditorTools - https://ut99.org/viewtopic.php?t=14061
LiftTag tool allow you setup LiftExit-LiftCenter combos in one click.
You need just select all actors (LiftExit, LiftCenter, Mover if any, Trigger if any) and press button.
Tool work in smart way and try use exists tag if there already one (that why pick "Left" from Mover), or use LiftCenter name as LiftTag.

No more boring manual edit LiftTag and try invent unique name for each combo/lift. just select and one click.

Also this tool recognize and setup double jump spots and ut jump pad for XVehicles, but this is different story.

Buggie
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Re: New features and changes of patch 469, which already here

Post by Buggie »

8. Make Circle align with One Tile align in few clicks

In 469d you can easy make circle align with use One Tile align. No more suffer, and hours for align textures on circle surfaces.

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Barbie
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Re: New features and changes of patch 469, which already here

Post by Barbie »

Buggie wrote: Fri Oct 04, 2024 9:08 pm 8. Make Circle align with One Tile align in few clicks
Hmmm, looks familiar. :confused2:
"If Origin not in center it be not in center." --Buggie
Buggie
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Re: New features and changes of patch 469, which already here

Post by Buggie »

Barbie wrote: Fri Oct 04, 2024 9:56 pm Hmmm, looks familiar. :confused2:
https://ut99.org/viewtopic.php?t=15702   
Auto merged new post submitted 57 minutes later
9. Example of cube skybox

You can make photo-realistic cube skybox from 360 panorama view via special services.

More info at https://ut99.org/viewtopic.php?t=15992


Auto merged new post submitted 10 hours 49 minutes later
10. Extruder: build area

Extruder is tool from Editor tools: https://ut99.org/viewtopic.php?t=14061
Can be used for build custom shape, which follow specific path.

In this video show most simple usage: build area with one step of path.
For current example it is equivalent of 2D editor Extrude tool.

However you not need measure anything. You can just put markers, right on map, without measure any distance.


Auto merged new post submitted 8 hours 5 minutes later
11. Extruder: build waterfall

Extruder is tool from Editor tools: https://ut99.org/viewtopic.php?t=14061
Can be used for build custom shape, which follow specific path.

In this video show more advance usage: build waterfall..
This can be also some decos a well, like chains.


Auto merged new post submitted 5 hours 54 minutes later
12. Extruder: build way

Extruder is tool from Editor tools: https://ut99.org/viewtopic.php?t=14061
Can be used for build custom shape, which follow specific path.

In this video show most advanced usage: build way.
You can make way anyhow complicated. Same as started shape.

Buggie
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Re: New features and changes of patch 469, which already here

Post by Buggie »

13. Scale Background Picture in 2D Editor

In 469d you can scale background picture (from current texture or from file on disk) by hold Shift and rotate Mouse Scroll.
That allow you make shapes on desired scale, and not be limited initial scale of picture.


Auto merged new post submitted 11 hours 28 minutes later
14. Tabs in texture browser

In 469d added tabs in texture browser.
Now you can see textures in use on current level, all loaded textures or MRU (most recently used) textures.

In use allow you track what textures used on your level.

All textures allow you easy search textures of desired material.
I usually open all stock textures packages and easy filter them for find desired one. Like glass, water, wood and so on.

MRU can be very useful for not search textures again and again if need switch between few of them.


Auto merged new post submitted 4 hours 45 minutes later
15. Select Matching Surfaces for Texture

In 469d you can from texture browser easy select all surfaces, where used this texture.
Which can be useful for texture replacement for example.
Or for see how many times this texture used.


Auto merged new post submitted 7 hours 1 minute later
16. Cull Unused Textures

In 469d you can easy cull unused textures from level. Unused textures, is textures, which references by brushes, but not by any visible surface.

That textures just make additional dependencies, increase time for load map and increase memory usage while map loaded.

As you can see, even stock maps use bunch of old unused textures. Especially retextured one.

Now you can do this just in one click, before map release.


Auto merged new post submitted 12 hours 1 minute later
17. Make Forest in few clicks

In 469d you can easy make forest with randomly placed trees.
This goes be example of use various tools.

1. With use tool Array I make grid of trees.

2. With tool Rotate Actors, I make random rotation of trees.

3. Again with tool Array I make move each tree on 256 units towards direction on which tree rotated (random one).
That make our forest look complete random.

4. Via adjust visibility radius I set distance for trees appears, for not affect FPS too much.

Such way can be used not only for forest or trees. You can use it for place rocks or even brushes in random fashion.


Auto merged new post submitted 11 hours 52 minutes later
18. Open All Classes of Package in Code Editor

In 469d you can open all classes of desired package, by simple double click on this package in actor browser.

That allow you explore all classes / code belongs to this package. Include classes embed into the level (MyLevel package).

That can work as project, on which you continue work on.
Also this can be used for study others code as well.

No need anymore search all classes in actor tree.


Auto merged new post submitted 10 hours 25 minutes later
19. Easy navigate to actor class from Code Editor

in 469d you can easy navigate from Code Editor, to Class in Actor tree - just right click on class name in code editor and you good to go.

Together with ability open all class packages by double click, that is very useful feature for navigate over package classes and use them on level, if need.


Auto merged new post submitted 13 hours 27 minutes later
20. Move Red Builder Brush to desired location

In 469d you can easy bring Red Builder Brush to any desired location in one click.

That is very useful along mapping if brush located somewhere. You not need anymore search it and move to desired position.

Also this help take brush away from zone of box select, for not select it.


Auto merged new post submitted 10 hours 59 minutes later
21. Paste Actor at Click Location

In 469d you can paste actor at click location, whenever you need it.
That can be surface, backdrop, or even other actor.

This feature useful when you move stuff from other maps for example. For not search things and move them in desired place, you just paste them whenever you click.