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UT200X Tutorial Index |
Intro | Notes | Sections |
Outline
Intro
This page is an outline-form guide with links to tutorials mostly on
external sites. The outline is arranged in an order best
suited to helping beginning mappers grow to the advanced level.
If you simply want an answer to a problem or a tutorial on a
specific element, use the Sections
area to find the appropriate topic or look at the Sources
of Assistance section at the end of this page.
As of February 7, 2008, I have simplified the
process for submitting tutorials: you can simply
Click Here now instead of emailing me. You can submit either
tutorials that others are hosting, or those that you've created but
cannot host (I will host them for you). Of course, you can
still submit a tutorial via email; direct your request to
ice@icecreamyou.com.
If you have a comment or question, or if you spot a broken link,
please email me at ice@icecreamyou.com and I will respond ASAP.
Notes
This page is not as organized as the UT3 Guide.
For example, instead of the name of the site or mapper serving as
the link to tutorials, there are only numbers. This
state of affairs is unlikely to change anytime soon unless anyone
volunteers to fix it.
If you would like a page without these errors but without the same
theme, you can visit the original page
here.
Keep in mind that the original page is not updated, but then again
there's rarely a reason to update this page either.
Sections
Intro
Realism
Overview
Theory
Your First Level
Getting Complicated (includes movers)
Emitters
Advanced Lighting
Terrain
Skyboxes
Volumes and Zones
Materials
Triggers
Advanced Brushes
Advanced Situations
Errors
Other Techniques and Ways to Improve Your Map
Gametype-specific
Development (includes Design Considerations, Coding, and Game/Mod Development)
External Program Analysis
Sources of Assistance
"It's Not Working"
Map Downloads
FAQ
Outline
1. Introduction: how to use these guides
a. Searching for Answers Online
b. Actor Icon Reference - Hazel.H's list of UEd icons and a description of each
2. A word about realism
a. Theory
b. Your first level - See also Architectonic, UDN, Hourences, Angel Mapper, and Wolf (WIP)
i. Navigation and the UnrealEd Interface (see also UDN - Interface - Keys - and Corsix's Basics)
ii. Subtracting
iii. Adding (see also Corsix's First Room - Second Room)
iv. Playerstarts, placing actors, moving actors
vi. Basic Texturing
ii. Importing
1. Materials (Textures)
2. Static Meshes - File>>Import; must be in ASE or Lightwave format
3. Sounds
iii. Movers - 2 3 4 (with more than 8 keys)
1. Looping movers
2. Lifts (with doors that follow the lift)
3. Doors
a. Theory
4. One-time movers
5. Other mover properties and Initialstates
6. Endlessly rotating movers
iv. More basic pathing and other play-affecting actors (comprehensive overview)
2. Doors
3. Shield jumps
5. Wall jump
6. Jumping down
7. Jumppads - 1
8. Teleporters
i. Types - (Most useful are ParticleEmitters)
ii. Properties
iii. Chains/multiple emitters
iv. Considerations (particle #)
v. Triggering, Untriggering, and Killing Emitters
vi. Sounds
e. Advanced lighting 1 (2 - UT1)
i. Theory
ii. Colors
iii. Other light types - spotlight, sunlight 1 2, triggerlight (technical) (informational)
vi. Emitting light from actors (*NOTE*: To get a Static Mesh to emit light, you usually must set bShadowCast to False)
vii. Coronas
ix. BSP and LightMaps
x. Static Meshes and vertex lighting
f. Terrain 1 2 3 (optimization) (caves)
i. Theory
1. Heightmaps, texturing, limitations
2. Advantages/disadvantages of external terrain editors
ii. Importing a heightmap
iii. Creating your own heightmap
1. Prepping for terrain
2. Tools
iv. Texture layers
v. Deco layers (grass, underbrush, etc.)
vi. Visibility
vii. Placing objects on terrain - remove the terrain that won't be visible under/in them, make sure the surrounding terrain looks realistic
g. Skyboxes 1 2 3 4 (rotating) (multiple skyboxes - 1 2)
i. Considerations
1. Terrain
2. Lighting/time/sky textures
3. Objects in the skybox
4. % visible
5. The “awe” factor
6. Fogrings
i. Physicsvolumes (technical)
1. Velocity vs. Gravity
2. Other special properties
ii. Blockingvolumes
iii. Laddervolumes
iv. Watervolumes
1. FluidSurfaceInfos (2)
2. xProcMeshes
v. Lavavolumes
vi. Moving Volumes
vii. Zoning and zoneinfos
1. Theory
ii. Creation (general) (shaders) (environment maps)
iii. Property overview
iv. Material types and uses; using materials
v. Mipmaps
vi. External creation tips
viii. Advanced texture theory and usage
1. Aligning
j. Trigger basics (overview) (technical) (types - triggers do a lot of things and not all of them will be covered here; see this page for some of the options)
i. ProximityTrigger and ShootTrigger - place a normal trigger and change the Object>>InitialState appropriately (see here for a list of InitialStates)
ii. MaterialTrigger
iii. Triggering volumes
v. ScriptedTriggers 1 and Trigger Systems
k. Advanced Brushes (overview) (List of relevant pages) (working with brushes) (brush transformation)
i. More BSP Theory
ii. Creation
2. Intersect/Deintersect (just... don't use them)
4. Face dragging 1 (2 - UT1), Brush clipping 1 2, Scaling 1 2
5. Freehand brush drawing - just don't use it, it almost always creates errors
6. Sinking 1 2
7. Solidity
8. Brush to Mesh (not recommended)
a. Nonstatic actors
c. Ground fog
d. Breaking walls/glass and other exploding objects (note: this page only shows one method. Best is to combine several: use an emitter for the explosion and original shattering effect, use movers to simulate pieces breaking off and laying around, and spawn objects around the area to simulate debris. You can also use one of the destroyable Decoration actors if you create a custom xEmitter to use for the effect.)
e. Importing custom characters and skins
f. Custom decoration
g. Vehicles
ii. Other gametypes - VSOverride (installation) (download) (other 1 2)
iii. Custom vehicles
i. ScriptedSequences
i. Actions
ii. NPCs
j. More Advanced lighting
i. Triggerlights (technical)
ii. Flickering lights - set up a scriptedtrigger with the actions WaitForTimer, IfRandomPct, TriggerEvent, EndSection, GoToEvent
k. “Instant bridges” - Angel Mapper's Reconstruct Effect (scroll down)
l. Spiral doors - just create each part of the door as a separate mover and make sure they're all triggered at the same time; only give one piece sounds
i. Mirrors
n. Procedural textures: security cameras (2)
o. Multiple switches to open a door
i. All switches have same event (which is the door's tag)
ii. Multiple switches must be pressed before the door opens - make a scriptedtrigger with a WaitForEvent action for each "switch" and a TriggerEvent (and GoToAction if necessary) at the end
*Restrictions: instant-hit weapons don't work through warpzones, can mess up skyboxes, warpzones malfunction if you can see another warpzone through one, "glitch" when moving through warpzones sideways, bots sometimes don't understand them
i. Playing on the ceiling
1. Player orientation theory - gravity can be inverted, but players are always "upright"
2. Faking it - duplicate the entire map (it's very important that everything is exactly the same) and place a warpzone on the ceiling of each part
3. The Escher Effect - Just like faking it, but doing it to walls and other surfaces as well
q. Complex Water and Waterfalls
r. Weather (with xWeatherEffects)
5. Errors
a. BSP
6. Other Techniques and Ways to Make Your Map Better
* Taking a Level Screenshot 1 2
* Press F6 in UEd to view and edit Level Properties (description, author, etc.)
a. Ambiance
i. Sound
2. Sounds from Emitter Particles
ii. Looks
1. Walls
2. Ceiling/Sky
3. Floor
a. Height variation
iii. Space
b. Items
i. Puddles
ii. Obstructions
iii. Useless objects (hoses, fans, trim)
c. Giving things a source
d. Using groups
i. Antiportals
7. Gametype-specific information (unlinked articles To Be Written (soon, by me))
b. JB
d. CTF/BR/DOM
i. CTF 1 (2 - UT1)
ii. BR
iii. DOM
e. DM/TDM
f. iG and DM variations
g. General
i. SinglePlayer
ii. Multiplayer
h. Other
8. Development
a. Multiplayer Design Considerations - most excellent and detailed article, written (of course) by me
b. Coding extras
i. Basic Coding
iii. Coding and Actor Class Reference
c. Game/Mod Development
i. Recognizing a good idea
ii. How to start
iii. Follow-through
iv. Publication
9. External program analysis - Please Contribute!
a. Maya and 3DSMax vs. Blender, LightWave, and MilkShape
b. Photoshop vs. Paintshop vs. GIMP
i. Comparison 1
ii. Photoshop
iii. Paintshop
iv. GIMP
c. "Light" (free) versions
d. Terrain apps
a. BuF (BeyondUnreal Forums)
c. UnrealPlayground Mapping Forum
d. 3DBuzz Mapping Forum - Video Tutorials - Excellent UEd Book
e. UDN (Unreal Developers' Network - extensive explanations of basic (and not-so-basic) functions of UEd - some pages for licensed developers only)
f. Wiki (The UnrealWiki, a good source of technical information)
k. DavidM's Tutorials (mostly lighting stuff, written for UT1 but still applies to UT2kx)
n. Lode's Tutorials (UT1)
o. output.co.uk
o. Google
a. Insite (Map Reviews and downloads - only reviewed maps are viewable, maps reviewed only if they will receive a minimum score of 3.5, user comments allowed)
b. Nalicity (Map Downloads and reviews - all completed maps allowed, some reviewed by user request, user comments allowed)
c. MapRaider (Map Downloads, user reviews, user comments allowed)
d. UnrealPlayground (Map Downloads - betas allowed, no user comments)
13. FAQ





