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View Full Version : UnrealEd, Duke's Enormous Tool, other


Asmodeusz
01-14-06, 05:28 AM
I am building my own temple. The Temple of Asmo :D
This is my very first level, so please be understanding.
The textures are all from UT2004, as when I started this map I didn't know how to import stuff (I didn't know a thing really), and adding my tex. now would make the map look incoherent. I'm not a modeler, so I can't do any static meshes too... unfortunately (Ok, I can make a ball and a square doll :)).

Here are some shots:

http://img57.imageshack.us/img57/6498/templeofasmo31pm.jpg (http://imageshack.us)

I am really proud of the little pipes and water running down in the last screenshot, as it was really tough for me to figure emmiters. Then, after figuring out the most stuff I found a tutorial :duh: Anyway here's a previev of the water:

http://img59.imageshack.us/img59/9022/water9gu.gif (http://imageshack.us)

Wow, incredible I still use a prehistoric gif animator and it works best.

Micki!
01-14-06, 10:35 AM
^^
I Like it Asmodeusz..! :cool:

Duke Rocks
01-14-06, 01:35 PM
Wow, Asmodeusz-I love the atmosphere and the geometry; it looks amazing.


Are you sure this is only your first level..:) ? It looks way to good for you to be a beginner.

My first level was a simple box with, um, another box inside-and I still managed to mess it up, somehow.


I'd love to see the finished product, please post a link whenever its ready.

Asmodeusz
01-15-06, 07:05 AM
Hehe, thanks guys. Yeah, it's my first level, although it's in the making since June or something. I don't like using tutorials, as when I find out stuff myself I get to understand the editor better. This level initially was just a box. It is left somwhere I guess but not connected to the rest. I had to scrap the level a few times (mainly because of errors - and saving the myLevel package too), but fortunatelly I keep saving in different files, never overwriting, so the screens you see are from TempleOfAsmo.0149.ut2 :) I hope I finish it anytime soon, the problem is I always want to add something that I don't exactly know how :D I'm figuring out movers now. Anyway, I'll make sure to post the ready level to you guys when it's done.

Gideon
01-15-06, 09:45 PM
I miss working with unreal ed, but I can't see much sense in doing it anymore. The game is dying down, and many people don't have it installed anymore. I'm waiting for Unreal Ed 3, but looks like that will be a long time. Maybe I'll do something with Prey, but I just HATE ID's editor's.

DNF ED sure would be nice to work with.

Asmodeusz
01-16-06, 03:14 AM
I think you meant Unreal Ed 4.0? Don't confuse Unreal Ed with Unreal Engine, the version of UnrealEd that came with UT2004 is 3.0.

Anyway, I like playing with it beacause hopefully I'll be able to make some maps for Duke 4 \o/ I just hope the DET (Duke Enormous Tool) won't be too different from Unreal Ed...

And yes, the doom3 editor is tragedy. I couldn't figure out a thing really. It's not intuitive at all.

Parkar
01-16-06, 09:16 AM
I miss working with unreal ed, but I can't see much sense in doing it anymore. The game is dying down, and many people don't have it installed anymore. I'm waiting for Unreal Ed 3, but looks like that will be a long time. Maybe I'll do something with Prey, but I just HATE ID's editor's.

DNF ED sure would be nice to work with.

Same, here.

I have been playing with the idea of just making a level just for the sake of making it. Just some kind of interactive demo kind of thing in a realistic setting. I just know that once I start to get anywhere with it UT2007 or DNF will show up.

Anyway can't wait to get my hands on DET or Ued 4.

Asmodeusz
01-16-06, 10:21 AM
I hear you guys, but that's probably because you are proficient in UnrealEd.
I'm playing with it to be proficient by the time UT07 or DNF shows up.
BTW, UT2004 is far from being dead when I make some LAN parties :) Eeeehaw!

Gideon
01-16-06, 01:19 PM
I'm fairly proficient with unreal ed and the workflow, my main problem is with the actual process of level design. Unreal Ed is an amazing level design tool. I can't wait to get my hands on a more modern version.

Parkar
01-16-06, 02:38 PM
Here is a few screens of maps I did for aut if anyone is interested. I was fairly happy with them back when I did them but looking at them right now they could have used some more work and time. Did 4 maps in 5 months so I guess that is one of the reasons they feel a bit lacking in detail looking back at them now.

I am just linking these from modnmod so they are not realy featuring the more interesting places but I am to lazy to install ut2004 and the mod right now to get better shots.

ss1 (http://www.modnmod.com/screenshots/198/aut_office_07.jpg)
ss2 (http://www.modnmod.com/screenshots/198/1100118570aut_wikked_07.jpg)
ss3 (http://www.modnmod.com/screenshots/198/1100118502aut_wikked_02.jpg)
ss4 (http://www.modnmod.com/mods/Action_Unreal_Tournament/screenshots.php?id=2935)
ss5 (http://www.modnmod.com/screenshots/198/1092074518parkar1.jpg)
ss6 (http://www.modnmod.com/mods/Action_Unreal_Tournament/screenshots.php?id=4138)

Micki!
01-16-06, 03:24 PM
Wow, that looks cool...
The first Screenshot is my favorite... It really looks like an office... :cool:

Kristian Joensen
01-16-06, 07:26 PM
Parkar, once again you show that you are extraordinarily talented. I bet you will find a job in the industry some day.

Gideon
01-16-06, 07:59 PM
Nice work Parkar. You've got a good sense of scale.
Reminds me of some of the stuff I did for the Hackerz mod.

Asmodeusz
01-17-06, 04:50 AM
Parkar that's cool. Did you do the meshes yourself?
The design is really beautiful. :)

Parkar
01-17-06, 12:35 PM
Thanks for the kind words.

Parkar that's cool. Did you do the meshes yourself?
The design is really beautiful. :)
Yea, most of them. It is thanks to them I got onboard the team since they had been using static meshes of mine even before I joined them. I think I will install ut2004 so I can play with unrealed some.

Nice work Parkar. You've got a good sense of scale.
Reminds me of some of the stuff I did for the Hackerz mod.

Thought the same thing when I saw your stuff :).

P.S. I'll post a screenhot of my dekstop to bring this thread back to what it was suposed to be about. Maybe we should start a mapping thread for the ued discussion?

Charlie Wiederhold
01-17-06, 04:47 PM
Keep up the good work Asmodeusz and Parker. Please let us know here when you put your maps out.

Micki!, I've updated my desktop on the main page just for you. :)

I *hated* UnrealEd when I first got my hands on it at 3DR. Actually though, the first time I played with it was for Wheel of Time a few years earilier. They were hiring contract level designers to work long distance, so I was playing around with the editor before Unreal was even out. Compared to that version the editor most people are familiar with (UT onward) is pretty good, yes. id's editors take some getting used to, but back around the Quake 2/Unreal era the id editors were much better to work with if you were into advanced editing.

I haven't played with Doom 3's editor although I have seen Stephen work in it a little. I think for most mappers UnrealEd has easily become the more approachable, and thus the better of the two. id's editors tend to be more functional, but also stay out of your way more. In these days of patches and staticmeshes though, the mapper isn't required to do nearly as much brushwork as before so the ease to get assets into the game is much more important now.

If you are familiar with UnrealEd from the UT2k3/4 eras, you'll be able to hop into DukeEd pretty easily. There are a few things different, but it'll feel very familiar. We've found it's easier for a person familiar with UnrealEd to work with DukeEd than it is for a person familiar to go from DukeEd to UnrealEd due to some of the changes you get very used to.

Parkar
01-17-06, 08:49 PM
Keep up the good work Asmodeusz and Parker. Please let us know here when you put your maps out.
The maps in the screens I posted are all included with AUT which can be downloaded here (http://aq2zone.action-web.ca/phpBB2/viewtopic.php?t=8).

I *hated* UnrealEd when I first got my hands on it at 3DR. Actually though, the first time I played with it was for Wheel of Time a few years earilier. They were hiring contract level designers to work long distance, so I was playing around with the editor before Unreal was even out. Compared to that version the editor most people are familiar with (UT onward) is pretty good, yes. id's editors take some getting used to, but back around the Quake 2/Unreal era the id editors were much better to work with if you were into advanced editing.
Yea that old vb unrealed that came with Unreal was a real pain in the ass. Not only was it not very userfriendly but it liked to crash to. I guess in development version you tried was even worse. It was realy akward going from worldcraft(half-life) to unrealed but now I can't stand worldcraft others like it. They all feel "klunky" compared to ued.

Asmodeusz
01-18-06, 04:06 AM
There is one game tool that I find easier to use than UED. Or maybe comparable, because it's kinda different: TES:CS (The Elder Scrolls Construction Set). Damn, that editor is nice. I could make my little world in a week. The editor was really stable too, I hope the CS that comes with Oblivion will be as user friendly :)

Duke Rocks
01-18-06, 09:36 PM
This thread has somehow become an unrealed discussion(which is fine with me:D )

Parkar, those screenshots inspired me to download the AUT mod and I don't regret it at all. I'm sure you hear this a lot but your work is amazing and imho it's nice to see unreal maps set in the real world as opposed to the generic space station or factory that all too many user maps are are based on.

Here's a few more pics of my hoover dam level in it's *VERY* early stages. I plan on doing a lot more work on it and I won't post any more shots until it is much closer to being finished. I'd love to hear criticisms or suggestions from the pros as I have no clue what I'm doing right or wrong.

Sorry I don't know how to post pictures.

http://img66.imageshack.us/img66/4125/hooverdam3vd.jpg
http://img66.imageshack.us/img66/6346/hooverdam21ma.jpg
http://img66.imageshack.us/img66/9666/hooverdam33bd.jpg
http://img66.imageshack.us/img66/2825/hooverdam44aq.jpg

Asmodeusz
01-19-06, 05:40 AM
I also felt the difference between 2 monitors and one... too bad my second one went dead on me. Now I feel like I have one eye...

PS.

Duke Rocks, damn I really like the screenies. Can't wait to play your map!

Asmodeusz
01-19-06, 05:47 AM
OK, to save the desktop thread, I decided to make a separate one for editors disscussion. Post your levels, screenies of WIP, opinions on which is the best tool a game has brought.

My opinion is the MOST userfriendly, is TES:CS.
Second place go to UED.
Third is build, third only cause it's outdated.


EDIT: Maybe the GIS Admin could move the off topic posts from the desktop thread here... is it even possible?

Asmodeusz
01-19-06, 06:00 AM
Guys let's move the urealed disscussion here: http://www.gamingisstupid.com/forums/showthread.php?t=21

:)

Gideon
01-19-06, 06:19 AM
http://www.planetunreal.com/expectations/LS_Lavaworks_Beta4.jpg
An old level I did for the MSU contest.

http://www.planetunreal.com/expectations/asylum_Test1.jpg
This one is a max render, but I have this level built in unreal ed, and in some ways, it actually looks better in the ed.

http://www.planetunreal.com/expectations/ld-06.jpg
An old pet project of mine that I'll start over/finish someday.

More stuff available here http://www.planetunreal.com/

Asmodeusz
01-19-06, 07:53 AM
Wow, that's cool Gideon. The last screen; what kind of project is it?

Micki!
01-19-06, 12:49 PM
Really cool Stuff there Gideon..! :cool:
The second pic has such a nice "atmosphere" on it... :D

Gideon
01-19-06, 02:35 PM
Wow, that's cool Gideon. The last screen; what kind of project is it?
Thanks, it's a game I'm gonna make if I can ever get my hands on Duke's enormous tool or the next incarnation of the unreal Ed.

Duke Rocks
01-19-06, 03:31 PM
Gideon's work as always, looks amazing.

The last shot looks like it could be in DNF, because it has hovering car(like we've seen in DNF) in an urban environment. As much as I want to play that game now, I think it's a good decision for Gideon to wait til DNF comes out-even though I can't really imagine any better graphics!!


I think that we should keep this thread going strong until the release of Duke-then we'd really have something to talk about!

Asmodeusz
01-19-06, 04:06 PM
Yes, I agree. I started learning UED exactly because of DNF. I want to be able to create great maps/mods for the game. I mean, I spent 5 or 6 years playing with build, mainly because of the great universe provided with DN3D. I can't see it any different with DNF. I'll probably spend a lot of time playing with... uhhh Duke's Enormous Tool :o

PS. Yes I'm gay.

PSS. No just kidding. :D

Micki!
01-20-06, 05:51 AM
I'd like to learn how to use the editor too...
Luckily, i have some magazines which show the basics in making levels... And some friends who know how to make levels in UED... Hopefully i can make some stuff with it too one day...:)

P.S.:nipple: :eek:

Charlie Wiederhold
01-22-06, 01:23 AM
OK, to save the desktop thread, I decided to make a separate one for editors disscussion. Post your levels, screenies of WIP, opinions on which is the best tool a game has brought.

My opinion is the MOST userfriendly, is TES:CS.
Second place go to UED.
Third is build, third only cause it's outdated.

It's a little unfair to consider TES:CS an editor and compare it with the typical FPS editor. You don't actually create "content" for it, you just take pre-existing shapes and slap them together, and terrain editing is about as simple as you can get.

It was a very fun tool to use though, and I had fun playing with the scripting system as well. I wrote a ring item that when you put it on, it teleported you to a room way far away that Stephen Cole had made, allowing you to drop everything you've got for storage. Then when you took it off it put you back where you were. This was way before anyone else started doing similar things, but I don't think I ever saw one that was quite as simple to use. A couple of the guys here used it all the way through Morrowind and said they wouldn't play the game without it. We intend to write one for Oblivion if we can, before even trying to play the game. Unless they provide something that is close enough to that sort of functionality.

EDIT: Maybe the GIS Admin could move the off topic posts from the desktop thread here... is it even possible?

I can move posts, dunno about sort order, but I'll look into it.

GiSadmin
01-22-06, 01:30 AM
EDIT: Maybe the GIS Admin could move the off topic posts from the desktop thread here... is it even possible?

Your wish is my command.

Asmodeusz
01-22-06, 10:13 AM
Cool. Yeah, that's true about TES:CS. It can't really compare, unless you're talking of a tool that let's you build content for it's game in the easiest manner. I think the Trackmania editor would win then :)

Be sure to post the script for the room! I'll probably use my housing for items drop (ok, it may be weird but I used to decorate my [since I killed the owner]house in Balmora with souvenirs from my expeditions). And I also edited some crates on the roof for misc trash :)

GiSadmin, Thanks!!!

Asmodeusz
06-27-06, 05:20 AM
(...) I wrote a ring item that when you put it on, it teleported you to a room way far away that Stephen Cole had made, allowing you to drop everything you've got for storage. Then when you took it off it put you back where you were. (...) We intend to write one for Oblivion if we can, before even trying to play the game.


So did you do such a thing for Oblivion?? If so, could you preety preety please email me the plug-in?? :D :love:

Charlie Wiederhold
07-03-06, 03:49 PM
So did you do such a thing for Oblivion?? If so, could you preety preety please email me the plug-in?? :D :love:

I didn't do quite the same thing. I wound up making a ring that would increase your carrying capacity to an absurdly high number. That way you pay the price of losing one inventory slot, but unlike other mods it doesn't also increase your strength or anything like that. Just carrying capacity.

Unfortunately, I can't find it in my backup disk... so I'm guessing I probably left it on the 3DR computer, which is most likely completely reformatted by now.

I'm pretty sure there have been mods out by now that do something very similar.

Asmodeusz
07-04-06, 03:35 AM
I guess I'll search the mod net then. I tested two level-scaling-off plugins but they still have a lot of issues :(

:) I'm no scripter but I tried to do a plug-in by manually unchecking the "scale-to-player alike" box in the NPC chart in the editor. But there's just too many and I'm not sure if it would work for spawnable/random creatures and bandits. :(