Unreal Editor Beginner's Guide [U1/UT99/DNF2001]

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Welcome to my Unreal Editor Tutorial & Quick Start (well, "quick" 1 hour long lol) Beginner's Guide, where I do my best to cover the basics, getting started, a lot of how to's and good things to know, as well as general tips and tricks I've learned over the years. I don't get into TOO much detail as there's just so much to all the individual subjects that they'd require their own videos. So this video is to serve as a general guide and getting started tutorial, which was inspired and created to help out the Duke Nukem Forever 2001 Restoration Team! Hope you guys enjoy!

*LINKS:*

*TIMESTAMPS:*

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0:00 - *Intro*
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*Chapter 1 - Getting Started* - 1:13
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1.1 - Avoiding spaces and long file path names
1.2 - Files in appropriate folders when importing
1.3 - Avoid spaces in file names directly
1.4 - Show all actors (DNF2001 maps specific)
1.5 - Viewport resetting
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*Chapter 2 - The Basics* - 3:09
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2.1 - Camera movement, viewports, and rendering modes
2.2 - Windows, simple selection, and moving actors
2.3 - Level properties
2.4 - Fully loading packages
2.5 - Actor search function
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*Chapter 3 - Geometry* - 7:17
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3.1 - Creating geometry, basic shapes, and brush properties
3.2 - Vertex editing
3.2 - Rebuilding your worlds
3.3 - Brush order
3.4 - Grid size, snapping and re-alignment, moving and rotation
3.5 - Brush combination and merging
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*Chapter 4 - Textures* - 12:58
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4.1 - Applying textures, movement and rotation
4.2 - Surface properties
4.3 - Texture material (DNF2001 only)
4.4 - Creating mirrors and shiny surfaces
4.5 - Detail textures
4.6 - Animated textures
4.7 - Texture importing
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*Chapter 5 - Movers* - 18:56
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5.1 - Creating mover brushes
5.2 - Texturing a mover brush
5.3 - Mover keyframes and animation
5.4 - Mover properties
5.5 - Mover sounds
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*Chapter 6 - Actors* - 23:22
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6.1 - Lighting
6.2 - Playerstarts
6.3 - Multi Selection
6.4 - Basic properties and actor collision
6.5 - Zones and creating a water zone
6.6 - Triggers, events and tags
6.7 - Unhiding actors for debugging
6.8 - Teleporters and end level transitions
6.9 - Path nodes and AI pathing
6.10 - Sounds, ambient and properties, light dependent sounds
6.11 - Sound importing rules
6.12 - In game music
6.12 - UScript, quick mention
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*Chapter 7 - FAQ (Extras, Tips n Tricks)* - 41:51
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7.1 - Copying geometry, lighting, textures, and more between editors and engines
7.2 - Using "set" commands for debugging
7.3 - BSP HOLES :) (what they are, how to avoid)
7.4 - Creating high resolution shadows
7.5 - Skyzone's and fake backdrops
7.6 - Adding simple items, pickups, and enemies
7.7 - Behindview 3rd person command and viewclass commands
==============================
58:29 - *Outro*
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Disabled mid roll ads for this video as to not break flow and let people skip around more easily to use as a guide

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I didn't want to clutter up the time bar with too many timestamps, but for those that want to jump to very specific sections, I'll pin this comment here with all the additional timestamps!

TIMESTAMPS:


0:00 - Intro

Chapter 1 - Getting Started - 1:13

1.1 - Avoiding spaces and long file path names - 1:36
1.2 - Files in appropriate folders when importing - 1:56
1.3 - Avoid spaces in file names directly - 2:21
1.4 - Show all actors (DNF2001 maps specific) - 2:43
1.5 - Viewport resetting - 2:53

Chapter 2 - The Basics - 3:09

2.1 - Camera movement, viewports, and rendering modes - 3:12
2.2 - Windows, simple selection, and moving actors - 4:51
2.3 - Level properties - 5:59
2.4 - Fully loading packages - 6:12
2.5 - Actor search function - 6:45

Chapter 3 - Geometry - 7:17

3.1 - Creating geometry, basic shapes, and brush properties - 7:22
3.2 - Vertex editing - 8:21
3.2 - Rebuilding your worlds - 9:00
3.3 - Brush order - 9:30
3.4 - Grid size, snapping and re-alignment, moving and rotation - 10:11
3.5 - Brush combination and merging - 11:48

Chapter 4 - Textures - 12:58

4.1 - Applying textures, movement and rotation - 13:03
4.2 - Surface properties - 14:07
4.3 - Texture material (DNF2001 only) - 15:30
4.4 - Creating mirrors and shiny surfaces - 16:18
4.5 - Detail textures - 16:51
4.6 - Animated textures - 17:18
4.7 - Texture importing - 18:01

Chapter 5 - Movers - 18:56

5.1 - Creating mover brushes - 19:00
5.2 - Texturing a mover brush - 19:27
5.3 - Mover keyframes and animation - 19:55
5.4 - Mover properties - 20:57
5.5 - Mover sounds - 22:31

Chapter 6 - Actors - 23:22

6.1 - Lighting - 23:38
6.2 - Playerstarts - 24:31
6.3 - Multi Selection - 25:21
6.4 - Basic properties and actor collision - 25:40
6.5 - Zones and creating a water zone - 27:09
6.6 - Triggers, events and tags - 30:26
6.7 - Unhiding actors for debugging - 31:28
6.8 - Teleporters and end level transitions - 32:00
6.9 - Path nodes and AI pathing - 33:15
6.10 - Sounds, ambient and properties, light dependent sounds - 34:37
6.11 - Sound importing rules - 37:29
6.12 - In game music - 37:55
6.12 - UScript, quick mention - 40:52

Chapter 7 - FAQ (Extras, Tips n Tricks) - 41:51

7.1 - Copying geometry, lighting, textures, and more between editors and engines - 42:19
7.2 - Using "set" commands for debugging - 45:19
7.3 - BSP HOLES :) (what they are, how to avoid) - 46:23
7.4 - Creating high resolution shadows - 52:09
7.5 - Skyzone's and fake backdrops - 55:25
7.6 - Adding simple items, pickups, and enemies - 56:33
7.7 - Behindview 3rd person command and viewclass commands - 57:30

58:29 - Outro

Shivaxi
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Such warm'n'fuzzy memories, of dinking around in Unreal Editor as a teen. ~Where it all begannn~
Thank you for this. You know your stuff!

psiga
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I still play UT 4. It is great you keep UT series alive!

Ragnar-idkx
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Sweet! I always like seeing more UT editor tutorials. It was a dream of mine as a kid to make a level, and I may some day figure it out.

mmo
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Absolutely love it, thank you so much, Shivaxi!

Badguy
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This was a great watch, subscribed!... Ive been noodling around with ued for about 20 years now, its good to finally see someone walkthrough a good majority of the things the old editor has to offer. Please please please do a livestream (and upload it to the toob undedited cause ill probably miss it) or a series of you making a map/mission from start to finish using as much of your knowledge of the editor as possible... And include all the crashes and all the bugs your going to run into, and how you managed to fix them.... would love to see this for the original Deus Ex, but beggars cant be choosers... or can they? hmmm

badmojo
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This is really cool! An advanced / intermediate video would be cool, too!

thischannel
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I've been making maps for a couple of years now for Unreal and there were new things I found from this vid.😄
Like, I didn't know about the 'drawscaling the texture for sharper shadows' trick, but now I'm gonna use the hell out of it :, D
I always changed the LightMapDetailLevels in ZoneLight...
Also, it was nice to see your way of doing things in the ED 😄

GamesHarderHUN
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Great to see people appreciating the old Unreal Engine 1 technology.

ankor
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Really good tutorial! It makes me want to make my own map :D

UT
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I remember using UnrealEd more than a decade ago to make UT99 maps, and was looking to pick it back up to make some maps to enjoy with my friends.
This is exactly what I was looking for, so thanks!

DreWulff
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Oh my god the memories! I was scrubbing through the internet and YouTube back in 2010 to learn as much as I can.

20 years later I'm doing game development lol

malekbakeer
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Shiv finally making the tutorial! Shame I wasn't on stream haha

xan
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You're so cool for making this Tutorial! I'm gonna monkey with this for a while.

mrscruffles
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Watching this makes me feel like im back in the early 00's learning UED

KaosRichie
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I never got into UT editor because I couldn't understand how it worked and didn't like the subtractive world building.
I started using Source instead which uses additive building, This video is a good resource.

HamguyBacon
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Drake *UaS* : Ahh the og unreal. I remember messing with it for abit. But sadly never got the hang of it. Eh glad to see this as it will help with the confusion.

AzaGorod
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This so useful for the dnf community good work!

worldstrongestbillionaire
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Thanks. Been wanting to create stuff in Deus Ex for a while.

apothos
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As a someone who used to make Half-Life maps in Hammer, there are some things I find intuitive in UnrealEd, and others I find very unintuitive. Having dial in numbers to create a specially-sized brush is odd to me. I usually just drag a box to the desired bounding box and press ENTER to create a brush.

Hammer is by no means as sophisticated as UnrealEd but it's definitely a different experience and I like some of the shortcuts that UnrealEd has, others not so much. But of course in the end, it's about what you're used to and learned as an experience :)

dealloc