Tip: | How to convert a map from 226f to 225f |
Why: | A map built with a 226f unrealed can't be played by a 225f Unreal because 226f saves a LevelSummary automatically and this doesn't exist in 225f. |
How: |
MapConverter.zip (md5: fd16ae46710bef032c22c89d36fae4e8) |
Remark: | I used 'SpecialEvent' because it has 12 characters too and it is within the engine.u package too.
On load the 225f game/unrealed will delete this 'SpecialEvent' because of unknown object properties like 'Summary' (see log file when loaded). |
Tip: | Musicorder (Songsection) speed problems |
Why: | When resizing the screen (e.g. changing full screen via F12) sometimes the music is way too slow (e.g. in NaliBoat (Serpent Canyon) when you press F12 while the second song section is playing). This occurs when a song isn't played from the beginning, but from another entry (i.e. MusicEvent.SongSection != 0). The unreal music engine reloads the song (when pressing F12) and resets the song speed to 120 bpm (and not to the one given at the general song properties). |
How: |
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Tip: | How to fix BSP errors |
Why: | BSP (binary space partition, the way unreal decides where space and where solid is) may go too complex in areas with too many and/or too complex brushes. In the rebuild menu / BSP you have option 'optimize geometry'. So, when the BSP goes too complex the geometry (visibility) is influenced as well, often leading to HOMs (hall of mirror). |
How: |
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Remark: | Anyway, it's a good idea to make copies of your maps every now and then,
especially before changing many brushes and/or the rebuild options.
Copy the files into a different folder and rename it to get a history. |
Tip: | How to avoid BSP problems |
Why: | During design of your map take care of the brush complexity. |
How: |
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Tip: | Import / Export |
Why: | Copy brushes from one map into another. |
How: |
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Tip: | Intersect / Deintersect |
Why: | Build a complex brush which may be saved as a template. A complex brush sometimes need less memory and less CPU time during game play (= higher frame rate). |
How: |
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Tip: | Vertex Editing |
Why: | A great tool is the vertex editing. You can use it in any view. But there are some things to consider. |
How: |
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Tip: | Water, Lava, etc. |
Why: | Water, lava, etc. is easy to use but there are some tricks. |
How: |
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Tip: | Unreal Editor Crashes |
Why: | The Unreal Editor is a great editor, but sometimes it crashes. |
How: |
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Tip: | Movers |
Why: | Movers divide the area into small handy sub-areas. |
How: |
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Tip: | Using mouse with Windows XP (This is not an editing trick) |
Why: | Mouse movement under Windows XP isn't usable for unreal. |
How: | You have to patch your registry (!):
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Tip: | UnrealEd hangs up before creating viewports |
Why: | If you sized your UnrealEd's viewports to odd values the editor won't start again but hangs up consuming 100% cpu before creating the viewports. |
How: | You have to patch your registry (!):
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