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Posted:
Mon Sep 18, 06 5:03 pm
by ~ô¿ô~Nobody~
1. never use scale tool, you will just mess up your map due to odd brush sizes
2. Try to avoid using UnrealED2. It will just confuse and frustrate you.
normally a new version is better but in this case
(UED) > (UT's UED2 used with DX)

Posted:
Mon Sep 18, 06 6:17 pm
by Dae
UnrealEd2 kicks ass. Better and faster, less GPFs, windowed browsers, skybox previews, "show polys" function so you can edit movers, ability to add brushes (I have 11 new brushes), ability to replace textures, some minor functions like I can rename textures inside packs and 2D editor is WHITE!

Posted:
Tue Sep 19, 06 12:24 am
by Aidan
~[A]Daedalus~ wrote:UnrealEd2 kicks ass. Better and faster, less GPFs, windowed browsers, skybox previews, "show polys" function so you can edit movers, ability to add brushes (I have 11 new brushes), ability to replace textures, some minor functions like I can rename textures inside packs and 2D editor is WHITE!
I agree with Dae, I actually downloaded UnrealEd2 since the post when we were talking about it. Quite frankley, I like it better then UED1. Just about everything about it's better. Though when I am nearing a completion of a map, I will use UED1 to place my objects. Overall of what I had just said, UED2's awsome

.

Posted:
Tue Sep 19, 06 3:24 am
by clyzm
UEd2 is too annoying for me.
UEd1 all the way.

Posted:
Wed Sep 20, 06 3:24 pm
by ~ô¿ô~Nobody~
indeed..
the features are all nice but the big disadvantage of incompatibility compensates that fully again
many existing maps aren't openable due to the modifications on that special DX packages
neither i can see models


Posted:
Wed Sep 20, 06 3:35 pm
by Dae
You can use build.exe to make a package compatible with UnrealEd2.

Posted:
Wed Sep 20, 06 5:52 pm
by MainMan
~[A]Daedalus~ wrote:You can use build.exe to make a package compatible with UnrealEd2.
Hehe, I had to go through all my source and remove all the code apart from the variables to make it compile in UEd2

.
BUT, I think that it's much better, because it has a new brush-building method which is more geometrically optimised, and also the rebuilding system is a new and more reliable one.

Posted:
Wed Sep 20, 06 7:29 pm
by ~ô¿ô~Nobody~
~[A]Daedalus~ wrote:You can use build.exe to make a package compatible with UnrealEd2.
well.. let's say.. when i started DXSG_Cathedral..
i first tried it with UnrealED2, because of that geometry advantages
however it already started that i couldn't load it in UED2 because there was some shit missing in that modified DeusEx.u
then i opened it in UED1 and copy/pasted the contents into UED2, which failed grandiously..
the textures weren't applied(although they were loaded).. all lights were missing(god knows why)..
it S U C K S

Posted:
Wed Sep 20, 06 7:45 pm
by Dae
What about export/import functions?


Posted:
Wed Sep 20, 06 7:51 pm
by ~ô¿ô~Nobody~
do you mean import T3D files?
no, thanks.
It's the same like copy pasting on the fly, just that it goes over a file.

Posted:
Wed Sep 20, 06 7:58 pm
by Dae
Did you try? This way certainly keeps actors.
And you know, magical things happen with Unreal engine from time to time. For example, today I was doing the same thing - copying contents from UED1 to UED2 by copy/paste. On the first time, it has pasted in UED2, but with reset rotations of each brush and on the second time it did what it was supposed to do. God knows why! I've been also having a lot of such odd issues when i was porting DX maps to UT04.

Posted:
Wed Sep 20, 06 8:07 pm
by ~ô¿ô~Nobody~
oh well..
i hate that issues..
because of that unlogical (nearly human!) behaviour.. i stopped mapping.. it just makes me sick
i beared that long.. but somehow i caN't anymore


Posted:
Thu Sep 21, 06 4:16 pm
by Dae
~[A]Noodles~ wrote:oh well..
i hate that issues..
because of that unlogical (nearly human!) behaviour.. i stopped mapping.. it just makes me sick
i beared that long.. but somehow i caN't anymore

However your changes to standard maps are great
