03/16/2005
commander

setup an area for a flyby scene and info on how to use it
made it possible to teleport into a room hidden, glass needs fixed
turned off glass in hidden room to keep from seeing odd stuff
if this can be fixed, I can make it to view alot of the map
the room is only accessed using teleports

next idea is to build a room for skaarj or other monsters to be spawn
once I have this I can then explain how to create multiple monsters while in the map
I already have a map setup to sniper skaarj and titans as they respawn around 200 of them


12/08/2004

set more books in the map
set a book over by the torch, now I have info on how to make one like that
set a book over by the mover that opens the doors, set one over by the tube mover, set another over by an elevator, set one by the cylinder at the top floor, set a book by the elevator mover in one of the rooms at the top floor, set a book over by the area of the skaarj on the top floor.
waterfall now made with an extra 2 rooms and an underground area to get from one to the other, kind of a generic waterfall, but that was my first and I wanted to be done as quickly as I could.
all this and if anything more I left out, all in about 2 hours but then again I did want to figure out where to set some of this stuff up so it took about 2 hours for everything, the info for all the stuff I needed, the new rooms and the waterfall with the underground water passage, I might make a long passage and add areas to be able to manage air as you swim.
I haven't had alot of time, but with all I have on the map, I would say someone with good skills that would be new to the unreal editor will be able to create nice maps in no time with all the info I have setup.
I might make an option so that the interpolation actor can be used to allow someone to be in a flyby and fly around the map like an opening scene map, I figured that out a few months ago, very easy to do, maybe I'll make it so that you can fly around in a few rooms and if in multiplayer, others can see you, but when you get back to the finish, it will drop you off to walk around, I can setup a loop but I don't think anyone would want that if your gonna walk around in the map, but instead make it end where it begins, I'll explain that when I make it, the interpolation works great for flybys, an example would be the opening to Unreal 1, when it flies around the castle in the entry map I think.

08/04/2004

Please note that this is not finished.

Installation - 
Download and install Unreal Patch 226f so that you have opengl and 
direct3d support and with most bugs fixed for the game and 
Unreal editor 1.0

For the latest 3d card drivers and directx, please remember to download the directx that will match your 3d card drivers, some 3d cards don't have directx 9 compatibility but this could be because the 3d card drivers haven't been updated to support it. Remember that newer 3d card drivers will support newer directx so be sure to look into it after you download your drivers, please install directx before your 3d card drivers are installed, uninstall - restart your pc and click cancel when finds the 3d card, install directx hoping it was downloaded and then restart, install your 3d card drivers next and again don't use the window the pops up at windows startup that finds your 3d card, cancel that and use the 3d card drivers installer program, install and restart. 
microsoft.com/directx
ati.com - radeon 3d card drivers
nvidia.com - geforce 3d card drivers
intel.com - intel built in 3d card drivers - not going to be the best option for gaming with these built in 3d cards.
To find out your 3d card, right click on the desktop and click - properties - settings tab and should say the name of your monitor/3d card, right click the "my computer" icon and click properties - find device manager, it's there but harder to find under windows xp, keep searching and after you open it up, find "display adapters" or something that matches it. 

Use these drivers I have in the zip that came with the tutorial, there for unreal 1, not gold, please find the Gold Edition patch and find the opengl that is much like the one in the zip file.

Install the OpenGL 2.1.0.7 that you got with my zip file "after" 
you install the latest patch 226f, extract opengldrv.dll into 
c:\unreal\system\ - make sure it is there by right clicking 
on the file and clicking properties - version and should say 
2.1.0.7, go into the game and go to options - advanced options - 
drivers - gamerenderdevice - this says software rendering and 
click on it, set it to opengl support for openGL rendering 
and fast window and full screen loading, next step - rendering 
OpenGL Support - set the ones that need to be set as fallows -
 
AlwaysMipmap = false
Coronas = True
DetailMax = 3
DisableSecialDT = False - keep this as false, disables special detail textures 
Gamma Offset = 0.000000 - for opengl, this really doesn't need to be higher unless it's a dark opengl, some are dark, depends sometimes on the monitor type and 3d card type. Can be 50/50 with brightness changes in unreal tournament. Don't use this opengl driver with unreal tournament, there should be another to download for ut.
HighDetailActors = True
LODBias = 0.000000 - max -0.8 is lower -0.5 is default but keep on max
MaxAnisotropy = 0 - could be set to 2,4, or higher at 16 if supported, warning, do not set high if not supported, if supported, then go into your 3d card options - windows desktop - right click the mouse and go to properties - settings tab - advanced - direct3d / opengl and set these options, make sure you have the latest 3d card drivers so that your pc wont crash and match the directx with your 3d card drivers. Directx 9.0 C is the latest at this moment. Some game features through opengl or direct3d may not be available to your 3d card until your 3d card drivers and directx are updated. 
MaxLogTextureSize = 8 - this is needed for this opengl, without it, your game may not start up with the opengl selected
MaxLogUOverV = 8 
MaxLogVOverU = 8 
MaxTMUnits = 8 
MinLogTextureSize = 1 - same as the max, this is needed 
NoFiltering = False - keep this false or some things in the game may not look as good, some filtering looks bad and some good so test these options. 
RefreshRate = 0 - not necessary to change but can be set to 60 or whatever your monitor can support, warning, setting to high may burn your monitor maybe, or maybe to low not sure. By default this is 60 but can make the game look better if set correct. 
ShareLists = False 
ShinySurfaces = True - more than likely the mirror effect shine on the ground in the opening of unreal 1 in the castle fly by or in the mirror when connecting to a server you will see a server by standing and watching yourself... 
Use4444Textures = False - this should not be enabled unless your pc is slow, this makes the textures look less than what they should. This is just to help when you have a slower pc. 
UseAlphaPalette = True
UseFilterSGIS = False - should make it look better but I think it looks better off unless my 3d does not show what is correct. 
UseFisheye = False - just makes it look odd 
UseMultiTexture = True 
UsePalette = True - Extra features optional for example.
UsePrecache = True - most of the time I find when I change something in a game and I go back into full screen, this makes sure it refreshes the game to set the changes that you make, but more than likely you should restart the game to make sure there set, if the game crashes while or after setting features, most of the time the features are not saved and you might have to set them again. This should more than likely make sure mutators maybe or textures are set correctly when starting a game or server or connecting as a client so that textures are not corrupt, could make ping jump from pc crashing to precache for a moment at the start of the server or join and takes more ram. 
UseS3TC = True - S3 Texture Compression, should work and help alot with the game and I recommend using it if your 3d card supports it, don't know if your textures have s3tc for the game.
UseTNT = False - uses tnt driver work around - if your options or drivers are buggy with the game, this should be an alternative. 
UseTrilinear = True - makes a blur effect but in ut I noticed makes it either better/clear or blur in some ways.
UseVertexSpecular = True - w buffer more than likely, this should be fog and can be w buffer enabled under ati 3d card options by right clicking on the desktop - properties - settings - advanced - direct3d/opengl settings and look around for it if you have the latest 3d card drivers, it should come with it. Some ati 3d cards are different and may not. 
VolumetricLighting = True - on some 3d cards, this feature is not fully compatible but works and makes alot of frame rates drop but needs to be fixed in later 3d card drivers, only some 3d cards have this problem but the option should make the game look better. 

For the best sound, go to audio under advanced options , these settings really do sound great after you restart unreal / ut - 
set OutputRate to 44100 Hz
Use3dHardware = true - great to have, uses 3d sounds, to know what it sounds like, enable in the game or enable and restart the game to hear something in 3d sound, can slow down a pc
UseReverb = true - note that in alot of unreal levels, this is buggy and can make loud pitches that won't stop until you go into another room in the game and if you go back into that area it will start up again, only happens on some areas, reverb is nice with some sounds, reverb sounds like going down a tunnel and can make things sound better. 
UseFilter = true 
UseStereo = true
UseSurround = sounds way better in surround with this enabled, can slow down a pc. 
UseDigitalMusic = true - without this you can't use digital output but more than likely this is what the music is made from and you won't hear it even with analog speakers if this is set to false. 
UseCDMusic = allows you to put in a cd to listen to. Download the winamp mutator and besides that you can use commands in game to change tracks. 
SoundVolume - don't set this higher than 200, 200 = top sound, might blow up your speakers maybe? or ear drums...
Latency = 40 - keep this at 40, the lower the faster it sounds when you pull the trigger in the game, this makes sound take longer to be heard, example = dial up connection at 240 ping, 240 ping = latency and if you have 240 ping, set to 240 latency under sound to hear the shot go off 240 milliseconds later, 1000 milliseconds = 1 second. Higher ping is just a way of saying your connection or "modem options" that might be set wrong will travel at that speed. 
LowSoundQuality = false - don't use this unless you want your game to sound bad for some unknown reason.
EffectsChannels = 16 - this should be kept at 16 even if your sound card supports 32, unreal/unreal tournament 436 just don't support more than 16 at the time the 2 games were made and need changed, at least I think, if set to 32, game sound corruption could occur. 
UseDirectSound = true - only turn this off if you have crashes or game problems with it, if this isn't causing the problem then don't disable it for better sound I think. 
some of the other options should be left alone under audio 

I hope you got the "Map" with the zip file, set it in the folder - c:\unreal\map\
Set Textures for the map in the folder - c:\unreal\textures\
If you find that you need textures, look for them in the unreal tournament folder - full version 436

I have this start out as basic as possible so that others 
can figure it out without having to try to hard to figure something
simple out.

I first start out by showing users how to make objects to put stuff in.
I allow others to figure out how to get into the level 
such as respawn and how to start up the map as well.

Next comes adding mirrors to the walls or building terrain.
It is possible to rotate the textures known as skins on the walls.

Once that is done, you can have more advanced systems such as 
the waterfalls, also known as the particle system, you won't 
see the particle system in this tutorial, I've looked it over 
a while ago and never got around to learning how, once I find 
time to do so, I'll then build a particle system for flowing lights 
and flowing water or other animated things, even sparks maybe, 
with a long explosion that triggers when you walk into the next room 
so that it shows sparks flying across the room in an endless loop 
or maybe something else creative. Somewhere in the editor that I cannot 
remember, should be something on the sparks, maybe a mesh effect can 
be setup on the side of a wall or structure to look like sparks.
In newer editors such as the unreal editor 3.0 for unreal 2, 
I did notice static meshes and some other stuff that can be used 
by using a second mesh on top of a first, either mesh or something else.

Something else I should add would be to use music for the map, 
it's very simple, just go into the level properties and choose 
some unreal or unreal tournament music, if you figure out how to 
convert .ogg music files into .wav and then import into .umx through 
the editor, you can have the option of using new music, just make sure 
that it is something that everyone wants to hear, that's why ut 
and unreal music are the way they are, so that everyone can enjoy it.
The music can be understandable if it goes well with the map. Music 
can be a way just like in movies to explain something in an area. 
Remember to add music triggers and see if they work for room to room
music, but don't use a different music track for every room, 
just for alot that you figure seems ok, one reason is because 
it takes alot for slow internet users to download a music track 
depending on the size, many music tracks even small 
can take a while, even faster connections take at least a minute 
to download some stuff depending on the connection speed, quality, 
and distance, but usually the distance isn't an issue, depends.
Another reason to limit the amount of music tracks is because 
on a slower pc that connects to the server or one that starts 
a server may not be able to handle it to well, for those that 
join the server won't be able to have the benefits like the faster pcs. 
I would like to see some maps though with lots of music tracks.
This is because I would like what I see to last.

At some point I will try to add a moving brush, a mover is an object 
that can move somewhere such as a small room or an object or something 
else just by adding a mover brush, you can stand on it and 
go all directions, like an elevator and moving to the next floor above 
or across water, mist or other types of stuff. You can even make 
stuff disappear or appear not by using a mirror but because the 
level editor can do that kind of stuff and this is obvious to most.

Remember that this is only to give examples to those that have 
a hard time to understand how it works, you won't see alot
of detail maybe, but this should help you understand
the basics. I'm not a very good level editor, very basic myself 
but I do know a few things about it of what I have created 
in the tutorial, not everything but I'm guessing enough.

Please do not change this document or set it up on someone else's 
site without asking me first. Do not mess with the Tutorial 
for the level editor unless you ask me, I might allow this 
because if someone has an idea, I feel they should be allowed 
to share it, I would like to know alot more about the editor,
if someone has something basic or advanced, new or old ideas 
that I haven't explained, tell me so that I can either add 
the ideas or I might even allow others to modify my Tutorial.
Remember that many users do not understand the unreal editor
1.0, 2.0, 3.0 and anything I may have left out and takes some longer
to figure it out.
I know of this because I have gone through these situations.
Some of the options in unreal editor 1.0 are available in 
Unreal Editor 2.0 as well as 3.0
Use the tutorial map by placing it into the unreal folder.
Remember to look under "coop" in the multiplayer options 
for "Unreal Editor Tutorial".
I look forward to adding more when I can unless I feel it is done. 
Hope this helps for those that don't understand how to make a map or add rooms, 
words can help but actually playing the game and learning at the same time is 
another situation that explains alot.
This is just a basic tutorial so it shouldn't be nothing truly advanced.
Thanks for trying the Unreal Editor Tutorial out.

Created Using Unreal Editor 1.0

Additional Credits to   : Epic Games Inc.
