The UnrealEd Thread -1 reply

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Isla Kamamee

Awkward? You bet!

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28th August 2006

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#1 12 years ago
Innocent Hawk;4728275Considering it has been 7 and a half months since I last posted, I figure I should give an update. So... UnrealEd. *Looks around cautiously*. Yeah, it's pretty cool. It's still a buggy, constantly crashing, relatively clunky program, but at the end of the day is does things I could only dream of in GTK. Model viewer, sprite editor, fluid surfaces, ability to swap skins out on models at any time, REAL TIME MAP PREVIEW (OMG OMG OMG OMG), insanely fast compile times (did I ever tell you the story of my 32 hour GTK compile time? Did I tell you that the map failed to work properly after those 32 hours? :mad:), really advanced scripting capabilities, Karma physics, projectors, much more advanced shaders (buggy, but advanced) so on and so fourth. I currently have 4 maps that I feel would be worthy of releasing publicly, two are made myself and two are made in a group and are 100% made-from-scratch. I think the group ones will be touched up here and there on few things if we ever decided to release them.

I've only got one thing to say to that. JKA is a very old game. UTIII is a very new game. Do the math. Of course the UEd will be better, because obviously, it was built to make maps, scripts, etc, for a BETTER GAME. We're very lucky we had GTKRadiant to make maps with for JKA/JKO. Dont be an ingrate. Also, I used the newest UEd over the summer, and it has none of those problems you listed it as having. It also takes a VERY long time to do full compiles. I may have been the computers at the place I used it at, but I doubt its compile time is better than radiants. Severly. Its a newer game, it has to calculate a hell of a lot more, again, doing the math, it doesnt add up that UEd would compile maps faster, for UTIII, than GTK would for JKA/JKO. Ive heard about much higher compile times in UEd than anyones ever gotten in GTK. The basics were something like: Finished map in UEd - 140+ hours full compile compared to the highest time ive heard for GTK, 42 hours. And plus, in my experience using UEd, it screws up too sometimes, and UTIII wouldnt read the compiled map, and I had to go back and recompile it for it to work. Its not just a problem with GTK.




Mikouen Advanced Member

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#2 12 years ago

As far as your compile times go, you're not even properly comparing - it's a skewered and unscientific argument at best because you haven't configured test conditions to put both editors on equal footing. Thus your comparison doesn't really prove anything except that one map in UnrealEd took longer to cook than one map in GtkRadiant.

I mean, sure, Radiant probably does compile faster in many instances, but the same is true of UnrealEd. The question is, what are you compiling?

Basic maps are always going to compile faster than high-detail ones, regardless of the editor. Advanced ones will always take longer.

The fact is, if you created the best map you possibly could in Radiant without pushing the compile time past one hour, then did the same in UnrealEd 2.0 (the UT2003 version - released a whole year before JA), you'll get a lot more bang for your buck in UnrealEd 2.0.

UnrealEd isn't just the Unreal Tournament 3 editor, y'know. All Unreal series games use the same editor - newer games just use newer versions.

UnrealEd 4.0 is widely regarded as the most flawed version of all, though. It's no less useable because of it, you just have to take precautions and work carefully - and if I'm being completely honest, I'd be disappointed as hell if y'all didn't do that anyway regardless of what you were working with. It's just common sense: expect problems, even with the most stable software and hardware, and take steps to ensure that even if you hit a problem, it won't do any damage.


I don't know how, and I don't know why, but this is totally Sheep's fault.



Innocent Hawk

Not so innocent?

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18th July 2005

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#3 12 years ago

Mikouen;4729674As far as your compile times go, you're not even properly comparing - it's a skewered and unscientific argument at best because you haven't configured test conditions to put both editors on equal footing. Thus your comparison doesn't really prove anything except that one map in UnrealEd took longer to cook than one map in GtkRadiant.

I mean, sure, Radiant probably does compile faster in many instances, but the same is true of UnrealEd. The question is, what are you compiling?

Basic maps are always going to compile faster than high-detail ones, regardless of the editor. Advanced ones will always take longer.

The fact is, if you created the best map you possibly could in Radiant without pushing the compile time past one hour, then did the same in UnrealEd 2.0 (the UT2003 version - released a whole year before JA), you'll get a lot more bang for your buck in UnrealEd 2.0.

UnrealEd isn't just the Unreal Tournament 3 editor, y'know. All Unreal series games use the same editor - newer games just use newer versions.

UnrealEd 4.0 is widely regarded as the most flawed version of all, though. It's no less useable because of it, you just have to take precautions and work carefully - and if I'm being completely honest, I'd be disappointed as hell if y'all didn't do that anyway regardless of what you were working with. It's just common sense: expect problems, even with the most stable software and hardware, and take steps to ensure that even if you hit a problem, it won't do any damage.

Er... I'm talking about UT 2004. That would be UnrealEd 3.0.

You suddenly think I'm talking about UT3? Have I ever stated how much I think they messed that game up as a whole? Hehe.

Anyway, it may not be "scientific", but I can assure you the detail in my UT 2004 maps goes far beyond the detail I had in any JA map, and it still compiles in a fraction of the time. The longest compile I have ever had in UnrealEd was under about 30 mins. At one point or another, in one project or another, I hit nearly every limit that JA can possibly throw at you. I kept having to lower the level of detail of the things I would make in order to get a proper version working. I have yet to even see a hint of a limitation in UnrealEd. :)

Granted, the computer I am making compiles with now for UnrealEd is far, far more powerful that the one I was using for Radiant, but Unreal is a much newer engine and all signs point to it having at least a partially better built compiler.

I'm confused though. I basically went from "I HATE UNREALED" to, "So it's actually pretty cool", and suddenly I'm getting lectured about it? :confused:

Also, to clarify about the controls, you said they were based on Maya? That's where the problem is with me. When I spend time in 3DSMax and then suddenly jump over to Unreal it takes a little while for the vastly different controls to register in my brain.




Mikouen Advanced Member

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#4 12 years ago

Bit late to be adding this, but, uh.... Hawk, I was replying to Isla's last post on page one.

No hard feelings? :p


I don't know how, and I don't know why, but this is totally Sheep's fault.



Pande

Sexeh like teh gizmo

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#5 12 years ago

how does it save maps? .map? cuz I would like to use UnrealED if possible for basic map building and then put entities and textures on in Radiant. :)




Mikouen Advanced Member

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#6 12 years ago

Maps are basically saved in the same format the game reads them in, so in a sense UnrealEd is a "live editor".

Highly doubtful you'd be able to use UnrealEd in any capacity for JA mapping, though. Aside from the fact most (if not all) of the two engine's work differently, the original (1998) Unreal Engine was iD Tech 3's evenly-matched rival. iD Tech stuck with the tried-and-true primitives, Unreal trying to prove itself and it's newer geometry methods.

Gawd, it's Betamax and VHS all over again. Except maybe with less porn involved.


I don't know how, and I don't know why, but this is totally Sheep's fault.



Pwned!

Dread pwns me!

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#7 11 years ago

Are you just talking about unreal ed in general, or can it be used in JA, becuz I found to be very good and advanced when i used it to make maps for republic commando




Mikouen Advanced Member

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#8 11 years ago

In general. JA's not based on the Unreal Engine, so....


I don't know how, and I don't know why, but this is totally Sheep's fault.



Pwned!

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#9 11 years ago

Well, u were comparing it to gtk so...




Mikouen Advanced Member

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#10 11 years ago

Merely a point of interest and debate.


I don't know how, and I don't know why, but this is totally Sheep's fault.