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mapping for ut2004

  • mabufo
  • January 3, 2007 at 5:50 PM
  • mabufo
    • January 3, 2007 at 5:50 PM
    • #1

    I want to diversify my mapping talent a little by trying to map for Unreal Tournament. I have a couple questions about it however. How different is it from source? Will I need to be able to create models? Currently I am unable to get very far in the world of modelling - and I have heard that can be a problem with the creation of meshes for use in UT maps. Would I be able to map very well in UT without modeling know-how? Also, where cn I find tutorials and the like?

  • Hourences
    • January 3, 2007 at 6:28 PM
    • #2

    http://www.planetunreal.com/architectonic

    There are 3d buzz editor videos at their site

    wiki.beyondunreal.com

    -No need for modelling skills to make basic levels but you wont be able to stand out of the crowd without. UT relies more on meshes than for example source. All rocks and canyons are always made of meshes as are a lot of walls, pillars and so on.

    -There is a very extensive library of existing meshes you can use if you cant make your own

    -The bsp is different since its substractive and since you dont need 6 brushes just to make a room, one brush will do. Lots of other things are very similar including lightmapping on brushes, vertex light on meshes and so on.

    The tools itself are quite different to source, but the actual levels and the way they are build share similarities.

  • Warby
    • January 3, 2007 at 7:09 PM
    • #3

    actually i would say the vertex lighting in source and unreal are quit different !

    in unreal by default it stores a color value per vertex in source every partition(leaf) gets a gi ish tnl light setup during the compile and the models determine from the center of their bounding box in what leaf they are and start using those tnl lights static and dynamic a like ( static ones probably don't check that each frame/tick though )

    the csg/bsp system is also quit different BUT you can pretty much simulate the hammer/worldcraft way of life by just starting with a huge subtract brush and than just start adding into it its not very time efficient to do that though and probably will take you a quite a bit longer during the csg rebuilds ! but if you have problems understanding unreals system its maybe the way to go a lot of official unreal maps seam to be made that way (the open air stuff at least )

  • st0lve
    • January 3, 2007 at 11:09 PM
    • #4

    If you manage to get a leak with Unreal you get a penny, since you subtract all your rooms and such I'm currently reading Unreal technology, The art of level design, great book for people that are new to the engine, not that you can't find enough tuts on the net, but I actually like reading a book for a change.

  • mabufo
    • January 3, 2007 at 11:55 PM
    • #5

    Thanks for the info guys. Due to my lack of owning a 3d modeling program such as max, or maya - or any experience using one, I'll wait until I have more time available to attempt to learn how to map on a new engine. I have one more semester of school until summer vacation ... and I'll have oodles of time to sit down and learn this stuff then. For now, I'll stick with source and make use of Phil's texture pack.

    Also, what engines do quake , doom3, and prey run on? Not unreal, right?

  • Psyshokiller
    • January 4, 2007 at 12:15 AM
    • #6

    They run on the "Doom3 engine" and use the radiant as editor. Highly recommendable

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