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Posted

Yes, good grid and rotation snap is really important. I really miss the grin-editor snap and align system for units. I haven't found a similar system in Unreal so far sadly :(

What I look for is being able to align stuff perfectly according to a placed objects rotation and position, and the ability to place dummies in the object to which other objects can use as a snap-target. This is really useful when working with various curved objects.

Anyone know if you can do this in ued?

Unfortunally no, you cant.

Just send an e-mail to UDK team PhilipK. Might be a shot in the dark, but who knows.

Posted

":2zottw27]
Yes, good grid and rotation snap is really important. I really miss the grin-editor snap and align system for units. I haven't found a similar system in Unreal so far sadly :(

What I look for is being able to align stuff perfectly according to a placed objects rotation and position, and the ability to place dummies in the object to which other objects can use as a snap-target. This is really useful when working with various curved objects.

Anyone know if you can do this in ued?

Unfortunally no, you cant.

Just send an e-mail to UDK team PhilipK. Might be a shot in the dark, but who knows.

A number of features in the current release of the UDK originally started as user requests. Epic seems pretty dedicated to putting in features that their users would like to see.

Posted

Write games not engines.

Also the udk editor itself isn't moddable so you won't be able to add the snapping features your self. You might be able to do it in-game using unreal script then write a module to export the map file, although I am guessing that is beyond the programming skills of like 90% of people who use this forum. Plus it would be easier to send a request email.

Posted

- asset browser with quick refresh time so if you place some new textures or meshes you can easly refresh the file system and see how it looks in editor

- game preview - the camera will fall onto the ground and you can walk/ride the level - quick way to test stuff

- advanced bug reports, memory dump at crash and autosave of everything possible (like in 3DSMax)

- values modified with "plunger" - lets say I wanna set fog transparency to "half of something ;)" so with plunger I can set the button of the middle of it and it will set the value to "0.5" (if 0.0-1.0). Typing values by hand is oldschool ;)

- all modifications doesn't require to reload map/editor

Some of my dreams - few of them become reality in ChromED ;):celebrate:

Posted

How about a level editor in 3ds max? I have read an article about it. Artist know the ui of max, and there is the possibility (maxscript) to make your own custom tools for a better pipeline.

Somebody already tested a level editor in max?

Posted

- The possibility to bluid fastly primitive like brush in hammer. I know time is for meshs and more powerfull technics but make some stuff with brush you can clip, texture and move easily is something I miss in UE right now.

Posted

- A way to export reference geometry to a model package.

- Easy way to clip area's for the player. (working with unity what has no system for it at all unless using collision boxes and scale rotate and transform those into place)

Posted

So what happened to the grin editor, who owns the rights? Do those former grin guys that formed new studios have it?

Any ways sound a lot like autocad snap system.

The Andersson brothers still own the rights for their technology. They have founded a new company. I have no idea what game they are working on only that something is happening there. The technology is also used by Fatshark AB, who just recently release Lead & Gold.

Posted

How about a level editor in 3ds max? I have read an article about it. Artist know the ui of max, and there is the possibility (maxscript) to make your own custom tools for a better pipeline.

Somebody already tested a level editor in max?

Naughtly Dog (Uncharted) had something like that with Maya, as I remember...

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