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Posted

I plan on building the shit out of maps for Gears PC and UT3.

finishing and releasing... well, that's another story :P

Yeah I'll probably make some too. Gotta go learn the Unreal engine anyway

Posted

I plan on building the shit out of maps for Gears PC and UT3.

finishing and releasing... well, that's another story :P

Yeah I'll probably make some too. Gotta go learn the Unreal engine anyway

^^

Posted

I guess the real question is; Who doesn't need to learn UnrealED? If you want a career as a level-designer you have to learn UnrealED at some point.

How simple is it to use compared to other editors?

Posted

I guess the real question is; Who doesn't need to learn UnrealED? If you want a career as a level-designer you have to learn UnrealED at some point.

How simple is it to use compared to other editors?

People working on the dozens and dozens of proprietary engines on the market? :)

I don't think it's any harder or easier to learn UE3 than any other engine on the market right now. I'd say it's much easier than past Unreal iterations; I was up and running on production work almost immediately with only minimal unreal knowledge when I started here at Gearbox, and save for bsp being a bit slow it didn't take long for everything to become really natural.

There's still lots of little things you just sort of pick up over time, and lots more little things than before with all the new bells and whistles (like kismet, matinee, the material editor - all omfg awesome, by the way), but I don't think the initial bar for entry is any worse than it was already. The hurdle for people using this isn't going to be learning the engine so much as it will be making the content at a comparable level to the games shipping on it, which is going to get tougher and tougher no matter what engine you're on.

Also, I still recommend using tech in games you want to work with. Source-only experience (or work on any other tech) isn't going to disqualify you for a job on another engine; if you know how to make a great level, you can do it on any engine. You're going to make better stuff for a game you love than for a game you got just to play around with the tools.

Posted

I guess the real question is; Who doesn't need to learn UnrealED? If you want a career as a level-designer you have to learn UnrealED at some point.

How simple is it to use compared to other editors?

In my opinion, the 2004 editor is horrible. Its buggy and it seems overly complicated. But that's coming from somebody used to the Hammer editor, which is incredible simple. I hate the texture browser in Unreal Ed compared to Hammer, they are all in packages, which half the time have obscure names, it took me two weeks to find a god damn glass texture that worked. Where-as in Hammer, you just search for glass, oh simple!

Also all the entity editing windows seem really complicated and rely to much on maths, but I never played around with that.

Also it seems incredibly hard for the brushes to want to stay on the grid, they seem to make they're own invisible grid which they stick to and you've gotta turn off stick to grid to make it atleast seem they are on the grid.

Also to build brushes and stuff you've gotta move a red "builder" brush around and make that into the shape you want which I find really awkward where-as in Hammer you just click and drag your shape and press enter.

Also, when you load it it changes the gamma/brightness settings of Windows and sometimes when you close it the changes stay, which is incredibly annoying.

My short review of Unreal Ed. I only used it for about a month for college, and still churned out better results then my peers, but its horrible... in my opinion.

Edit: I agree with the post above about the material editor, that thing is sweet, also the terrain tools, although it takes an age to set the bastard up, are much better then Hammer. Also Unreal Ed has a real-time lighting preview :P

Posted

it all comes with time Slick.

It's like changing from 3dsmax for XSi for example, at the beggining you miss lots of stuff, and you say, "omg, it was so much easyer on 3dsmax.", but you'll get the hang of it, with time.

In the end, almost everything is the same, it's just the way you do it, that changes!

Posted

Yeah, I know I've got to move to Unreal Ed at some point, which will most likely be after Unreal3 is out and I've a PC that can handle it. =)

I'm just hoping some of the problems I encountered have been fixed, because they are damn annoying.

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