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UnrealED DOs and DONTs

Tutorial by DukeED Team

This is a different type of tutorial.  This is a tutorial that is a list of suggestions.  Suggestions that should help you with UnrealED woes.  Tips on things that help you out, and tips about things to avoid (lots to list with UnrealED, hehe).

Email us your ideas and thoughts.  Check back for later updates!

11/19 Update -

DO - Save your work often, you never know when the editor is gonna crap out on you

DONT - Build a sphere with a rows * stripes total in the thousands, UnrealED will crash on you in no time :)

DO - Plan your levels out before starting, precision in sizing of things is very important in constructing your levels, especially with stuff like modern architexture.

DONT - Switch over to other programs while compiling a map.   There is a very high possibility that UnrealED will crash on you.  So many times has this happened to me, I never switch programs now even if the compile is taking forever and I am very bored :)  Thats the worst time to lose your work too, since you are probably about to finish something.

DO - Use math calculation in the size fields for things like cubes to save time figuring things out

DONT - Edit a texture package without making sure it is fully loaded (rather than only loading whatever textures are used when a map is loaded)

DO - Use vertex editing to tweak shapes to meet your needs

DONT - Create shapes that would end up "folding" a side in order to actually exist properly (basically, do not make whacked out shapes with vertex editing, because they will screw things up)

DO - Give your level lots of cool details

DONT - Kill the framerate completely

DO - Feel free to use custom textures, sounds, and music in your creations

DONT - Distribute your levels without the packages you used

Ok, so this turned into more of a stupid little "Deep Thoughts" type thing.  I still think it could be useful though.  If you have some tips about things you should DO in UnrealED and stuff you should AVOID doing in UnrealED, email us, and it could be added on in future updates :)

 

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