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Beginner Tutorial: The 3D Concept

 

D. Converting from BUILD to DukeED

 

This being a Duke Nukem Forever oriented editing site, many of you are probably making the change from BUILD, Duke Nukem 3D's editor, to DukeED, Duke Nukem Forever's editor.  Of course we are learning UnrealED for now since it is basically what DNF editing will be like.   Making the change from 2D BUILD to 3D UnrealED can be a hard one if you aren't too prone to change.

Like I said in a earlier section, I didn't like 3D editing one bit when I tried it for the first time (it wasn't UnrealED), however I love UnrealED.  It has been my favorite editor since I used it.  Once you get the concepts down, it is very easy to edit with, and I have made some cool stuff with it.

Here is a quick rundown of the differences of editing in each area, as compared to editing for Duke Nukem 3D:

In BUILD to create a room you would draw the room's walls in the 2D view then set the heights, slope, and texture it in the 3D view (switching screens)... You could only edit it from the top and you couldn't have a sector over a sector, or view the top of one sector below the bottom of another, without engine tricks (read: Shadow Warrior) or sprite tricks (place a bunch of masked sprites to look like a 3D object, and it really took a framerate hit)...

2D Bridge3D Bridge

2D Bridge in BUILD vs 3D Bridge in UnrealED

In UnrealED to create a room you would create a brush for the room using either primitives or the 2D shape editor (which is a lot like drawing rooms in BUILD - It is covered in later tutorials), position it in the 3 2D views, and you subtract it from the world (you would press the Subtact tool and create space in the world that is the room).  Texturing would be done in the 3D view, and height/slope is all done in the 2D views.  As many true 3D things as you want can be added, that you can go above, below, and all around.

In BUILD to add an object like a tree you would place it in the 2D or 3D views and then give it its height with the PGUP PGDWN buttons.   It would be a flat SPRITE and you can only view it at one direction, whatever it is drawn as.  Either it would be flat or it would just face you no matter where you went.

In UnrealED to add an object like a tree you would select the tree from the Classes browser, then add it in the 2D views (or even point to where you want it in the 3D view) and position it in each view for precision.  You can be a lot more precise than the big increments of height BUILD would allow you to move in.  And of course the tree is a 3D object, you can look at it from any angle and see it in a different way.

UnrealED can be easier for lots of things too...

In BUILD the way you put lighting in your level is either 1) You didn't, or 2) You did it manually by drawing the shaded sectors and giving each its shade in the 3D mode... It would take a long time, you would be far from realistic even if you were the best around in shading, and the 256 color pallete left you without very vibrant shading.

In UnrealED you add the light, position it in the different views, and edit its brightness and color properties.  When you compile, everything is raytraced to ultimate perfection, in 32 bit color even, with 100% realistic accuracy.  Unreal's lighting is probably the biggest reason it looks so much more realistic than anything else to date.  And light compiles take just seconds!

In BUILD if you wanted to do something special with your sector you would have to mess with Sector Effectors and fumble around with all of these tags you had to memorize or write down about how to do certain functions.   It was a lot of trouble when you wanted to do really cool stuff like water waves, explosions, etc.

In UnrealED it is still pretty complex, but you don't have to remember any tags for Sector Effectors.  Most settings are done with menus and dropdowns with options, so it isn't very hard to do things, and you sure as hell don't need to remember 100 hitags and lotags like in BUILD... For more advanced things you can use UnrealScript to create the ultimate effects, effects, unlike anything you could ever do in Duke3D.

BUILD's CON files are the equivalent of Unreal's UnrealScript.  The difference is that you can script in UnrealED, unlike how CONs were separate from BUILD.  Also, UnrealScript is MUCH more powerful than CONs, you can do basically anything concievable with UnrealScript.

Sounds in BUILD were once again TAGS you had to remember which are defined in the CON files.  Sounds in UnrealED are simply load the package and select from a list.  Listen to it as well!  Can't do that in BUILD...

Music in BUILD was MIDI - A format that isn't the same on everyone's sound card.  Music was defined in the CON files for levels.   Music in UnrealED is digital MOD music, which sounds the same to everyone, is much higher quality, and you can jam to your tunes in UnrealED while you edit.  To give your level music you can simply specify in your level properties, selecting the song in the Music browser.

So, in a nutshell, UnrealED is much more powerful than BUILD, and many tasks are even easier now, even though they have much more complex implementations...

You are done with this tutorial! Everything in the tutorials up to now has been like kindergarten material.  Now it is time to begin editing.  I hope these last four tutorials have taught you some things that will make editing a lot easier when you try it for the first time in the upcoming tutorials.  On to the editing...

 

Onward to the next Tutorial: The Basics of UnrealED >

 

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