Basic Procedure
Basic Procedure pages are small tutorials which cover simple tasks in UnrealEd. The idea is that tutorial writers can link to these, and save themselves the trouble of explaining how to add an actor, choose a resource, and so on. For example, instead of:
Now open the actor brower window by clicking on the little pawn icon, then navigate down the tree by clicking the + signs, and find Actor >> Info >> ZoneInfo. Then back in your map, right-click in the room and pick "Add a ZoneInfo here". The actor should appear in your level.
you can just write:
Add an Actor >> Info >> ZoneInfo in the room
The idea is that most readers already know how to add an actor. Beginners can follow the link: the Add an Actor page explains everything in simple steps.
The page names are chosen so they can flow into the text of a tutorial as above; the list below shows how. Feel free to suggest new pages here.
See also Guidelines On Tutorials.
Mapping
Overview pages
These aren't "procedures" as such, but it's a good idea to link to these as "prerequisites" at the start of a tutorial.
- Actor Overview – how to work with actors: add, delete, set properties etc.
- Unreal World, Unreal Geometry – the whole "it's a big world you carve up into" fandango.
- Do Not Alter Default Packages – the usual warning
Working with actors
- Add an Actor – How to add an actor to you map.
[[Add an actor]] >> Foo >> Bar to the map
[[Set the following properties]] of the Trigger: (then list the properties and values)
- Set the resource property – how to use the "use" button for resource-referencing properties.
[[Set the resource property]] LevelInfo -> Screenshot to texture Package.MyPicture
- Match these tags – how to add/match the Tag/Event variables.
Place a TriggerLight, and a Switch – then [[match these tags]]: TriggeredLight.Tag and Switch.Event
- Add an inline object – Explains how to work with inline objects in the properties window.
- Extend the dynamic array
Working with resources
- Import the texture – How to import a bitmap file in UnrealEd as a texture.
[[Import the texture]] MyPants.bmp and set: (list of package, group etc. remember to link MyLevel if mentioned)
- Apply the texture – How to apply a texture to a surface within the level.
Working with geometry and lighting and other mapping procedures
- Subtract a space – How to create a single room. (Will probably merge in create a room later.)
- Add a static mesh
- Add a volume
- [Add a zone portal]? – How to add a zone portal to your map.
- [Add a zone]? – How to add a zone to your map (water, lava, area naming etc).
- Create a mover – How to add movement to your level (doors, lifts, spinny things).
- Create a room – How to make a simple room.
- Create a static mesh – How to create a static mesh within UnrealEd.
- Rebuild – Rebuild the level. You should do this before testing your map.
- Add a ladder – Adding a ladder to your level.
Scripting
- Set Up Package Folders – How to set up folders for a mod
[[Set Up Package Folders]] with the base name "mymod"
- Create a subclass – How to create a subclass.
[[Create a subclass]] of the GameInfo class...
Suggestions for future pages
And what to call them, etc. We should aim for names that can be smoothly linked into the text of a tutorial (see the above page links as examples).
- [Make a skybox]?
- How to make a skybox?.
- [Add a screenshot]?
- How to add a skybox to your level.
- [Rotate the actor]?
- I keep seeing stuff about making actors point somewhere, and the explanation is always a bit lengthy. Eg Adding Sunlight.
- Something about working with dynamic arrays
- This basic procedure should explain how to work with dynamic array properties like ManualExcludes in ZoneInfo, Emitters in Emitter or ColorScale in ParticleEmitter.
I'll work on it – tarquin
Ok, that's editinline, but what about dynamic arrays? Those are two completely different things. ParticleEmitter → Color → ColorScale for example is a dynamic array of structs without the editinline stuff. – Wormbo
Tarquin: I took some shots of Display → Skin too. I'll upload those tomorrow – I have to make them into PNGs first.
Tarquin: Wormbo – what page title for the dynamic array thing? [Edit the dynamic array]??
Wormbo: That's a good question. How do mappers call this type of property list?
Chip: I just call it a property list But explaining that it's an editable dynamic array is more concise, with perhaps a link referring to the Editability section of UnrealScript Language Reference/Variables, where an example could be added?
Tarquin: how about "Extend the dynamic array and set the resource properties ... etc
Wormbo: Sounds good to me. So for the Emitter page it would be something like "Extend the dynamic array 'Emitters' and add an inline object of the desired ParticleEmitter subclass."
I've already uploaded some images (interface-Ed3-inlineobjects-*, interface-Ed3-arrays-* and interface-Ed3-propertywidgets-*, see image uploader) for another page I'm working on. I'm sure you could use some of those for the basic procedure pages.
Tarquin: add an inline object covers the array part too, I think (at least the pics do!
Members of this category: 19 pages found
Add A LadderAdd A Static Mesh
Add A Volume
Add An Actor
Add An Inline Object
Apply The Texture
Create A Mover
Create A Mover (UT)
Create A Room
Create A Static Mesh
Create A Subclass
Extend The Dynamic Array
Import The Texture
Match These Tags
Rebuild
Set The Following Properties
Set The Resource Property
Set Up Package Folders
Subtract A Space