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UnrealPolyEd |
Easy terrain brush creation for Unreal and UT |
2. How does UnrealPolyEd work? |
The easiest way to create a terrain in Unreal1 and Unreal Tournament is to create a big subtractive brush that carves the walkable areas out of the world. Details can then be subsequently added to that area. Since all solid brushes need to be "closed" (i.e., they need to form a 3D object whose surface does not contain any holes), a suitable terrain brush needs to consist of the ground (forming the terrain itself), the walls (typically mountain-like shapes) and the ceiling (typically sky). The sides of a brush are made up of polygons. Each polygon can have a texture assigned that determines the visual representation of the surface. The simplest case is to build the terrain brush out of triangles. This has the advantage that no degenerated faces can be produced. Degenerated means that the nodes the polygon is defined by (also called vertexes) are not located on a plane. Degenerated surfaces may cause rendering and clipping issues are runtime. In order to prevent such problems, we use triangles (i.e., polygons with three nodes) to build terrain brushes. A polygon with more than three nodes can be degenerated, but a polygon (triangle) with exactly three nodes is never really degenerated. Notice however that all three nodes of a polygon might be located on a line and hence the polygon not being rendered. However, this is typically easy to spot. The most important part of a terrain is the ground, because this is the surface that the player will interact with. The walls are there to prevent the player from leaving the map and the sky closes the map on the top. Of course the sky should be made high enough such that the other geometrical elements of the terrain, such as mountains and valleys, fit well underneath it. UnrealPolyEd allows to precisely model the coordinates of all nodes that make up a polygon. As explained above, every polygon (triangle) consists of three nodes. Neighboring polygons typically share a common edge (i.e., two of their nodes are the same). Using this simple principle, the grid of neighboring polygons forms a brush that is closed in itself. Just like patches that are stitched together to form a soccer ball, polygons are used in UnrealPolyEd to form a large-scale hull inside which the player will be walking. The following sections first explain the UnrealPolyEd windows and then list typical tasks. It is recommended to read the sections in order to get the full picture. However, if you want to directly check for a specific command, the following list might be helpful: |
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3. UnrealPolyEd Windows |
Screenshot: UnrealPolyEd Welcome Screen
The Welcome Screen is usually displayed at startup.
It allows you to quickly select the task to execute or to continue previous work.
Creates a new terrain project. When clicking this option, a popup menu with additional options appears: Single Triangle (three Nodes, one Polygon): Creates just three nodes and one polygon at the origin to serve as a starting point. This is the default when creating a new project. Blank Project: Creates a completely blank project with no nodes or polygons. Mesh (Quadratic Regular Grid): Creates a mesh consisting of the given number of columns and rows of polygons. The mesh can be freely deformed afterwards. Opens an existing terrain project from file. When clicking this option, a popup menu with additional options appears: Open Other Terrain Project: Lets you browse for an UnrealPolyEd project file to open. Recent File List: Shows the name(s) of recently opened projects. The most recently used file is located at the top. The list is initially populated with the projects from the examples subdirectory on the UnrealPolyEd installation. Opens this manual in the default web browser. Close the Welcome Screen and directly go to the workspace. Do not Show this Dialog at Startup: Check this if the Welcome Screen should not be shown at UnrealPolyEd startup in the future. If you have selected this option once and want to get the Welcome Screen back, choose the option ? → Welcome screen... from the main menu or press Ctrl+W.
Screenshot: UnrealPolyEd Main Window
In the following, the individual components of the UnrealPolyEd main window are explained in detail.
Menu Bar:
Tool Bar:
2D Drawing Area:
Popup Menu:
Gradient Panel:
Page Increment (PgInc):
Show Z:
Status Bar:
Screenshot: Properties Tool Window Properties Tool Window: In order to edit the properties of nodes and polygons in detail, you can double-click in the 2D drawing area to bring up the Properties tool window. This window is similar to the respective window in UnrealEd.
Show Nodes:
Show Polygons:
Group filter:
Object selection box:
Property editor:
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Screenshot: Background Image Dialog Background Image Dialog: The Background Image dialog, which is accessed via Tools → Background image... can be used to specify a background image to render in the 2D drawing area. This feature is useful for displaying a reference image for creating the terrain, such as a sketch. The controls of the dialog are explained in the following. Image file:
Browse:
Origin X/Y:
Scale W/H:
Preview:
Screenshot: Texture Report Dialog Texture Report Dialog: The Texture Report dialog, which is accessed via Tools → Texture report... displays a list of all textures used in the current terrain, sorted by package name. The Select button may be used to select all polygons whose texture is set to the respective package or texture name. |
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4. Common Tasks |
Starting a New Project: In order to create a new terrain, select Project → New from the main menu. Alternatively, use the tool bar button. If the previously open project has been modified, UnrealPolyEd will ask you to save it first. Navigating in the 2D Drawing Area: Navigation in the 2D drawing area is similar to UnrealEd: left-click and drag to pan the view slowly. Right-click and drag to pan the view quickly. Hold the left and right mouse button and move the mouse vertically to zoom in and out. Click on an object to select it (for polygons, click on the center knob or one of its edges). Zooming the 2D Drawing Area to Fit: If you want to adjust position and zoom of the 2D drawing area to fit all present objects, use the View → Zoom to fit main menu option, press Ctrl+M or click the tool bar button. Adding a Reference Image: In case you have a sketch of the terrain you want to create around, you can load it into UnrealPolyEd in order to save as a reference. To do so, export your sketch as .jpg, .jpeg, .png, .bmp, .wmf or .emf and then click Tools → Background image... to bring up the Background Image dialog. The same can be achieved with the tool bar button. Choose Tools → Clear background image to hide the reference image. Undo and Redo:
In order to undo a previous action, choose Edit → Undo.
In order to redo a previously undone action, choose Edit → Redo.
If you want to undo or redo multiple actions at once,
hold the left mouse button down on the
or
tool bar button, respectively, until a popup menu appears.
When selecting an item in the popup menu,
all actions above and left to it are automatically undone/redone as well. Changing Grid Settings:
Right-click on the 2D drawing area without moving the mouse to bring up the popup menu.
In the menu, select the respective item in the Grid submenu to adjust the grid density. Adding a Node: A new node can be added by either double-clicking on an empty space in the 2D drawing area or by right-clicking on an empty space and selecting Add node here. If the Edit → Automatically snap X and Y to grid main menu option is active, the nodes will be automatically snapped to the nearest grid coordinate. Moving Nodes: To move one or multiple nodes, first select them (possibly holding down the Ctrl key). For selecting all nodes, use the Select all option in the Edit submenu of the main menu. Then hold down the Ctrl key while left-clicking on one of the selected nodes and move the mouse to move the node(s). If the Edit → Automatically snap X and Y to grid main menu option is active, the nodes will be automatically snapped to the nearest grid coordinate. Snapping Nodes to the Grid: For snapping selected nodes to the grid, select the node(s) (possibly holding down the Ctrl key), right-click on one of the selected nodes and choose Snap to grid from the popup menu.
Hint: For selecting all nodes, use the Edit → Select all → Nodes option in the main menu. Adding a Polygon: There are multiple ways available to create a polygon: either you let UnrealPolyEd automatically fill the area in between three nodes or you specify the nodes that make up the polygon individually. Automatic polygon creation:
To let UnrealPolyEd create a polygon for you to fill a gap in your terrain,
make sure that you have added at least three nodes (see section Adding a Node).
Then right-click into the area between the three nodes.
In the popup menu, you will see the options Add ground polygon here and Add sky polygon here.
Choose one of the options depending on the type of polygon you want to create.
UnrealPolyEd will then find the three nearest nodes that do not yet make up a polygon
and create a polygon with the respective orientation. Manual polygon creation: If UnrealPolyEd is unable to detect which polygon is to be created, you can specify the vertexes to use manually as follows: select exactly three nodes and right-click on one of the selected nodes. In the popup menu, you will see the options Add ground polygon and Add sky polygon. Choose one of the options depending on the type of polygon you want to create. Moving Polygons: To move one or multiple polygons, select them by clicking on their centers or edges (possibly holding down the Ctrl key). To move the polygon(s), hold the Ctrl key down, hold the left mouse button pressed while in the 2D drawing area and move the mouse. Applying Textures to Polygons:
Each newly created polygon is assigned a default texture, namely "GenEarth.Grass".
The texture name is the same as displayed in UnrealEd's texture browser.
In order to assign a different texture, two options exist.
First, you can double-click on a polygon to open the Properties tool window.
The texture can be modified by editing the respective value.
Second, if you have already assigned the needed texture to a different polygon,
you can simply right-click on the polygon and select the respective item in the
Apply texture submenu. Flipping the Polygon Orientation: Polygons can be ground or sky polygons, depending on whether the player stands on them (ground) or sees them from below (sky). The current orientation is printed in square brackets when the polygon is selected; it reads either [ground] or [sky]. If you want to flip the orientation of one or multiple polygons, select them first (possibly holding down the Ctrl key) and then choose one of the following options: right-click on one of the selected polygons (not on a node) and select Flip polygon orientation, invoke the same command from the Edit main menu or press Ctrl+F. See also question My brush seemed to import fine into UnrealEd, but after subtracting, it has holes or is not visible at all? Removing Nodes and Polygons: In order to delete one or multiple nodes and/or polygons, select them first and then right-click on one of the selected objects and choose Remove selection. Alternatively, choose the Edit → Remove selection main menu command, click on the tool bar button or press the Del key. Importing the Terrain into UnrealEd:
In order to import the terrain into UnrealEd, you first have to convert the UnrealPolyEd project
to a file format that is shared with UnrealEd. For this purpose, UnrealPolyEd supports exporting
the terrain as a .t3d file.
To export, click on Project in the main menu and select Export or click the
tool bar button.
In the dialog box, choose Unreal Text (*.t3d) and click Export....
Choose a name for the exported file. Hint: If you have previously exported the terrain to a file for a given UnrealPolyEd project, you can also choose Project → Export again to export the terrain once more using the same format to the same file. Importing and Exporting Terrain Data: Sometimes it is useful to import/export the coordinates of nodes from/to file. This can be achieved with the Project → Import..., Project → Export... and Project → Export again main menu options and the respective tool bar buttons and . Adjusting Display Settings: The View menu offers various options for tuning the visual representation of the UnrealPolyEd main window and the 2D drawing area that are explained in the following. Tool bar: Toggle display of the tool bar on and off. Gradient panel: Toggle display of the gradient panel (including MinZ, MaxZ, PgInc and Show Z controls) on and off. Status bar: Toggle display of the status bar on and off. Gradient lines: Draw polygon lines in color gradients to accurately represent the Z coordinate. Enabling this option may affect rendering performance. Show node names: Show the names of all nodes in the 2D drawing area. If this option is disabled, names are only shown for selected nodes. Show Z coordinates: Show the Z coordinates of all polygons in the 2D drawing area. If this option is disabled, Z coordinates are only shown for selected polygons. Show polygon names: Show the names of all polygons in the 2D drawing area. If this option is disabled, names are only shown for selected polygons. Show texture names: Show the texture names of all polygons in the 2D drawing area. If this option is disabled, texture names are only shown for selected polygons. Show position: Render position information in the top left corner of the 2D drawing area. For debugging purposes only. Show scale: Render the current scale (zoom factor) in the top left corner of the 2D drawing area. For debugging purposes only. Show log: Show or hide the UnrealPolyEd command log window. Show properties: Show or hide the Properties Tool Window. Same as the tool bar button. Automatically show properties: If enabled, the Properties Tool Window is automatically shown depending on the current selection in the 2D drawing area. Opening the Manual: In order to open this manual from within UnrealPolyEd, choose the ? → Manual option in the main menu or click then tool bar button. |
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6. Frequently Asked Questions (FAQ) |
Why do I see the white "mildew" texture on my terrain?
This happens in the following two cases:
either you have not assigned a valid texture to the respective polygon
or you have applied (i.e., subtracted or added) the terrain brush in UnrealEd
without previously loading the required texture packages.
Unfortunately, UnrealEd does not load the texture packages automatically for you.
For example, if your terrain has the GenEarth.Grass texture applied
(see section Applying Textures to Polygons),
fire up the texture browser in UnrealEd and load the GenEarth texture package.
Repeat this step for every texture package. You only need to do this only once after you started UnrealEd
and only if the loaded map does not require the respective textures to be loaded.
Only after doing that, subtract or add the brush from/to the world.
My brush seemed to import fine into UnrealEd, but after subtracting, it has holes or is not visible at all?
Double-check that the polygons of your terrain have the correct orientation.
As a first guess, you might want to fly underneath your terrain
to check whether the respective polygons are visible from below.
If this is the case, then you need to flip the orientation of the respective polygon(s) in UnrealPolyEd
and import the terrain again into UnrealEd.
In UnrealPolyEd, select the polygon(s) in question and then pay attention to the text displayed in the polygon(s).
If you read "[sky]", but you actually want the polygon(s) to form the ground,
right-click on the polygon(s) and select Flip polygon orientation.
Now the respective text should read [ground].
Flipping the orientation again will get you back to [sky].
How can I obtain a list of all textures used by my terrain?
You can choose Tools from UnrealPolyEd's main menu and select
Texture report... to list all the
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7. Changelog |
Version 0.6 (2014-03-15):
New: Install and uninstall support
Version 0.5 BETA (2014-02-19):
New: Start new projects with three nodes and one ground polygon
Version 0.4 BETA (2014-02-15):
New: English translation
Version 0.3 BETA (2003-03-09):
New: First public release |
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8. Contact Information, Copyright and License |
Contact information:
Homepage: http://www.sidewinder.de.vu/
Copyright:
Copyright © 2000-2014 by Michael 'Sidewinder' Geisinger, all rights reserved.
License:
"Author" herein refers to Michael 'Sidewinder' Geisinger, the creator of UnrealPolyEd. "Software" refers to all content included with UnrealPolyEd. The Software is being distributed as freeware. Use and distribution of the Software is permitted provided that all of the following terms are accepted.
The Author grants you a non-exclusive license to use the Software
subject to your compliance with all of the terms and conditions of this license.
Third-party components:
UnrealPolyEd uses TPNGImage by Gustavo Daud. |
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