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Category:Legacy Basic Procedure
Please avoid adding new articles to it.
Basic Procedure pages are small tutorials which cover simple tasks in UnrealEd that can be easily linked to from tutorials. This saves the bother of explaining over and over again how to add an actor, choose a resource, and so on. For example, instead of:
you can just write:
Doing this keeps the wiki usable by people of all skill levels.
- Beginners who don't know how to do this can follow the link, and the Add an Actor page will explain everything in simple steps, with screenshots and everything.
- Intermediate users can go to refresh their memory if they like.
- Experienced users can just skip it. :)
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.
Some items in lists below have a subitem which you can easily select & copy to a page you're working on.
See also Guidelines On Tutorials.
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.
- [[Legacy:Add An Actor|Add an actor]] >> Foo >> Bar to the map
- [[Legacy:Set The Following Properties|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.
- [[Legacy:Set The Resource Property|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 [[Legacy:Match These Tags|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 – How to work with dynamic arrays in the properties window
Working with resources
- Create A Material – How to create new materials and work with Material Trees
- Import the texture – How to import a bitmap file in UnrealEd as a texture.
- [[Legacy:Import The 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. (create a room is obsolete and will be merged into this.)
- 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 static mesh – How to create a static mesh within UnrealEd.
- Adding a Block – Adding a cube in your level.
- Add a ladder – Adding a ladder to your level.
- Create A Jump Pad – Adding a jump-pad to your level.
- Building A SkyBox – How to add a SkyBox into your map.
- Rebuild – Rebuild the level.
- Set Up Package Folders – How to set up folders for a mod
- [[Legacy:Set Up Package Folders|Set Up Package Folders]] with the base name "mymod"
- Create a subclass – How to create a subclass within UnrealEd.
- [[Legacy:Create A Subclass|Create a subclass]] of the GameInfo class...
- Launch A Local Netgame – How to test your code in online conditions
- Add EditPackage – How to configure EditPackages
- [[Legacy:Add EditPackage|Add EditPackage]] '''Package'''
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).
- 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! :)
OlympusMons: Dunno if working with objects would be basic procedure material or not.
Unknown: (Reguarding the content at the top of the page) This is moronic advice. Including some redundant instructions will make this wiki better for those who most need to use it. The advice I see in here does not link to common tasks, and leaves the reader in the dark how to do basic things they take for granted.
SuperApe: I disagree, but please keep opinions in the discussion. Someone will eventually refactor.
Pages in category "Legacy Basic Procedure"
The following 41 pages are in this category, out of 41 total.