Hello everyone and welcome to our very first tutorial video on unreal editor for Gears of War. I’m Chanda Ritz or you guys know me as Design Jockey here at Gamertag Radio. So I was just having a chat with Godfrey and Ms. RE earlier and we thought it was a good idea to have some videos for newcomers out there, so you guys can learn how to mod you games.
I was looking around and there is not really much to find—I thought why not do my own ones. So here we are our first tutorial of unreal editor for Gears of War.
Exclusive, should I stress that point ‘Exclusive’ for you Godfrey? So today I’m going to be teaching you guys the real basic of the editor, browsing yourself around and finding things. That is pretty much it. And then after that we’d go on and create our very first room in the unreal editor and we’ll have—Marcus in there and that’ll be it for today’s tutorial. So without any delays let’s get started.
Okay, so here is our unreal editor and as you can see there’s lots of icons here, here, and four view ports. Now, don’t get too intimidated. It might look intimidating in the starting, but once you know your way around and get comfortable with it you’ll get the hang of it. So let me show you some basic things, and give you an overview of what the screen is and what things are here.
So the way you top view here is the top view of your map. This one here is the side view, here is the front view, and this is the perspective view. Now, you can tell that by looking at these icons here. You can see—that’s top (T), side (S), front and perspective. And you can switch any of these views to be any of the ones you want, whichever is convenient for you. And if you want a full screen view of any of one these view porch you can just click on that icon here to maximize the selective view port or the one you are in. So let’s go ahead and do that really quick just to show you know it works and that was it, and click that again it goes back to default. So that is that.
Let me open up a map really quick so we can just oh sorry, I can show you and explain to you how to get around using—how to navigate using your mouse and just some other things here that you might not understand otherwise. So let’s go open up a map. So as you can see I’ve already browsed down to location and you can see the location as under C: program files 86, which is the installation folder, Microsoft games. Here’s for war games, cookedPC, maps and I’m actually going to go open one of the mother bear maps so I went to MP_maps. So once you get in there just open any of the maps that you like.
So let’s go open let’s go open Process. It’ll take a while to load the map and we’ll see it shortly. And depending on the map it might take a while to load. Okay, so what we’re going to do here is, oh! First of all let me show you. As you can see, this is the top view and you can see the map from the top, and this is the map called process as you all might know. And you can see all the various lighting and scripted elements here which we would going to later on. This is the side view, front view and the perspective.
So let’s go and maximize that we put for perspective and takes second. Now this is the map here. Now, first let me show you all these options that we have to display the map. Now, the first one here is Brush Wireframe. Now, this is like a Wireframe mode, but we’ll go into what the brushes are when we actually go and create our own room. So I’ll explain that to you when we get there. This is the Wireframe mode, which shows the shapes of the geometry and Wireframe.
Unlit, this is the map without any lighting information on it. Lit shows all the lighting and the map lighting only shows no texture, but only lighting. And then like complexity it shows you how much lighting is—how complex the lighting is. So, it shows you—I’m actually not sure why it’s not showing everything. But normally what happens is it goes green and shows you the areas that are lit brightly and the other ones there are not lit very brightly. But anyway that’s what it does this button here.
And then Textu
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