Archive for posts tagged 'UnrealED 3.0 (UT2003/4)'

This tutorial will show you how to build a basic ‘cube’ skybox inside the Unreal Editor, and enable this to show in-game. It will also introduce you to using mist and ‘fog rings’ to eliminate pop-up and provide a sense of depth. Skyboxes have been superceeded by Skydomes in Unreal Tournamet 3 (UnrealED 4.0).

• This tutorial uses UnrealED 3.0 (Unreal Tournament 2003/4).
• It assumes that you have a basic knowledge of the Unreal Editor.

Volumes can be used to give an area of your level specific properties, and come in many varieties. Invisible in-game, they are most commonly used for water, lava, location names, and to block players from going ‘out-of-bounds’. In previous versions of Unreal, water, lava, and other effects were created by defining a sealed zone, In Unreal Tournamend 2003-4 however, volumes now replace this method.

This page will show you how to implement a range of volumes in your map, and make any nessassary adjustments to it, and also touches on advanced setups. This page assumes you have basic knowledge of the editor.

In recent times, curved corridors are usually modelled using an external program. However, up until Unreal Tournament 2004, plausible bendy corridors were built within the editor, UnrealED. This tutorial will teach you how to create basic curved corridors within UnrealED using the 2D shape editor. That’s right – we’re using the 2D editor to create a 3D shape.

This step-by-step guide, created by Ken ‘Kragon’ Moore, will teach you how to create alpha textures and import them into UnrealED.

This short tutorial shows you how to setup a simple solution for breaking the ‘White Path Rule’ on terrain based Onslaught maps in Unreal Tournament 2004. This refers to when there is one or more Power Nodes or Cores encased inside a structure that is not accessible to vehicles and even where there is no white bot paths inside the structure.