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Thread: Where to start for UT2004 modding?

  1. #1
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    Where to start for UT2004 modding?

    Ive been spending the better part of the night going around UT2004 modding sites looking for a startes guide, and Ive found some stuff that looks like the right direction, but Its all rather overwhelming and confusing. This one site linked me over some the epic games site and there were a bunch of different downloads and such.

    Pretty much, Im wondering where do I start, and what do I need to give this stuff a shot?
    Last edited by Timo; November 22nd, 2010 at 08:12 PM.
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  2. #2
    The Silent Photographer Zeph's Avatar
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    Re: Where to start for UT2004 modding?

    Well, the good thing about UT2004 is that its BSPs are brush based. You dont need any form of external modeling program to make a level. As for where to go for tutorials, I'm not sure. I had a book to teach me. I also have about 7.5GB of video tutorials starting from the utter basics made by 3dBuzz. But of course most of that is stuff you dont really need, such as machinima stuff, scripting, maya stuff, etc.


    Here's a link to the book I had to get for a class.
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  3. #3
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    Re: Where to start for UT2004 modding?

    Book looks like itd be a great place to start, but I dont really have any money to spare for it :/

    Im really curious where 3ds max would come in for this, or if its all brush based UED stuff?
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  4. #4
    The Child Pornographer Ki11a_FTW's Avatar
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    Re: Where to start for UT2004 modding?

    The BSPs are made of brushes, though you can make seperate static objects in 3ds max, then import them in
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  5. #5
    The Silent Photographer Zeph's Avatar
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    Re: Where to start for UT2004 modding?

    Max only comes into play if you want to have some custom geometry in the level that isn't simply brush boxes.
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  6. #6
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    Re: Where to start for UT2004 modding?

    That seems kinda lame :/

    I was hoping this would be something that I could move to after CE to improve my 3dsmax modelling.

    So does this mean that if I want to create content with max it has to be in the form of the Ut equivelants of halo scenery objects, devices, weapons, vehicles, and such?
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  7. #7
    The Silent Photographer Zeph's Avatar
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    Re: Where to start for UT2004 modding?

    Unless you want box levels, you'll want to use Max. So yeah, you'll be using to make the equivilent of halo scenery.
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  8. #8

    Re: Where to start for UT2004 modding?

    I'm not sure exactly how different 2k4 is from ut3 but if I'm right you don't have to use brushes at all. it's probably a good idea to use them but you can build the entire level out of static meshs too.
    maping for unreal is definalty a way to improve your modeling skills. If for no other reason than it's a different method of mapping and requires somewhat different modeling.
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  9. #9
    The Silent Photographer Zeph's Avatar
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    Re: Where to start for UT2004 modding?

    Quote Originally Posted by MMFSdjw View Post
    I'm not sure exactly how different 2k4 is from ut3 but if I'm right you don't have to use brushes at all. it's probably a good idea to use them but you can build the entire level out of static meshs too.
    maping for unreal is definalty a way to improve your modeling skills. If for no other reason than it's a different method of mapping and requires somewhat different modeling.
    It's just an illusion. UT2k4 is purely a subtractive environment. UT3 is by default additive, but you can change it to subtractive. When you just make a level using static meshes, UT3 subtracts a box around it for the level to play in. Well, actually, it starts out with the subtraction box already made and you add the static meshes inside.
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  10. #10
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    Re: Where to start for UT2004 modding?

    So, from what I understand here I could create the level in max, and then just import it as a scenery, and still be able to use it and populate it efficiently in the UnrealED?
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