Unreal tournament goty update




















In this release, this is your best bet. There are also options for having viewports as "floating" or "fixed". Hold Control and Alt and left-click-drag the mouse to create a red drag box.

Any brush or actor whose pivot point is within this box will be selected. Brush clipping creates a 2d or 3d clipping plane using 2 or 3 definition points to establish the position and angle.

Certain commands will need to be bound to keys to properly use this feature. This feature can be used both on the active brush and on previously placed brushes. To place clipping points hold control and right-click within a 2d editing viewport. This will place one control point. Click again to place a second point. With 2 points, you can perform a 2d clip. A red line will be drawn between the points indicating the plane of the clip, with the normal of the clip the red perpendicular line to the clip plane indicating the part of the brush that will be clipped away destroyed by the clip.

Focus must be in the desired 2d viewport for the 2d clipping to work correctly. These points must then be aligned using either 2d or 3d viewports to create the proper 3d plane. There are UI controls for brush clipping, but if you are more comfortable using hot keys, you can bind -.

This command allows multiple vertices to be selected and moved. These situations are easily avoidable if you understand what you are doing, but if you are confused by that concept, you may be better off avoiding this feature. To use multiple vertex editing, turn on the "Vertex Editing" button under "Modes" on the button bar. It is best to set it to something bright like pure white.

Multiple vertices may then be selected, as other actors would be, by using control and clicking or by using Drag Box Selection. Selected vertices may then be dragged to the desired position in any 2d viewport. Several new brush factory options are available. These can be combined with other new features Read - Vertex editing to create new shapes. Under Cube options, turning Tessellated to True will create the cube out of triangles instead of quads.

As triangles can be freely vertex edited into a variety of shapes, this is handy for quickly creating simple rock-like structures or the like. This is NOT in any way related to Epic's new terrain engine under development.

This will create a cube with a single highly tessellated face. The desired number of width and depth segments can be defined within the builder. This brush may then be edited via multiple vertex editing to create terrain or other similar brushes. To quickly switch between open scripts by using a listbox - double click the name to switch to a new script. Exporting packages works from a multiple selection listbox in the actor browser - select the packages you want, and with one mouse click, they are all saved to disk easier than saving each on separately using a that old combobox.

To search for actors, select "Search for Actors" under the edit menu. You can search by name, tag, or event. Double clicking on an actor in the search window will center all viewports on that actor. This is VERY nice for finding an area in one view, clicking something there, and aligning all views on it. Fast navigation. Textures may be scaled by either absolute or relative values. To turn on relative scaling, click on the "relative?

To use a text-string filter on textures in the browser, simply enter the string to filter in the "Filter" dialog at the bottom of the window. Post by Four Eyes » Tue Apr 22, pm. Post by matrix96 » Wed Apr 23, pm. Post by Raynor » Thu Apr 24, pm.

Quick links. Document revision 1. You do not have the required permissions to view the files attached to this post. Last edited by Dr. Flay on Wed Sep 05, am, edited 31 times in total. Unreal Tournament Tweak Guide. Also, you should install the demo version of extension pack as well demo version isn't a resource hog so don't worry about slowdowns.

I don't think it could be outlined any better by anybody. Nice work. Here is some more detailed descriptions about each setting. It's from Chris Dohnal's webpage so credit goes to him. But, it's always set to 0 by the initialization code has been this was for a long time , so changing the value of this setting should make no difference.

Useful as a debug option. MaxAnisotropy - [Integer] Controls the use and level of anisotropic texture filtering. Disabled if set to 0. Should make no difference if set to 1 isotropic texture filtering.

If set to greater than 1, specifies the maximum degree of anisotropy to use for texture filtering. If set to True, it will prevent masking from working on masked S3TC textures. In many cases, there is only minor quality loss. In other cases, like with various skyboxes and coronas, there is often major quality loss.

This can improve texture upload performance. This option should always be enabled unless it causes problems. Use negative values to pseudo sharpen textures. Use positive values to blur textures and potentially improve performance at the expense of blurry textures.

Alters texture scaling and mipmap generation behavior. If you really want to know all the details, check the source code. This improves image quality on the previously mentioned NVIDIA hardware at the expense of twice as much texture memory usage for these textures.

Keep this in mind when deciding whether or not to trade image quality for speed here. This option should not be enabled on any hardware that draws DXT1 textures with the same quality as DXT3 textures of course. Should always be enabled as the renderer has a few glitches when it is not.

I might try to track these down some day. Texture precaching may improve performance by initializing internal data structures for a number of world textures and most likely getting them loaded into video memory at level load time.

It will also slow level loading down some. If there is hardware support for paletted textures, using them can significantly improve performance. If set to False, will not upload masked textures as paletted. If there is hardware support for paletted textures, this option should be set to True unless it causes any problems. It's sorta' like having a never-ending pair of jumpboots on. The impact these boots have on gameplay is almost indescribable.

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