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UnrealEd Extensions (227)

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yrex .
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UnrealEd Extensions (227)

Post by yrex . »

There are two ways to execute script in editor: BrushBuilders and DrawEditorSelection event used for example in Dispatcher. I decided to abuse them and the result are these UnrealEd extensions.

Yrex Tools

The Y_Tools package contains:

Yrex Tools BrushBuilder which contains actions:
- MoveBrushToCam - places red brush in front of camera.
- MoveActorToCam - moves selected actor in front of camera (only one actor).
- FindActor - moves camera near selected actor.
- FindZoneInfo - moves camera near ZoneInfo actor.
- WhoTriggersHim - finds actors which trigger selected actor.
- MirrorX/Y/Z - can be used to mirror group of brushes. Changes Location, MainScale if rotation==0, PostScale otherwise, DrawScale3D in case of meshes (rotation must be 0).

Class Y_Ruler which allows to measure length between two walls from inside or outside. The length is approximate, so e.g. 1023 should be treated as 1024.

Class Y_BSPHoleDetector which allows to detect two types of BSP holes:
- instant killing hole, which appears when no collision is placed between zero zone and normal zone.
- invisible collision. This detection is prone to false positives if wall is thinner than detector's step size or in case of semisolids.

Class Y_BSPDetector which can:
- find fragments of zone 0
- find fragments of zone specified by number
- find fragments of zone specified by ZoneInfo
- show all zones in given place
This way you can check for example zone leaks.

Download: https://sites.google.com/site/mojunreal/y_tools.7z

Yrex Dimension Getter

It's a brushbuilder which works opposite to normal brushbuilders. It measures dimensions of selected brush and puts them into other brushbuilders' properties. Works best when selected brush is not transformed permamently.

Usage:
- select some brush
- copy it to clipboard
- set dimension getter's TargetBrush
- execute dimension getter
- now TargetBrush's properties will be changed

The dimension getter computes bounding box and sets these variables:
For CubeBuilder: Height, Width, Breadth
For Cone/CylinderBuilder: Height, OuterRadius
For SheetBuilder: Height, Width, Axis

Also, if bTransformRedBrush is enabled, it changes red brush location, rotation, etc. to selected brush's. Disabling grid recommended.

Download: https://sites.google.com/site/mojunreal ... sionget.7z
Last edited by yrex . on Sun Aug 23, 2015 1:10 pm, edited 1 time in total.
My work | contact: ampoyrex at wp dot pl
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gopostal
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Re: UnrealEd Extensions (227)

Post by gopostal »

Must...resist....urge....

And now my editor is open. Welp, there goes the weekend. Thanks OP.
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but we're all going to die one day
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dizzy
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Re: UnrealEd Extensions (227)

Post by dizzy »

Yrex Tools
Yrex Dimension Getter
I've been directed to this thread from my post on UT99:
https://ut99.org/viewtopic.php?f=5&t=12559&p=102753

Do you know if these tools would work in the Unreal Tournament version of Unreal Ed?
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yrex .
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Re: UnrealEd Extensions (227)

Post by yrex . »

The dimension getter crashes with unknown code token, but UT seems to already have the clipboard functionality, so it should be possible to port it. Otherwise I could make it into an external tool.
My work | contact: ampoyrex at wp dot pl
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dizzy
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Re: UnrealEd Extensions (227)

Post by dizzy »

The dimension getter crashes with unknown code token, but UT seems to already have the clipboard functionality, so it should be possible to port it. Otherwise I could make it into an external tool.
If you could do either one of those, that would be amazing, thank you.

I asked many mappers about this functionality and they all just say that they "count the grid squares" to measure their brushes (!!!).

I would happily try to port it myself, but I've only dabbled very lightly in UScript and for the moment, at least, it's beyond my ability.
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yrex .
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Re: UnrealEd Extensions (227)

Post by yrex . »

https://sites.google.com/site/mojunreal ... ects=0&d=1

I wasn't able to reference the brushbuilders, so it only shows a message and you'll have to copy the values yourself.
My work | contact: ampoyrex at wp dot pl
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dizzy
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Re: UnrealEd Extensions (227)

Post by dizzy »

Thank you very much indeed. I'm glad there are still people actively developing for UT!

Can you share the source code, please, so I can see how it's made?
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yrex .
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Re: UnrealEd Extensions (227)

Post by yrex . »

Errrrrr... It's already in the .u file?
My work | contact: ampoyrex at wp dot pl
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dizzy
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Re: UnrealEd Extensions (227)

Post by dizzy »

Ah sorry, I'm not used to decompiling stuff. Thank you.
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