In UnrealEd the default viewport layout has 4 views... \ntop, front, side and Dynamic light\n\nIf your UnrealEd has chosen to show you something else (mine sometimes chooses to hide them all), goto the main menu bar select view -> viewports -> configure and youll be able to choose you view. From the viewports menu you can also make the viewports floating or add a new one.\n\nAn important thing to know about the viewports is that they do not default to showing a real-time preview. In other words if you make a change in one, I wont instantly show in the others, you need to click on the other viewports to see the change. You can fix this by clicking the joystick on each viewport but I dont recommend it (UnrealEd will get very slow in general).
UnrealEd is short for Unreal Editor. It comes with the game Unreal Tournament and is a 3D modelling/editing type package. \n\nIn this guide perhaps you should bear in mind that Im always referring to the UnrealEd that comes with [[UT2004|http://www.unrealtournament.com/]] .
There are some basic objects you can create in UnrealEd. \n[img[shapes.gif]]\n\nA square, cylinder, plane, sphere, stairs etc. (they are the green shapes to the left of the viewports).\nIf you left click them the shapes will show in the wireframe viewports in red. These are brushes. (note: they are not objects yet as they havent been subtracted)\nIf you right click them (the green shapes) you will get their options which you can change as you see fit. Most of the options are pretty self explanitory if theyre not... dont use them.\n\nIn order to make these brushes solid in the world/level you have to click the add or subtract button. \n[img[add.gif]]
[img[3d.gif]]\n\nThe default view is dynamic light, the one highlighted in green. The other important one (at this point) is textured (two to the left). \n\nClick around and see what happens to the view of the map.
Obviously you dont want to create everything on top of everything else.\n\nFirstly dont attempt to use the 3D viewport to move stuff, use one of the other viewports. (it just makes life easier)\n\nTo move a brush or object you have to highlight the object (click on it) then press and hold the control button while you left mouse drag the object. This will move it around on that viewports plane.\n\nBut I want to rotate it you cry! ctrl right mouse drag. (only dragging to the left or right will have an effect).\n
At the moment we are just going to add a nice simple run of the mill light.\n\nIn the 3D viewport right click the floor and select "add light here". (put your viewport on dynamic light view and you should see the change the light has made, if not [[Build]]).\n\nIf for some reason you dont have the "add light here" option (perhaps your using an old UnrealEd) then its a little more complicated.\nWithout getting into too much detail, you need to open the "actor class browser".\n\n[img[actor.gif]]\n\n[img[light.gif]]\n\nand highlight light. Then you can right click on the ground in the 3D viewport and select "add light here" from the menu.\n\n
Navigating around the viewports is all about mouse control.\n\nThe following applies to the three wireframe viewports (top, front and side).\nLeft mouse (button) and drag on the viewport and you will move the view around on that viewports plane. (right mouse drag does the same but faster)\nLeft mouse and right mouse together and dragging up and down zooms in and out.\n\nFor the 3D viewport (dynamic light).\nRight mouse drag keeps you in the same position but allows you to look in any direction.\nLeft mouse drag keeps you on the same horizontal plane but allows you to go forwards, backwards and anywhere on that plane.\nRight mouse and Left mouse together and dragging keeps you on the same vertical plane but allows you to go up, down and anywhere on that plane.\n\nSo combine them all together and you can go anywhere!\nI suggest you open a nice big map and have a go just moving around, it takes a while to get used to... but soon youll be attempting these moves everywhere. (stupid photoshop not understanding UnrealEd moves).\n
right click the ground in the 3D viewport where you want your player start to go and select "Add Player Start here". The arrow indicates what way the player will be facing when spawned, you can alter this by rotating the object ([[Moving and Rotating Objects]]).\n\nIf "add player start" isnt an option open the actor class browser.\n\n[img[actor.gif]]\n\ngoto Navigationpoint -> Smallnavigationpoint -> Playerstart \n\n[img[start.gif]]\n\nwith Playerstart highlighted right click the ground in the 3D viewport where you want your player start to go and select "Add Player Start here".
Building makes stuff work, thats all I know.\n\nIf your 3D viewport is misbehaving and isnt showing you what you know is there, you must build.\nIf you want to actually play your level, you must build.\nIf you want to see your pretty lights properly, you must build.\netc...etc...\n\n[img[build.gif]]\n\ngenerally click the one that says "build all" that has the picture of the cube and the light combined.\n\nits gone all dark!!!!! / my level disappeare