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Tutorials: UT2K3 Mapping
Mapping and modding for Unreal Tournament 2003.
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2D Shape Editor
2003-11-23 11:57:09
Making arched doors from the 2D shape editor.
Thanks to rEdrUmMDK for the work put into this tutorial.

1. For learning purposes Subtract a cube H=2048/W=2048/D=2048

2. Open the Texture Package of your choice. I am using the BarrensArchitecture package which includes Base, Borders, Walls, Floors etc.

3. Texture the cube. If you want for testing purposes highlight o­ne wall and hit the SHIFT+B keys and all surfaces will be selected for texturing. I have the grid set to 8. Build a wall 1 grid (Large Grid) section Deep and wide enough and tall enough for the doorway we are going to build in the 2d Shape Editor. It can always be adjusted if it is too large.

4. Highlight the Builder Brush and move it out of the way. SHIFT+LMB.

5. You can open Windows Paint, Paint Shop Pro or whatever you have to create a Bitmap Image. Save the Image anywhere. Must be a bitmap image.


6. Go to Tools/2D Shape Editor.

7. Go to File/Image/Open From Disk


8. You should see the bitmap image in the 2D Shape Editor.

9. You will see 4 Vertice Points in the above image.

10. Use CTRL+LMB and drag Vertice Point. You can select all the Vertice Points by holding down the CTRL and LMB clicking o­n them. The o­nes that are Highlighted are the o­nes that can be moved. In this image I have just selected o­ne vertice point and LMB dragged it up.


11. In this image, I am setting the Grid size. I think this is controlled by the Grid Lock settings at the bottom of the UnrealED. Normally I would turn these off before using the 2D Shape Editor or you can set the grid to 1 which I am doing in Image4.


12.You will need to shape the Cube to cover the entire Imported Image by selecting the Vertice Points and dragging them out with the CTRL+LMB.


13. You will see that I have covered the entire image with the Rectangle. When selecting Multiple Vertices you need to hold the CTRL down and drag with the LMB.

14. Next we are going to Highlight the two top Vertices and Split the Segment with the button I have outlined. It will place another Vertice in the Center of the two selected Vertices.


15. The same thing happens whenever you choose two Vertice Points and Choose to Split the Segment. Another Vertice Point is added. You will need several to complete the Radius. This can be used as an arched doorway.


16. Like I said earlier if the Vertice Point is Highlighted you can drag it around with the LMB.

17. Also if a Vertice Point is Highlighted you can Hit the Del button or the Del Key. Sometimes there may be more Vertice Points o­n o­ne side than the other.

18. Now we are going to Extrude the 2D Shape.


19. We are going to set a Depth of 128 and Axis as Z and you will see the 2D Shape take form in the Unreal Editor.

20. I also Extruded in the Axis X so that maybe I could rotate it in place easier. You will just have to play with the X/Y/Z Axis's to get it where it will be easier to rotate into place.


21. It looks as if my Wall is not Deep enough so I will stretch it out with the Vertice Editor. The Vertice Editor works about the same way that the 2D Shape Editor works except it is really limited.


22. Now Highlight the Red Builder Brush which holds our Arched Doorway. And Rotate into Place, then move into the wall.


23. I held the CTRL+RMB in the Top View and rotated the brush. It would be advisable to have Snap to Grid at the bottom of the editor activated.. Click o­n the Camera to get rid of the Rotate Tool.


24. Now that we have the image lined up within the wall (You might have to adjust the Grid to a smaller number if it don't line up correctly. Also if you open up the Vertice Editor you will be able to manipulate any of the Vertice points o­n the Doorway.

25. Now we can do a Subtract and we should have a doorway. The move the Red Builder Brush out of the way and move in for a closer look.


26. Lets do o­ne more thing before we do a Build All. Right Click o­n o­ne of the Views and go into Level Properties.


27. Set the AmbientBrightness to 128. That is so we don't have to load any lights for this lesson.

28. Also in the 3D window (Dynamic Light) place a PlayerStart so we can run the map and see what the arched door looks like.


29. Do a Build all then run the map.

30. Also you can do a Save As in the 2D Shape Editor if you want to use the 2D brush again later.


31. Voila we have an Arched Doorway.

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