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- settings for what viewports configuration used, the viewports position and size, the rendering driver they use and so on. - The first line you will see in the UnrealEd.ini, is the statement of the render driver used. This will be by default "SoftDrv.SoftwareRenderDevice" as this is the software rendering device. It shows the textures as igly as it can, but you will most likely work better and faster with this device. - When you switch to Hardware view, thi setting will change to "D3DDrv.D3DRenderDevice". - There's absolutely no reason nor gain to change this manually from "SoftDrv.SoftwareRenderDevice" to "D3DDrv.D3DRenderDevice" as this is done by UED when you switch this option. - Now you could do this manually if you like to use OpenGl as default startup, and this only if your UnrealEd.ini is readonly after succesfull settings you made. - There's only a small problem by using OpenGl as render device. Actors are not swing up, or incorrectly, lighting is not updated as it should. In the reverse you will see your detail textures and the lighting will show as it would ingame, this is something Software rendering doesn't do correctly. - You will have to chose wheter or not to use these advantages and disadvantages. Remember to make read-only this file and back when making any changes as the engine will try to overwrite thse when you exit UED. If you like to change from software render to OpenGL render just do this » Change all tha lines from each viewport setting like this » - Device=SoftDrv.SoftwareRenderDevice - change to - Device=OpenGLDrv.OpenGLRenderDevice Once again, remember the advantages and disadvantages from OpenGL driver used for rendering. - This is how a viewport would look like in the UnrealEd.ini
[U2Viewport0] = this is the viewports name when used in the configuration choice
Active=1 = if the viewport is active and used or not, 0 or 1
X=0 = start and size positions
Y=0 = start and size positions
W=890 = start and size positions
H=553 = start and size positions
RendMap=6 = render type, never touch nor change this one
Left=0.000000 = additional position settings
Top=-6.000000 = additional position settings
Right=949.000000 = additional position settings
Bottom=644.000000 = additional position settings
PctLeft=0.000000 = additional position settings
PctTop=-0.010000 = additional position settings
PctRight=1.010000 = additional position settings
PctBottom=1.010000 = additional position settings
Device=SoftDrv.SoftwareRenderDevice = the rendering device in use
- This is how a viewport would look like in the UnrealEd.ini
[Texture Browser]
Zoom=128 or Zoom=100% = texture preview-thums in percentage or variable size
[Actor Browser]
ShowPackages=1= able to see packages to make'm and save'm
[CodeFrame]= this is the script editor settings
[ToolbarStates]= visible or minimised toolbar sets
Modes=1= navigate,vertex,rotate,clip,etc 1=shown, 0=minimised
Brush Operations=1= Clipcut,clipslice,invers markers,removemarkers 1=shown, 0=minimised
Brush Factories=1= Cube,Sphere,sheet,cone,cylinder,etc 1=shown, 0=minimised
[Viewports]= Viewports style and configuration
Style=1= Floating or fixed
Docked=1= docked to mainport or not 1=yes, 0=no
- Main menu » View » Advanced options » expand to +Editor » +ColorsI will not comment all the colors, as only few are interesting
C_AddWire= = the ADD brush color
C_BrushWire= = The builder brush and Pivotpoint color
C_GroundHighlight= = Good paths (blue) lines
C_ActorArrow= = less Good paths (red) lines and directional actors arrow color
C_Mover= = Mover color
C_NonSolidWire= = NonSolid Brush color
C_ScaleBoxHi== Semi solid Brush color
C_SemiSolidWire== Zonal brush color
C_SubtractWire== Subtract Brush color
C_WireGridAxis== World Axis Lines color
C_WorldBox== UED border limits color
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