Realtime Preview

- This option will activate the realtime preview in a 3DView window. This means that all special textures will show their effects, sky textures will move (if made that way), sounds will play. Don't expect triggers and movers to work, becaus these are no effects but are part of the actions and require you to test the map to see the actions. This option does, obviously , only work in textured 3Dviews.

Top Front Side View

- These small icons will let you choose the view window from respectively T = Top, F = Front, S = Side, that simple. When selected the become highlighted as you can see here, i'm in Front view.

WireFramed View

- This will show all brushes and actors (items) in colored wireframe. This option can be interesting when looking for items you've placed inside brushes to hide them or put them aside out of the way. All brushes will show with their own color, such as yellow for substract, blue for adds, green for non-solids, brown for meshes, etc. Nice option also to put your map in wireframe just before launching the maptest, when you leave the maptest again, the screen will redraw faster.

TextureUse View

- This view uses Gouraud shaded shapes, means that all brushes are shown with different colors instead of the textures they have.
All surfaces with the same texture will show with the same color, that way you will be able to see where these surface are to be found.
Very interesting, because within this view you can see where a brush is cutted into parts, if you would like to see why some brush isn't lighted correctly or the texture's allignement isn't correct, here it will show very neat what happens to the polygons. However, movers will still show as purple wireframe, as they don't show their polygons and stay wireframe in any view untill you do the Show Polygons on them selected.

BSP View

- This option will show how the map is cutted into several parts, the BSP parts. The more adds and substracts you add, the more the BSP will be cutted in order to make the map more easy to compute for the engine, this is not exactely true nor complete, but this is a far better and easier way to explain and understand. Very interesting here is that, you can easely see the different zones that are made. It's not ecactely the same as Zoneview, but it's clear enough.

Textured View

- This option makes the preview without any lighting. This is the same as if no lighting would have been made, although ther is. Nice option to navigate in an easier way because the lighting has not to be taken in count when navigating.

Dynamic Lighting Preview

- This will option will show the map with all the lighting you have made if you did a rebuild light. If you did not rebuild light, the map would still show without light just as if you did geometry only. If you have a Dynamic light view and you've added some new lightsources, then these last aded would have a temporary lighting and would be dimmed half.

Zone-Portal View

- With this last view option you go into Zone / Portal view. Here you will see the different zones if they exist, and only when a complete rebuild has been performed after the creation of e new zone-element such as a zone separation sheet, a zoneactor, or even when you added some substract , when you add a new substract, you will see that your zones are gone. Well actually, they're not gone, but this is a way of the engine warning you to rebuild. If all is well, and the engine found all the actors and brushes in correct placement, then you will be able to see each zone having it's own color. If this is not the case, then some of your consealing sheets or such, do not close some of the zones, and you will have to verify what one is bad.


- Now you would say, it's finished here, because no more icons to see WRONG, there are hidden menus in the titlebar of each view window. - When you would rightclick in a grey empty space of this titlebar you would see a drop-down menu appear like this.

Hide-View Modes

- The Mode option will let you choose from exactely the same option as all of the view modes that you could choose from each separate icon named earlier »
Top, Front, Side, Wireframe(perspectif),Texture use,BSP,Textured,Dynamic,Zone portal

- In the View option we have some VERY interesting options to choose from like »
- Show active brush or press B, this will hide or unhide the red builder brush so you will be able to see right what you're doing.
- Show Moving brushes, that will hide or show all movers (purple wire)
- Show backdrop, shows the backdrop image, very annoying, don't use it.
- Show coordinates, will show .... coordinates in the infobar.
- Show paths, will show all the path connections in different wirecolors according to the reachability for the bots, see pathnode colors for more info.

- Actors options have some very interesting extensions too like these »
- Show full actor, will show all actors as they really are in mesh format
- Icon View will show them by their icon alternate
- Radii view will show theire radius, if the contain sound or collision. - Hide actors speaks for itself. Use this if you want to work on the brushes.

- Window 16-Bit or 32-Bit color, can be usefull if it turns out to run better and faster in 16-Bit color, but this option will of course only be available if your grafics card allows this.

Software-Hardware Render

- And now the last option Hardware or Software preview.
This is not really an option to play with, just use it correctly, means »
- Only use software modus to edit your map. Software modus was not intend for game use but for editing.
- Now you may use the hardware modus in the editor just to preview on how the map would look in game. You may try to edit in Hardware modus, if you have a good comp like mine, but still some problems will be found when zooming in and out, just use it for a real preview.

- If you switch to Harware modus, it will take fex seconds to initialize, so just wait for it, the same will happen if you go test your map and left it in Harware modus, the screen will be blanked out and redraw after fex seconds.

- If you quit UED and leaving it to Harware modus, then when you restart UED another time, your view window may look blank again.
So go to the menubar and do this
Menu » View » ViewPorts » Configure » pick one.

- When editing or navigating in Harware modus, switching to another application and then switching back to UED, you may see the content of your other application in the UED view window, just move around with the right mouse, and it will redraw.

- In Harware modus you will also be able to have a look at the detail textures you use.