UEd 2.0 may have some issues but it's a great tool and a reference. I find it miles ahead of equivalent editors of that time, be it Worldcraft/Hammer, Radiant and such.
The process required to shape brushes alone is extremely tedious. CTRL+ALT+M1 Drag to select vertex, no face or edge selection? I was shocked to find out after a 7 year long break. I also can't imagine that being great, at least not at this current time.
In a 2d viewport, in Vertex edit mode, with at least one brush selected AltGr and draw a red rectangle around several vertices to select them, (with CTRL if you want to select them in several steps), then CTRL to move them around.
Since you can select several vertices at once (including from several different brushes), and since the Vertex Editing mode selects all the brushes in the red rectangle you can easily move and edge or a face by selecting all its vertices at once (which should require only one selection).
It's of course far less advanced than modern editors using deformation gizmos and detecting what part you want selected simply by clicking on something,
but it's hardly tedious and time-consuming.
My bad, I thought you were talking of the inneffectual way vertices are handled in the 3D viewport.You just described the method I mentioned in the earlier post.
Very true. Vertices also have the bad habit to "snap" to place you don't want them to, and that wasn't fixed before UEd 3.0You will have to use the selection a lot regardless, it's the only way to edit brushes. Not to mention the vertices drag is extremely disobedient.
After using it for more than ten years, you get used to anything Even if UEd was completely atrocious I'd be used to it. It was nonetheless very much praised at the time and still remains very efficient.My only assumption is that you're far more used to old school editors than say open an extremely user friendly and advanced program such as Sketchup.
I can't go back to UT UE1ED, it's impossible.
Imagine brushing your teeth with a sock after using a toothbrush for years.
My bad, I thought you were talking of the inneffectual way vertices are handled in the 3D viewport.
After using it for more than ten years, you get used to anything Even if UEd was completely atrocious I'd be used to it. It was nonetheless very much praised at the time and still remains very efficient.
I've heard Sketchup is an awesome tool.
I guess the difference is that Sketchup has a much smaller learning curve before you are able to quickly do whatever you want, but indeed, most of what we used in the early 2000s look like crude stone-age tools nowadays.
On the other hand, you can always make your map in another tool then export it to a format recognized by UnrealEd. Maybe if you can find some .t3d exporter...
This is what I use for exporting from Sketchup.
Not only is it worse, it's pretty much the worst way I can imagine, and to add insult to injury, it was the only way to do vertex editing back in UEd 1, when Vertex editing mode didn't exist.LOL. You mean there's ACTUALLY an even worse method?