I am still having issues selecting actors, meshes or surfaces, or anything.
If I zoom up close to the object, I can sometimes select it, but often it selects an object somewhere else (sometimes near-by). Also as I swapped my
WindowedRenderDevice=OpenGLDrv.OpenGLRenderDevice to
WindowedRenderDevice=sdkOpenGLDrv.OpenGLRenderDevice (The UT default is software renderer), I cannot select textures in the browser.
It is only when using the sdkOpenGL. If I use another renderer with the sdkCanvas and sdkRender it works fine.
I am not sure what screenshots will prove, but I can make some.
I have no SDK menu in the mods menu, and the advanced options fail to load.
- Advanced Options
Also in the editor, I noticed this that if I try and open the branch sdkActor -> sdkUEnigmaActor -> sdkParticleMesh, I get the message 'sdkParticleMesh' has no script to edit.
A few other notes;
I would change the section in the setup doc that explains changing the viewport renderer.
The default 3D veiwport is the bottom left one [U2Viewport2].
I think you should explain this, or maybe suggest veiwport2, or maybe include a screenshot with the [U2Viewport0]...[U2Viewport3] overlayed on the windows?
Also I would suggest that users also change the window renderer.
Code: Select all
[Engine.Engine]
....
WindowedRenderDevice=sdkOpenGLDrv.OpenGLRenderDevice
...
...
Render=sdkRender.sdkRender
Canvas=sdkEngine.sdkCanvas
One change I would make to your default sdkOpenGL config (or at least point this out); Antialiasing in ALL the editor windows is a bad thing!
If you open a complex map, trying to antialias the wireframe veiws will make the editor unusable.
As you cannot account for the various Antialias settings available on everyones GFX cards, or how they may be set.
I would make a general recommendation for users to set the Windows driver settings to "Use application settings" and use a basic alogorthm like "Box".
Even if you have antialiasing switched off in UT, your driver preferences still take effect when you change it from "Use application settings".
The normal current OpenGL and Direct3D9 renderer both work well with the render and canvas settings using the SDK, so no conflicts there so far, also the sdkOpenGL works well for just game-play.
I noticed the difference in the renderers immediately upon running UnrealEd, with textures in the far distance. I assume this is a "depth of field" type effect, as I could not switch it off in the renderers settings. At first I thought it was odd, but after running around the GangOfFrontCity map, I quite like it.
- Direct3D9
- sdkOpenGL
- Direct3D9
- sdkOpenGL
I switched off antialiasing in both renderers so there would be no extra blur.