Little completion.
In order to have more free resources as possible, all packages which are not needed in Editor I removed letting my other useful tools to stay there.
By example I see IpServer IpDRV loaded. Does Editor connects to servers and editing maps On-Line ? I don't think so.
UTServerAdmin for me = useless. Is a maps Editor not a server in a need for administration.
UWeb - I think Editor is not used to accept incoming connections to mess around.
In my Editing List I have these + my buttons for a quick trigger of several actions.
Code: Select all
EditPackages=Core
EditPackages=Engine
EditPackages=Editor
EditPackages=Fire
EditPackages=UMenu
EditPackages=UWindow
EditPackages=UnrealShare
EditPackages=UnrealI
EditPackages=BotPack
EditPackages=DaewonBuilders
EditPackages=FrameBuilder
EditPackages=ExtendedBuilders
EditPackages=RahnemBrushBuilders
EditPackages=TarquinBrushBuilders
EditPackages=TarquinExtrudeBuilder
EditPackages=DavesBrushBuilders
EditPackages=EditorTools
EditPackages=XC_Core
EditPackages=XC_Engine
EditPackages=XC_EditorAdds
EditPackages=MapGarbage
EditPackages=XC_PathsWorker
EditPackages=TexCalculus
EditPackages=PathsDebug
EditPackages=ScriptHelper
Buttonized stage:
Code: Select all
[UserDefinedGroup]
NumButtons=42
Button0=Align Camera on Selected Actor,UDAlignCam, CAMERA ALIGN
Button1=Resets the selected Brush (Location+Pivot+Rotation+Scale),UDResetBrush, ACTOR RESET ALL
Button2=Deletes the selected Brushes/Actors,UDDelete, DELETE
Button3=Duplicate the selected Brushes/Actors,UDDuplicate, DUPLICATE
Button4=Selects all surfaces on the current Brushes,UDSelBrushSurf, POLY SELECT MATCHING BRUSH
Button5=UnDefine Paths,UPathsUndefine, PATHS UNDEFINE
Button6=Define Paths,UPathsDefine, PATHS DEFINE
Button7=Order To Last,UToLast, MAP SENDTO LAST
Button8=Show InventorySpots,UShowInv, SHOWINV
Button9=Select Nothing,ActSelectNone, SELECT NONE
Button10=Select Class PathNode,USelectPathNode, SETCURRENTCLASS CLASS=PathNode
Button11=Select Class PlayerStart,USelectPlayerStart, SETCURRENTCLASS CLASS=PlayerStart
Button12=Select Class LiftExit,USelectLiftExit, SETCURRENTCLASS CLASS=LiftExit
Button13=Select Class LiftCenter,USelectLiftCenter, SETCURRENTCLASS CLASS=LiftCenter
Button14=Select Class JumpSpot,USelectJumpSpot, SETCURRENTCLASS CLASS=JumpSpot
Button15=Apply the current texture to all selected surfaces,UDApplyTexture, POLY SETTEXTURE
Button16=Poly Select - Adjacent walls,UDSelAdjWalls, POLY SELECT ADJACENT WALLS
Button17=Poly Select - Adjacent slants,UDSelAdjSlants, POLY SELECT ADJACENT SLANTS
Button18=Selects all actors within the builder brush,UDSelWithinB, ACTOR SELECT INSIDE
Button19=Copy builder brush to selected poly,UDPolyToBrush, MAP BRUSH GET
Button20=Show Pathnodes,UDShowPaths, PATHS SHOW
Button21=Hide Pathnodes,UDHidePaths, PATHS HIDE
Button22=Select All Movers,SelectMover, actor select ofclass class=Mover
Button23=Add Semisolid Brush,AddSemiSolid, brush add flags=32
Button24=Resetting Pivot,BrushResPivot, actor reset pivot
Button25=Shows FPS Statistics,StatFPS, stat fps
Button26=Remove Unused Textures,TexCull, texture cull
Button27=Align This Actor,ActorAligner, actor align
Button28=Actor Properties,UActorProperty, hook actorproperties
Button29=Remove PathNodes,UPathsRemove, PATHS REMOVE
Button30=Delete Red Builder Brush,UTempRemove, brush set
Button31=Load Monster Hunt,MHEnd, obj load file="MonsterHunt.u"
Button32=Flush Cache,UGarbPurge, FLUSH
Button33=FaceDrag Mode,ModeFaceDrag,MODE FACEDRAG
Button34=Mover Key 0(Base),Key0,Actor KEYFRAME NUM=0
Button35=Mover Key 1,Key1,Actor KEYFRAME NUM=1
Button36=Mover Key 2,Key2,Actor KEYFRAME NUM=2
Button37=Mover Key 3,Key3,Actor KEYFRAME NUM=3
Button38=Mover Key 4,Key4,Actor KEYFRAME NUM=4
Button39=Mover Key 5,Key5,Actor KEYFRAME NUM=5
Button40=Mover Key 6,Key6,Actor KEYFRAME NUM=6
Button41=Mover Key 7,Key7,Actor KEYFRAME NUM=7
Buttons are requiring dedicated Icon bmp files added in
editorres folder.