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 Copying custom assets: a how to

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Siberio
Teh Lamer
Teh Lamer
Siberio


Messaggi : 351
Data d'iscrizione : 2010-05-28
Età : 35
Località : Roma

Copying custom assets: a how to Empty
PostSubject: Copying custom assets: a how to   Copying custom assets: a how to EmptyThu Mar 03, 2011 5:04 am

Copying assets from cooked packages outside shipped ones

Now that we are able to copy from cooked packages, we can import into our map/package stuff from custom maps/packages.
But to do the same thing, we need to do something more than what explained above.

Quote :
In the photo just above I have selected a Texture sample. Look at its properties: it says that the sample is located into LT_Deco package. That is ok because the package LT_Deco is in every installation folder.

If that was ok for shipped packages, it is not for custom ones. Just adding stuff in our map will create a cross package reference error. You are forced then to load up the custom package BEFORE your map. Better if the external package is uncooked. When map is ready, cooking it will also cook the external package, letting you distribute both of them. But to turn a custom package into an uncooked one, you must follow the instructions below. They're also the only way for copying content from custom maps and for adding the content from a custom package directly into your map (avoiding the DL of the external package).
If you want to use the same stuff in more than one map, then it could be good to have a main package that contains all of the custom meshes uses in the various maps, an external one. To be honest I've never had that need. In the case you have (and still have some doubts, just PM me).

Copying packages
It is the same as above.

Getting rid of the "cross package reference" error
Copying directly into your package will lead your editor to an error when saving
Copying custom assets: a how to Log11

To avoid this you should do like so

  1. Choose what you want to copy (like meshes, particles; not materials atm)
  2. Find the material references: any particle or mesh will use a material to render; you have to know which one are used and find them
  3. Open the material you are interested in
  4. Find all the texture samples that are not shipped with the game used by this material
  5. Finn all the textures you need from that package where they are located
  6. Duplicate all the textures that are used in the material you are interested in (yes, we are going to re-create that material)
  7. Create a new material in your map/package; name it whatever Very Happy
  8. Re-open the original material, hold Alt+Ctrl and left click to do a multiple selection; copy all the material instructions
  9. Paste the instructions into your material and link the proper outputs like they were before
  10. Replace all the texture samples with the new textures you copied into your package
  11. Save the material and provide a Fallback one (if too complex)
  12. Now you can duplicate the content you want (meshes, particles, NEVER materials)
  13. Open the mesh/particle/etc editor and assign them your new material just created
  14. Save your package


If done correctly, no errors will show.
That is quite long to do but effective. If there are any questions just ask Very Happy


Last edited by Siberio on Thu Mar 03, 2011 5:05 am; edited 1 time in total
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Siberio
Teh Lamer
Teh Lamer
Siberio


Messaggi : 351
Data d'iscrizione : 2010-05-28
Età : 35
Località : Roma

Copying custom assets: a how to Empty
PostSubject: Re: Copying custom assets: a how to   Copying custom assets: a how to EmptyThu Mar 03, 2011 5:04 am

Copying assets from cooked packages outside shipped ones

Now that we are able to copy from cooked packages, we can import into our map/package stuff from custom maps/packages.
But to do the same thing, we need to do something more than what explained above.

Quote :
In the photo just above I have selected a Texture sample. Look at its properties: it says that the sample is located into LT_Deco package. That is ok because the package LT_Deco is in every installation folder.

If that was ok for shipped packages, it is not for custom ones. Just adding stuff in our map will create a cross package reference error. You are forced then to load up the custom package BEFORE your map. Better if the external package is uncooked. When map is ready, cooking it will also cook the external package, letting you distribute both of them. But to turn a custom package into an uncooked one, you must follow the instructions below. They're also the only way for copying content from custom maps and for adding the content from a custom package directly into your map (avoiding the DL of the external package).
If you want to use the same stuff in more than one map, then it could be good to have a main package that contains all of the custom meshes uses in the various maps, an external one. To be honest I've never had that need. In the case you have (and still have some doubts, just PM me).

Copying packages
It is the same as above.

Getting rid of the "cross package reference" error
Copying directly into your package will lead your editor to an error when saving
Copying custom assets: a how to Log11

To avoid this you should do like so

  1. Choose what you want to copy (like meshes, particles; not materials atm)
  2. Find the material references: any particle or mesh will use a material to render; you have to know which one are used and find them
  3. Open the material you are interested in
  4. Find all the texture samples that are not shipped with the game used by this material
  5. Finn all the textures you need from that package where they are located
  6. Duplicate all the textures that are used in the material you are interested in (yes, we are going to re-create that material)
  7. Create a new material in your map/package; name it whatever Very Happy
  8. Re-open the original material, hold Alt+Ctrl and left click to do a multiple selection; copy all the material instructions
  9. Paste the instructions into your material and link the proper outputs like they were before
  10. Replace all the texture samples with the new textures you copied into your package
  11. Save the material and provide a Fallback one (if too complex)
  12. Now you can duplicate the content you want (meshes, particles, NEVER materials)
  13. Open the mesh/particle/etc editor and assign them your new material just created
  14. Save your package


If done correctly, no errors will show.
That is quite long to do but effective. If there are any questions just ask Very Happy
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