Siberio Teh Lamer
Messaggi : 351 Data d'iscrizione : 2010-05-28 Età : 35 Località : Roma
| Subject: Copying custom assets: a how to Thu Mar 03, 2011 5:04 am | |
| Copying assets from cooked packages outside shipped onesNow 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 packagesIt is the same as above. Getting rid of the "cross package reference" errorCopying directly into your package will lead your editor to an error when saving To avoid this you should do like so
- Choose what you want to copy (like meshes, particles; not materials atm)
- 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
- Open the material you are interested in
- Find all the texture samples that are not shipped with the game used by this material
- Finn all the textures you need from that package where they are located
- Duplicate all the textures that are used in the material you are interested in (yes, we are going to re-create that material)
- Create a new material in your map/package; name it whatever
- Re-open the original material, hold Alt+Ctrl and left click to do a multiple selection; copy all the material instructions
- Paste the instructions into your material and link the proper outputs like they were before
- Replace all the texture samples with the new textures you copied into your package
- Save the material and provide a Fallback one (if too complex)
- Now you can duplicate the content you want (meshes, particles, NEVER materials)
- Open the mesh/particle/etc editor and assign them your new material just created
- 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
Last edited by Siberio on Thu Mar 03, 2011 5:05 am; edited 1 time in total | |
|
Siberio Teh Lamer
Messaggi : 351 Data d'iscrizione : 2010-05-28 Età : 35 Località : Roma
| Subject: Re: Copying custom assets: a how to Thu Mar 03, 2011 5:04 am | |
| Copying assets from cooked packages outside shipped onesNow 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 packagesIt is the same as above. Getting rid of the "cross package reference" errorCopying directly into your package will lead your editor to an error when saving To avoid this you should do like so
- Choose what you want to copy (like meshes, particles; not materials atm)
- 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
- Open the material you are interested in
- Find all the texture samples that are not shipped with the game used by this material
- Finn all the textures you need from that package where they are located
- Duplicate all the textures that are used in the material you are interested in (yes, we are going to re-create that material)
- Create a new material in your map/package; name it whatever
- Re-open the original material, hold Alt+Ctrl and left click to do a multiple selection; copy all the material instructions
- Paste the instructions into your material and link the proper outputs like they were before
- Replace all the texture samples with the new textures you copied into your package
- Save the material and provide a Fallback one (if too complex)
- Now you can duplicate the content you want (meshes, particles, NEVER materials)
- Open the mesh/particle/etc editor and assign them your new material just created
- 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 | |
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