View Full Version : Where do I set the Map preview pic.
fuegerstef
11-28-2007, 03:43 AM
I am probably too stupid to find this one, but I cannot figure out how you create the map-preview pic, that is displayed for the map when you select it.
I didn't find a setting in the retail maps.
Can somebody help, please? Thanks. :)
ls206
11-28-2007, 12:59 PM
Check out the "world properties"
view/world properties
I think there should be something in there to set the Map info - Author, Title etc hopefully the display pic too :)
[s§s]Bison_Boy
11-28-2007, 01:08 PM
BTW in Ued 3.0 (for 2k4) the pictures had to be saved as a material sequence, I haven't looked into that in the new UT3ed yet.
fuegerstef
11-29-2007, 04:13 AM
Check out the "world properties"
view/world properties
I think there should be something in there to set the Map info - Author, Title etc hopefully the display pic too :)
I will look again, thanks. But I didn't find anything for the preview pic when I looked last time. :(
Perfect_Dark
11-29-2007, 04:23 AM
The map should create a INI file in there it mentions the preview image check in that file.
fuegerstef
11-29-2007, 04:29 AM
The map should create a INI file in there it mentions the preview image check in that file.
Will check that, thanks.
_freespace_
11-29-2007, 05:06 AM
Great thread, just what I need to find out.
I found the add music thing in the World Settings, but it won't let me add the music. I select music files in the generic browser, but when I click the green arrow on the music slot, it won't apply.
As for the preview image, in the ini there is this line: PreviewImageMarkup=<Images:UI_FrontEnd_Art.GameTypes.DeathMatch>
What now? Do I need to make my own litte pack, to place a screenshot of the map in? How?
Hellcat
11-29-2007, 05:23 AM
AFAIK:
Make a new package (might work - or not - if you just add it to the map itself, didn't try yet).
Create a previewimage 512x256 and export it as DXT (DirectX Texture) - there's an exporter to DXT for PhotoShop on the nVidia homepage for download IIRC.
Import the DXT image into your package, and enter the path like "Images:<PackageName>.<GroupName>.<ImageName>" into the .INI.
Replace the stuff in "<>" with the appropriate value.
Should work.
As said, haven't tried myself yet, will do later....
[EDIT]
k, just tried :)
First off: You don't need the DDS/DXT export, just save as .TGA, that'll do it just perfectely.
It'll import as DXT1, in UED2 there was an option to recompress.... like to DXT5 or so.... didn't spot that option yet....
So....
As I didn't get the editor to save the map propperly, including additional stuff I imported in, I made a seperate package....
But if you get the editor to save your imported image along with (inside) your mapfile, that's supposed to work....
http://files.area-42.net/testimg.jpg
I imported my test .TGA into the (new) package "DM-TutMap01_Stuff", gave it a group "Misc" and a name of "Preview".
This is the .INI for the map:
[DM-TutMap01 UTUIDataProvider_MapInfo]
MapName=DM-TutMap01
FriendlyName=Tutorial Map 01
PreviewImageMarkup=<Images:DM-TutMap01_Stuff.Misc.Preview>
Description=The First Level ;-)
Hope that helps :)
ls206
12-03-2007, 10:15 AM
Hellcat,
Can I ask for some more help...
I've followed the step you took but can't get the preview pic to show
Hellcat
12-03-2007, 11:18 PM
Double check everything.
That you really have the .upk file and the reference in the .INI is correct.
If all seems 120% fine, upload the .upk and the .INI somewhere to take a look at....
ls206
12-04-2007, 09:51 AM
Ahhh I got it now, thanks
I was missing the .upk file
cheers :)
XyZeR
12-05-2007, 04:17 AM
awesome HC to the rescue ! thnx for the tip
And hi Fuegerstef ! are you remaking that space map again ? ;)
Hellcat
12-05-2007, 04:30 AM
awesome HC to the rescue ! thnx for the tip
And hi Fuegerstef ! are you remaking that space map again ? ;)
:) old folks rejoining :)
That's what I love at this game so much....
AZ-{OVGY}
12-08-2007, 02:31 PM
Remember to change LODGroup to TEXTUREGROUP_UI when importing the texture for better results.
Jagnot
12-10-2007, 02:18 PM
I hate to be the one who beats the dead animal, but how do I save my UI pic to my (existing) package? I import my texture just fine, but when I save my map and reload it the texture isn't there anymore..
SEBASTIEN-NOVA
12-10-2007, 02:38 PM
EDIT : Sorry for the double post.
You can delete it !
SEBASTIEN-NOVA
12-10-2007, 02:40 PM
I hate to be the one who beats the dead animal, but how do I save my UI pic to my (existing) package? I import my texture just fine, but when I save my map and reload it the texture isn't there anymore..
You Have to put your UI texture somewhere hidden in your map to save it on the map file. If you don't use the UI texture in your world, the Ued don't save it :)
Jagnot
12-10-2007, 09:32 PM
Ah, ok. Does the texture have to be streamed, or made into a material? I tried both, I think I must have did it wrong because it doesn't show up..
I have a 'streamed' texture that I just imported to my "Misc" group in my "DM-SubZero" package, in the INI I put this:
[DM-SubZero UTUIDataProvider_MapInfo]
MapName=DM-SubZero
FriendlyName=SubZero
PreviewImageMarkup=<Images:DM-SubZero.Misc.SubZero>
Description=Years ago the workers at Thermal Auxilery Base 3 left in favor of a more temperate climate.
Minutes later Liandri heli-choppers landed and nabbed their newest arena..
Now, I did this after I cooked my map, do I need to cook it again or something?
AZ-{OVGY}
12-10-2007, 10:27 PM
I just import the texture into a new package, for example if I did your map the new package would be DM-SubZeroscreenshot.upk. It's easier that way. I can do this all in less than a minute, import your texture into new package (as exampled above) remembering to set LODGroup to TEXTUREGROUP_UI, leave group blank as it is not needed (there will only be one texture in the package), name the texture something simple like screenshot then save package. In the .ini add
PreviewImageMarkup=<Images:DM-SubZeroscreenshot.screenshot> and thats it.
If you really want to use it in your map though you must make the texture a material, then you use that material somewhere in your map, maybe even have to make a new room so you can use it where it will be completely hidden from players. You have to do this in order to force the editor to save the texture into your map when cooked. Then in the .ini add the texture name (not the material). I haven't tried this method myself but I think thats how it works.
DGUnreal
12-11-2007, 01:23 AM
See this thread (http://forums.epicgames.com/showthread.php?t=590932)...
Thrallala
01-27-2008, 12:31 PM
See this thread (http://forums.epicgames.com/showthread.php?t=590932)...
It won't work for me... here's what I did -
took the screenshot ingame, resized it to 512X256, saved it as tga, imported it to my package in the editor, with the settings you specified, assigned the material to a hidden surface, saved the map and cooked it.
However, when I open the cooked map in the editor, the imported material (preview) is no longer assigned to the surface. And therefor it does not show up as preview image ingame (settings in the .ini file are correct).
Help please
DGUnreal
01-27-2008, 12:43 PM
If the material is not staying on the surface then there is a step you must be missing or doing incorrectly.
Are you importing the screenshot texture into the map file itself? Such as DM-MyMap for the Package name? If you don't, then after you save and exit, the image is essentially gone.
Thrallala
01-27-2008, 01:35 PM
If the material is not staying on the surface then there is a step you must be missing or doing incorrectly.
Are you importing the screenshot texture into the map file itself? Such as DM-MyMap for the Package name? If you don't, then after you save and exit, the image is essentially gone.
Yes I did, Import -> package: ctf-athea, group: MapPic, name: map-pic-cft-athea
DGUnreal
01-27-2008, 01:40 PM
What happens if you open the uncooked map, import and assign the screenshot texture, save the map, exit and restart unrealed, and open the map again... is the screenshot texture still there?
Thrallala
01-27-2008, 01:44 PM
Will try it out, i'll be back here in 15 mins.
Thanks for the quick replies :)
Thrallala
01-27-2008, 02:14 PM
yeah, the texture/material is still there and assigned to the surface/static mesh(uncooked version). However, when I cook the map the texture/material aint there anymore.
Làámßø
01-27-2008, 03:39 PM
yeah, the texture/material is still there and assigned to the surface/static mesh(uncooked version). However, when I cook the map the texture/material aint there anymore.
Are you going into "Instant Action" to Play/Test your map? Your file you need to apply the screenshot file to won't be created till you Play it in "Instant Action". At least that's what I do to create it.
...and remember, the screenshot requires the "Texture" and not the "Material" to be pasted into the ini file (or config).
Does that help?
Thrallala
01-27-2008, 04:51 PM
Ofc, I can't see if the preview shot even works without checking in instant action....
but after deleting all files in USER/Documents/My Games/Unreal Tournament 3, I could finally get it to work, still having a few problems with 2 custom materials not always working when I cook the map (will probably work this time though).
Thanks for comments!
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