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  1. #1
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    Gamertag: Darkn3ss is QnL PSN ID: DEVIL_-eSs3nCe-

    Default DM-1on1-Intrepid

    Name: Intrepid
    Playercount: 2
    Textures: Everything custom made in Photoshop
    Status: PS3 and PC distributed

    DOWNLOAD

    Creation / Standards:
    A small map based on some UT99 ones.
    It is build through the standards of HOLP.
    Using grid 32 and 97% BSP only. Only the Water(falls) weapon/jumppad/ammo are SM's/Actors

    Backstory:
    A water storage facility once used by the Liandri Corp to store various amounts of water.
    Now abandoned and rediscovered by the Axon, it serves the purpose of Tournament blood.

    Layout and Design
    A true hitscan and Z-axis map.
    Control the high ground to remain an eye on your opponent.
    The pillars serve as cover and also add the addition of possibly sneak attacks on your opponent, yet keeping the map open in some places for head to head battles.

    Floor and wall texture are mostly grey and trims are black.
    Lights are light purple and light blue.

    There is 130 armor to collect plus the addition of 4 health viles +20 health.



    Last edited by Darkn3ss is QnL; 06-02-2012 at 06:32 PM.
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  2. #2
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    Gamertag: Darkn3ss is QnL PSN ID: DEVIL_-eSs3nCe-

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    Mirror up soon since Mediafire intends to stop hosting the file after 1 day...
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  3. #3

  4. #4
    God King
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    Default

    Sadly, the map crash the game.

    I delete the UPK & it didn't work. Delete the INI, didn't work neither.

    When I check the log it is said :

    "Assertion failed: GIsEditor [File:.\Src\Texture2D.cpp] [Line: 627]
    Cannot create textures at run-time in the game [unable to find MyTexturePackage]"

    Look like your using an external package...

  5. #5
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    Default

    Quote Originally Posted by stevelois View Post
    Sadly, the map crash the game.

    I delete the UPK & it didn't work. Delete the INI, didn't work neither.

    When I check the log it is said :

    "Assertion failed: GIsEditor [File:.\Src\Texture2D.cpp] [Line: 627]
    Cannot create textures at run-time in the game [unable to find MyTexturePackage]"

    Look like your using an external package...
    No words, just WTF.
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  6. #6
    MSgt. Shooter Person
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    Gamertag: Darkn3ss is QnL PSN ID: DEVIL_-eSs3nCe-

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    Blech sick of this. Perhaps its my Frontend which is fcked up? I never got to fix the cause of the Blackbox glitch after cooking CTF/VCTF maps.
    The PS3 version is working fine and has been downloaded a few times and installed without hicups.

    And why is the file working on my PC just fine as well?
    Im 100% sure im not using an external package..
    I did not import any other packages and copied only one SM from an stock package to my own package with is called MyTexturePackage.upk
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  7. #7
    God King
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    Default

    Same issue here.

    MyTexturePackage.upk... Hmm, well, apparently there is one problem with what you did:
    You should name packages like your map file when you want to put custom content in it and when you are using a stock static mesh, there is no need of copying it into another package.

    So... what to do now.. I would open the Generic Browser in your case, tick the show all box and see if you have a MyTexturePackage package in your list. Then go down to it, check what asset is in use and remove it/replace it via properties - if it's a texture, it will be more difficult, especially when you used it while building your BSP construction!
    That's why texturing should be done after having done the layout.

    To show you what I mean, simply do the following: Open a new map (subtractive). Now, when you select a random material of one of the pacakges that is loaded by default and subtract a BSP box, then put the builderbrush next to it so that one face of both boxes overlaps to 100% with the other, select a material (and keep in mind which it is, you'll need to know that later for the little experiment and use a material from a package that was not loaded per default when launching the editor, that is important for this experiment!) and subtract another box creating a bigger rectangle shaped box this way with a second material.

    Then you will have 5 faces with the "random material" from the first box and 5 faces with the "second material" from the second box. Now, mark all visible faces and assign a different material to all these visible faces (or use the "random material" from the first box, just remove the new material and replace it with something else). Then, save the map under some name like DM-BlaTestThingStuff2012 and close the editor.

    Now, reopen the editor and open DM-BlaTestThingStuff2012. Go through the list of assets and search for the material you used first (do not fully load any packages, you won't have to, I'm trying to show you something this way). You should find the package name the first material is from and when you click on it, you should also find that the second material is in use, loaded when you loaded the map.
    Now, you may ask yourself, where that material is located, you don't see it after all, correct?
    Take one of the BSP boxes, and move them so, that they are not connected anymore. Rebuild architecture. Now you will see, that the face of the brush which was before touching the other brush with the first material that had the second material marked when you have been subtracting it, should have exactly this material.

    I think the rest is selfexplanatory.
    Last edited by Sly.; 06-03-2012 at 08:02 AM.
    A huge fan of the entire Unreal franchise and Bulletstorm.
    UT2004 tips thread; UT3 tips thread; remastered UC weapon textures (UCBP for UT2004, still WIP), CTF-FacingWorlds99 (UT2004; final in the making); AS-Overlord (UT2004, Beta4); DM-Crane (UT2004, Beta1 - currently unavailable); CTF-BattleOnSlysBlockForts (UT2004, Final, made on request); DM-Morbias (UT2004, new link tba);

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  8. #8
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    Thanks bro. I see what you mean. Ill try it out tonight
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  9. #9

    Default

    if you sent me your map - this problem would not happen.


    - you only got 4 or 5 textures; all can be done with 1 shader- since its all bsp [and u dont need physical attributes]
    - entire map would take 1 hour to rebuild from scratch.
    * don't let yourself get frustrated because you will end up not enjoying your final product
    - seriously - if you want help- just send me the files; i do not mind at all.- and trust mne - i have probably had every ut3 editor problem known to man . lol

  10. #10
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    Gamertag: Darkn3ss is QnL PSN ID: DEVIL_-eSs3nCe-

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    So I found 2 packages in this map.

    One is called: DM-1on1-Intrepid and it has multiple shaders inside and showing some Audio cues (probably coming from my waterfalls+water)
    And my other package is called: MyTexturePackage, which holds all my 6 textures and 6 materials used in this map.

    Should I try and move all those textures and materials coming from MyTexturePackage.upk to DM-1on1-Intrepid.upk ? Then delete the whole MyTexturePackage.upk file?
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  11. #11

    Default

    Probably, you need to fix redirects afterwards otherwise a clean version rebuilt from scratch would be the proper "fix" (like TKBS said).

    For more information about redirects check the following post:
    http://forums.epicgames.com/threads/...1#post25383412

  12. #12
    Redeemer
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    Unhappy no matter how intrepid you are...the map still won't start;)

    Um, this one needs a preview shot and, yes, it crashed the game about 10 seconds into the loading screen and gave that UT3.exe error message twice before I was able to get back into XP. Let us know when it is fixed.

  13. #13

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    The screenshots look like i'm gonna like this map.
    The map crashed on me too.
    I hope you are able to fix this...

  14. #14
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    Quote Originally Posted by Darkn3ss is QnL View Post
    Should I try and move all those textures and materials coming from MyTexturePackage.upk to DM-1on1-Intrepid.upk ? Then delete the whole MyTexturePackage.upk file?
    Hey Darkn3ss, you'll want to put all of your textures, materials, and any other imported content in the package with the same name as your level. Don't worry about deleting MyTexturePackage.upd; if none of the files in it are used, it shouldn't save. I hope that helps solve the crash issue.

  15. #15
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    Thank you all. Will repost once sorted out.
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  16. #16
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    I most likely found the cause.

    Here is what happened.

    If I open maps like CTF-Fatima and DM-Megane from Stevelois, and/or DM-Galsteen or DM-Dethen from McLogenog, I notice that they all use 1 package. Called **mapname** that holds all textures and assets.

    So what I did in both my maps, CTF-Faceless and DM-1on1-Intrepid, is use an external package new package different from my map file....
    Like, for CTF-Faceless, a new package called: MyTexturePackage, or for DM-1on1-Intrepid, an package called MyIntrepidTextures...
    Instead of putting all textures in the place where it belongs.

    Could this be the problem? Please confirm.
    If so, could that story about redirects work?
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  17. #17
    God King
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    Yup. This could be the problem.
    A huge fan of the entire Unreal franchise and Bulletstorm.
    UT2004 tips thread; UT3 tips thread; remastered UC weapon textures (UCBP for UT2004, still WIP), CTF-FacingWorlds99 (UT2004; final in the making); AS-Overlord (UT2004, Beta4); DM-Crane (UT2004, Beta1 - currently unavailable); CTF-BattleOnSlysBlockForts (UT2004, Final, made on request); DM-Morbias (UT2004, new link tba);

    S l y .

  18. #18
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    Quote Originally Posted by Sly. View Post
    Yup. This could be the problem.
    Thanks bro.
    I had my doubts at first, but the comparison to other maps led to this difference -.-

    Ill see if i can fix it asap.
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  19. #19

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    How are you still stuck with this error?


  20. #20
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    Quote Originally Posted by TKBS View Post
    How are you still stuck with this error?

    No time, I'm a busy man.
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  21. #21
    Redeemer
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    Let us know here and at UOF when you get this fixed.


 

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