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    #31
    Right click on your static mesh and "convert to -> static mesh" and when the window appears you should name the package myLevel (UEd only accepts this version of the name AFAIK) then you can set a group for it, e.g. "movers" and the static mesh name.

    NOTE: You have to replace all static meshes manually! You can make "select matching static mesh" to select all static meshes which look the same and then you can open the properties window and easily change the static mesh under Display->StaticMesh
    Probably you have to change the textures of your static mesh as well!
    To do that you can open the SMB and change the materials in the bar below the SM viewport.
    BTW don't forget to set karma collision for your static meshs! They will lose the collision properties when you myLevel them!!

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      #32
      Originally posted by Deadly Lycrish View Post
      All right, how do you save them in my level? Also I updated my last post a lot.
      You can re-import and create the myLevel pacakge by just importing a mesh.
      Or you can select a mesh, then open the StaticMesh browser and from the drop down find "create from selection"

      Or you can lift the pacakge from another map and add to it. DM-DE-Orisis 2off the top of my head. If a mesh/texture is not in USE in the leve, it will not be saved into myLevel.

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        #33
        Sounds a little~ bit tricky. But thanks for the info.
        So, basically, what I can do is select one type of static mesh that's on the map already, open a pre-made package, like~ 2k4ChargerMeshes, and save it to the package? Or just select a mesh that's in my map, create new mesh from selected, then save it as exactly what it is, but in "mylevel" for the package name? I'm assuming that I only have to do that once for each type of static mesh. So~ once I do all of that, do I have to replace every static mesh in the level with their counterparts that are saved in mylevel? That shouldn't be tooooo hard... but tell me if I'm right.
        (btw, if you want to replace a mesh quickly and in the exact same spot, you can go under its display properties, and set the static mesh to a different one of your choice.)

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          #34
          Correct

          Select matching static meshes ,then, display>static mesh will make it less time consuming (do the switcheroo here)

          Textures, same thing. Shift+t. Or in texture browers use the "replace texures" feature. That one is pretty self explainitory.

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            #35
            Originally posted by Deadly Lycrish View Post
            (btw, if you want to replace a mesh quickly and in the exact same spot, you can go under its display properties, and set the static mesh to a different one of your choice.)
            Correct! You can right click on the static mesh you want to change and then you can go under "select -> select matching static mesh". This way copies of this static mesh all over the map will be selected. That will help you I think

            But don't change the default packages (like the Charger package)! That can cause mismatches or even mess your UT2004 up. You have to import it to myLevel directly.

            Don't forget that you shouldn't save myLevel! myLevel is a package that is in many maps and if you save it as a non levelspecific package it will cause loading errors. I don't know if you understand what I mean -just don't save it. When you save your map you'll automatically save your myLevel package (only the things of it which are in use of course) which will be only in your map. If you import something into myLevel, save the map but don't use the package and close the editor and open the map in the editor again, you'll notice that the package is gone. You'll have to reimport everything again.

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              #36
              For your first idea: http://wiki.beyondunreal.com/Legacy:...fault_Packages


              The second thought is right, it goes into myLevel.
              Once you copied the mesh into myLevel, you need to insert it into the old StaticMeshActors that use that mesh, as you correctly noticed already.

              Keep in mind, that if you use the right-click on StaticMesh in map -> "Convert to StaticMesh" -> package = myLevel, make sure that the mesh has all it's rotation set to 0, all it's scale to 1.0 and that you didn't select it at a specific vertex. Otherwise the new myLeveled StaticMesh will have the rotation and scale set as it's own rotation and size at 0,0,0 and 1.0, means it would make it incompatible if you wanted to replace the other meshes with it as mentioned already. The vertex would be used to locate the new mesh at it's relative location, meaning it would be offset so that that vertex would be at the origin of the mesh's coordinate system. So make sure you just simply select the mesh as usual and not in the mode where it points out the vertices.

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                #37
                so I'll select each mesh from its package as opposed to on the map to complicate things less. Okay.

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                  #38
                  I'm confused again. I saved all of the meshes again exactly as they were but replaced the package with mylevel.
                  For example, I have a mesh named wall2

                  It's originally saved like this:
                  daenscitypack.Walls.wall2

                  So I went into the map and selected all of the wall2 statics, and went into their display properties and changed them all from
                  daenscitypack.Walls.wall2
                  to
                  mylevel.Walls.wall2
                  and now it doesn't show up. what did I do wrong?

                  Hahah~ I'm still a noob at this after, like, 2 or 3 years or something...

                  Comment


                    #39
                    daenscitypack.Walls.wall2
                    to
                    mylevel.Walls.wall2
                    and now it doesn't show up. what did I do wrong?
                    Your on the right track. They may be offset a bit and need to be re-placed. This is one of those cases where a re-import is quicker. You can proably just grab them all and put them back in place as one huge block or w/e. (placement is likely on Z axis, above or below the play area)

                    Comment


                      #40
                      You first need to have the mesh daenscitypack.Walls.wall2 placed as StaticMesh in your map.

                      Then you set all rotation of this mesh to 0 (in the Movement section of it's properties) and the scale to 1.0.

                      Now you right-click on that mesh and choose "Convert to StaticMesh". In the popup window you set the name and group to whatever you want and the package to myLevel.

                      Now you can select this mesh in the StaticMeshBrowser in the myLevel package and set the other StaticMeshActors to use this mesh now.
                      You musn't close the editor before the mesh has been used in the map and the map has been saved, or it won't be there anymore when you open the map the next time.

                      Comment


                        #41
                        Originally posted by Crusha K. Rool View Post
                        You musn't close the editor before the mesh has been used in the map and the map has been saved, or it won't be there anymore when you open the map the next time.
                        Bolded to help

                        DOUBLE POST (by me):
                        daenscitypack.Walls.wall2
                        to
                        mylevel.Walls.wall2
                        and now it doesn't show up. what did I do wrong?
                        Your on the right track. They may be offset a bit and need to be re-placed. This is one of those cases where a re-import is quicker. You can proably just grab them all and put them back in place as one huge block or w/e. (placement is likely on Z axis, above or below the play area)

                        Comment


                          #42
                          Quoting myself:
                          Originally posted by Sly. View Post
                          If you import something into myLevel, save the map but don't use the package and close the editor and open the map in the editor again, you'll notice that the package is gone. You'll have to reimport everything again.

                          Comment


                            #43
                            alright, I think I get what you're all saying now. I've tried it and it seems to work in the editor. BUT~! a NEW problem has popped up. Whenever I try to play the map, it says something about not being able to find something in "mylevel"
                            It's okay, I know what this is. Earlier today, I was sort of depressed and bored (My girlfriend just went to Jamaica to see her family for 2 weeks)
                            So I was remembering, that one of my old maps (Which I haven't uploaded, by the way) Has a car in it, but I hate it and it totally sucks. So I was making a car right? And it actually looks pretty good IMO... anyway, the bottom line is:

                            I wanted a good black texture for the tires. I remembered that, "HEY! The down for maintenance deck 16 in the map Deck 17 has a good black!"
                            So I loaded it up and went into the textures in use, and picked out the black. Then I went to the test map where I'm building my new car thing, and took the texture from the MRU, and put it on the tires. Made the car and its tires into static meshes and saved them into one of my main SM packs, daenscitypack.
                            But, since I've done that, I can't play any of my maps that use that package, even though none of those maps have the car or its tires in them

                            So is there a way to delete individual smeshes from a package? If not, I could just download the second most recent version from the zip of this map that I put up! But even though that would work this time, it's still just ignoring the greater problem. I would like to know how to do this. Thank you you guys for not giving up on me!

                            Edit: Just so you know, I fixed the problem and now I can play my maps. But I didn't do it by deleting it, I just still had the test map available so I made new tires with textures that worked. But I would still like to know.

                            Edit 2: Okay... I was almost done myleveling and replacing every static mesh, and now the static mesh browser kecked and froze itself. Jeez... I hate it when it does that. The only way I know how to fix it is by restarting the editor, but you guys said that if I restart it, I can loose all of the myleveled meshes on the map, but since I was almost done when it froze, almost every mesh has been myleveled! WTF! Can you help me? This is such sh*t! I didn't even do anything wrong or anything!

                            Comment


                              #44
                              Okay, I minimized ED and then expanded it again, which for some convenient reason stopped the frozen browser from being full screened (Which it was before) so I did a little test play, and saved the map. Now I'm free to restart Ed without loosing anything right? And then I can finish?

                              Comment


                                #45
                                Delete your .ini files if the problem persists. Will fix most editor "breaks"

                                (UrealEd.ini)
                                (user.ini)
                                (UT2004.ini)-live with it

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