So did using Administrator work for you guys?
If so, right-click on the icon, choose Properties, then click on the Advanced button and make sure the Run as Administrator checkbox is checked. And you should be good to go.
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Publishing and Cooking UT3 Community Maps
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This is a sticky topic.
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DGUnreal repliedOriginally posted by Yoshi_last View Posti have an image of the error cooking saveing procces ...
Are you running the application (UT3 or FrontEnd) as Administrator?
Go to the Start Menu icon for the Editor, right-click, and choose Run as Administrator and see if the error stops.
This is a common known issue with Vista that has been posted and answered many times.
Originally posted by [FWG]_Sniper View Postwhen i cook the map and tested it on my pc,it work's fine but when i ship the map to the server it crush's the server every time the map come upany input
Other options can be if the server is running some extra mutators or scripts that are not from Epic and they are conflicting with your map. This is a known issue with some of the community created content.
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Yoshi_last repliedi have an image of the error cooking saveing procces let me go get it quickly
alrighty here it is
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3Deeing repliedAny images of the map in the editor, or links to it? Perhaps I or others can help debug it?
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[FWG]_Sniper repliedHi same problem here
when i cook the map and tested it on my pc,it work's fine but when i ship the map to the server it crush's the server every time the map come upany input
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Burliminator repliedI'm having the same problem as Vertigo, where I can't get the map to cook and be copied over to the published folder. Does anyone know how to fix this?
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DGUnreal repliedCooking shouldn't hurt the textures.
There is a known issue with Texture settings below 5 not streaming the higher LODs, but that is fixed by either setting the game to Texture of 5 or hack-fixing by setting bForceMipStreaming on all StaticMeshes. Using bForceMipStreaming on a map with a large amount of textures may cause pool issues though, especially on consoles. I would expect a proper fix on a future patch.
The PS3 only has 256MB of main and 256MB of video memory, so there are limits on what it can run when compared to the average PC.
Part of the overall issue with community maps is that most mappers do not understand the issues with lightmaps and with occlusion. This is no different than UT2004 though in which most mappers never could grasp the simplified collision system, etc.
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3Deeing repliedI remember someone on BU (BeyondUnreal, before the great crash) complaining about "Cooking" the contents hurts the texture resolution.
I assume this is because the PS3 has very little memory to work with?
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DGUnreal repliedOriginally posted by Xyx View PostI experienced file size bloats from 40mb uncooked to 70mb cooked. What's funny is that the uncooked files often work perfectly (even for other people) if they are moved to the Published folder structure. I can't imagine seekfree loading of 70mb being significantly faster than non-seekfree loading of 40mb... so is there any particular reason to cook these maps?
If you are targetting the PC it isn't required to cook the map, for consoles it should always be cooked.
The main things that cooking does is remove unnecessary editor-specific data, correctly swap byte-order of data so that it loads fastest on the specific platform (ie. little-endian or big-endian), modify certain resources so that they are ready for direct loading instead of being processed each time the map is loaded, etc.
For maps that are large in content assets, if you do cook you will most likely see an increase in map loading speed. I have tried a couple of released community maps that were not cooked and they took an extremely long time to load in-game (felt like 5 minutes or more), which IMHO is unreasonable. I won't play these maps because of this. Personally I would rather have a larger file on my PC than to wait 5 minutes to play the map, so you may want to compare cooked versus uncooked load time to see if that is an issue as well, and then release whichever version you see fit.
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Xyx repliedOriginally posted by DGUnreal View Post4MB after a full Build All or just a pre-lighting save? If the Build All and Cook results in 23MB that is likely be due to all of the Lightmaps created for the map content.
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haslo repliedMine cooks fine if I switch the "My Documents" from D: to C:\something. It "works" as in "it starts and doesn't spill errors, unlike when I have the correct directory structure under D:\", but then UT3 crashes and has to be closed. Using Windows XP SP2 that is.
I'll reboot and give it another go. My very first attempt at cooking had me have to reinstall UT3, not even the game would start anymore back then
Edit: A reboot later, the map cooked fine. Guess I'll have to leave it in this inconvenient spot for now and manually switch to D: for all my data handling needs. Considering the fact that I have the exact same directory structure in that now standard location as I had formerly in D: (in fact, I just copied everything), I can't imagine much of a user error here...
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Vertigo101 repliedEvery thing cooks correctly but I get two errors in the middle of the process
\UTgame\Published\Cookedpc\\CustomMaps\DM-Beta1_LOC_int.upk'
\UTgame\Published\Cookedpc\\CustomMaps\DM-Beta1.ut3'
I'm on vista maybe I have to do something special?
oh and at the end of the whole cooking thing i get Unreal tournament 3 Exe made an illegal operation and crashes.
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MeepZero repliedcopy pasted from another thread...
I am getting the following error...
All the proper folders are in place, I am running my mydocs on a separate drive.
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DGUnreal repliedMake sure the final map file is in the Published folder. Make sure you named the map correctly, ie. DM-MyMap, WAR-MyMap, etc., if you forgot the prefix it won't show. Custom maps will show up at the bottom of the map list below the stock epic maps.
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Newbyhere repliedIs there anywhere specific i should be looking when i start Unreal the game. I host a deathmatch online game. go on maps and i cannot see mine. It cooked without any errors.
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