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Preparing your map for publishing and distribution
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musilowski repliedAnyone happen to know if paragraphs are possible in the description written inside the maps' .ini file? I'd rather not make a wall of text, without any formatting.
If not possible, I'll just rely on the readme... :P
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Cirian repliedOk, this might sound stupid in hindsight but I was following DG's very clear tutorial on cooking for the PS3 but there was this one lil' tiny additional step I had missed that was giving me grief...
...I hadn't installed the PS3 tools. /facepalm.
It was very confusing for a while because even without the tools Unreal Frontend looks like it will cook for the PS3 and kinda goes through the motions, but it won't actually work.
Anyway, it works now. Thanks for the tutorial DG!
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Kornswag repliedThanks DGUnreal, I appreciate the knowledge you have shared with me and definitely have more clarity on the subject, I hope someday I can return the favor!
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DGUnreal repliedExternal packages are fine to use if the assets in them are definitely heavily shared between multiple maps within a project, otherwise for numerous reasons if there is only one map everything should be in that map. Especially for assets that relate to just that map such as TerrainMaterial and TerrainLayerSetup etc.
Some of the reasons being: lost packages, package name conflicts with other people's projects, redirector issues, path issues, plus cooked maps contain a portion of every externally referenced asset so a significant chunk of everything in any external packages is cooked right into each map file anyway which makes the entire distributable larger if external packages are used.
The "internal" map package is the easiest to use, simply specify the map name itself for the Package when importing assets (it can also be picked on the Package combo drop-down). A map file is essentially just a package file with a game-specific file extension anyway, so by specifying the map name for the Package all this does is import the asset into the map file itself. Group naming should also always be used to organize the content.
Internal assets in a map file are the best because not only does it stay relevant to the file even if the map file is renamed, but if you actually rename any assets themselves or move them around groups, it doesn't create redirectors like occurs with external packages.
Unfortunately none of the three built-in foliage systems expose a setting for DetailMode (Terrain Decolayer, TM Foliage, or FoliageFactory Volumes).
As I mentioned you would have to manually place staticmeshes in order to get this functionality.
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Kornswag repliedOriginally posted by DGUnreal View PostI would get rid of the external package anyway, unless it is a mod or tc there is no good reason to use external packages and a lot of bad reasons. A lot of gamers and server admins also won't install maps that use external packages.
Foliage Factories etc. are supposed to cull based on detail level and distance otherwise it kills performance. The only real way around it would be to use manually placed meshes and culling volumes or possibly multiple foliage volumes. If a map is designed to rely on foliage to hide players, then the stock foliage factories won't work properly to do this.
I don't use any foliage factories, just the foliage meshes that are tied into the terrain materials. But I have noticed these foliage meshes don't display for low graphic settings, which I was wondering if there was a setting in the editor to change this, maybe just make the cull distance alot shorter than the high graphics settings :/
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DGUnreal repliedI would get rid of the external package anyway, unless it is a mod or tc there is no good reason to use external packages and a lot of bad reasons. A lot of gamers and server admins also won't install maps that use external packages.
Foliage Factories etc. are supposed to cull based on detail level and distance otherwise it kills performance. The only real way around it would be to use manually placed meshes and culling volumes or possibly multiple foliage volumes. If a map is designed to rely on foliage to hide players, then the stock foliage factories won't work properly to do this.
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Kornswag repliedmissing assets *FIXED(kinda)*
Originally posted by DGUnreal View PostDid you create all custom assets in the map package itself or did you use an external package? External packages should not be used for a number of reasons. If an external package was used and everything was later moved to the map, then there are redirector issues.
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Kornswag repliedI am using 1 external package but have been using it in correlation to this particular map since it's induction. I have heard from another that some assets are set to high or medium when created and will only display if the computers graphics settings are at or above the the setting used on the particular asset. I will confirm this and post back when I get the results. Btw, thanks for the reply DGUnreal and I hope this redirector issue isn't what is going on. And if it was, what would I do about it? Thanks again!
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DGUnreal repliedDid you create all custom assets in the map package itself or did you use an external package? External packages should not be used for a number of reasons. If an external package was used and everything was later moved to the map, then there are redirector issues.
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Kornswag repliedWhat do I do if assets don't show up on other computers? The bulk of them are there and display fine, but things like 1/4 decolayers or a random asset like a fence piece won't show up and are hidden. The fence is invisible but the collision is still there which is odd. Any suggestions?
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the_witness repliedOriginally posted by DGUnreal View PostI should re-write this tutorial to make some of it a bit easier to understand.
All that the "initial publish" is doing is creating a copy of the final built map in the UTGame\Published\CookedPC\CustomMaps folder so that you can play the map in UT3 and do a screenshot capture.
Normally, the source map will only be in the Unpublished\CookedPC\CustomMaps folder, where it won't be seen by UT3's in-game menus.
If you wanted, you could skip the initial publish and manually copy the map file to the Published\CookedPC\CustomMaps folder so that it can be played in UT3.
Once the Publish dialog gets down to the x errors and execution time, you can close that window and continue on with what else needs to be done.
last time i closed the unreal editor 3 program during the "publish"
i couldn't even get the editor to open so i was just being cautious.
thanks for the quick reply, helps me a lot
i know you have your things to do as well
but this is my school project, so really, TY
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DGUnreal repliedOriginally posted by feisar32 View PostHi DG - if possible, I need some help here
Originally posted by the_witness View Posti published my map today, figuring out that "initial publish" and "final publish" are the same buttons XD
anyway..just wondering..how do i know when the "initial publish" is done..whats the last message i should get before i move onto "adding the screenshot texture" step
All that the "initial publish" is doing is creating a copy of the final built map in the UTGame\Published\CookedPC\CustomMaps folder so that you can play the map in UT3 and do a screenshot capture.
Normally, the source map will only be in the Unpublished\CookedPC\CustomMaps folder, where it won't be seen by UT3's in-game menus.
If you wanted, you could skip the initial publish and manually copy the map file to the Published\CookedPC\CustomMaps folder so that it can be played in UT3.
Once the Publish dialog gets down to the x errors and execution time, you can close that window and continue on with what else needs to be done.
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the_witness repliedhello mappers! I have been following along with this thread for a few days now.
i published my map today, figuring out that "initial publish" and "final publish" are the same buttons XD
anyway..just wondering..how do i know when the "initial publish" is done..whats the last message i should get before i move onto "adding the screenshot texture" step
thanks in advance for whoever responds =]
edit: i hope this thread isn't dead >.<
edit2: the execution of commandlet took: 22.23 seconds what should i see/do next?
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feisar32 repliedHi DG - if possible, I need some help here - I'm attempting to cook a map for PS3 on behalf of the creator (with his permission, in case anyone was wondering!)
I've read, digested & followed a number of guides, including this one
Whenever I try to cook the map, I get a number of these errors (from the log):
ShaderPrecompiler: Failed to save to file C:\Program Files\Unreal Tournament 3\Binaries\..\Engine\Shaders\Material.usf - Is it READONLY?
Warning, Failed to compile shaders for Material VH_Cicada.Materials.M_VH_Cicada_ExhaustCone, Default Material will be used in game.
ShaderPrecompiler: Failed to save to file C:\Program Files\Unreal Tournament 3\Binaries\..\Engine\Shaders\Material.usf - Is it READONLY?
Warning, Failed to compile shaders for Material VH_Cicada.Materials.M_Rocket_mesh, Default Material will be used in game.
ShaderPrecompiler: Failed to save to file C:\Program Files\Unreal Tournament 3\Binaries\..\Engine\Shaders\Material.usf - Is it READONLY?
Warning, Failed to compile shaders for Material VH_Weapons.Materials.M_Raptor_SparkSpurt, Default Material will be used in game.
ShaderPrecompiler: Failed to save to file C:\Program Files\Unreal Tournament 3\Binaries\..\Engine\Shaders\Material.usf - Is it READONLY?
Warning, Failed to compile shaders for Material VH_Raptor.Materials.M_Raptor_Explo_flames_red, Default Material will be used in game.
ShaderPrecompiler: Failed to save to file C:\Program Files\Unreal Tournament 3\Binaries\..\Engine\Shaders\Material.usf - Is it READONLY?
Warning, Failed to compile shaders for Material VH_Manta.Materials.M_Darktest_Manta_smoke, Default Material will be used in game.
ShaderPrecompiler: Failed to save to file C:\Program Files\Unreal Tournament 3\Binaries\..\Engine\Shaders\Material.usf - Is it READONLY?
Warning, Failed to compile shaders for Material PICKUPS.Deployables.Materials.M_Deployables_SlowVo lume_Cube_01, Default Material will be used in game.
ShaderPrecompiler: Failed to save to file C:\Program Files\Unreal Tournament 3\Binaries\..\Engine\Shaders\Material.usf - Is it READONLY?
Warning, Failed to compile shaders for Material PICKUPS.Deployables.Materials.M_Deployables_SlowVo lume_Projector, Default Material will be used in game.
ShaderPrecompiler: Failed to save to file C:\Program Files\Unreal Tournament 3\Binaries\..\Engine\Shaders\Material.usf - Is it READONLY?
Warning, Failed to compile shaders for Material WP_Redeemer.Materials.M_Redeemer_DeemerSphere, Default Material will be used in game.
ShaderPrecompiler: Failed to save to file C:\Program Files\Unreal Tournament 3\Binaries\..\Engine\Shaders\Material.usf - Is it READONLY?
Warning, Failed to compile shaders for Material WP_Redeemer.Materials.M_WP_Redeemer_mesh_Flair, Default Material will be used in game.
ShaderPrecompiler: Failed to save to file C:\Program Files\Unreal Tournament 3\Binaries\..\Engine\Shaders\Material.usf - Is it READONLY?
Warning, Failed to compile shaders for Material Envy_Effects.Explosion.Materials.M_EFX_Explo_SubUV _01, Default Material will be used in game.
ShaderPrecompiler: Failed to save to file C:\Program Files\Unreal Tournament 3\Binaries\..\Engine\Shaders\Material.usf - Is it READONLY?
Warning, Failed to compile shaders for Material WP_RocketLauncher.Materials.M_Flair_R, Default Material will be used in game.
ShaderPrecompiler: Failed to save to file C:\Program Files\Unreal Tournament 3\Binaries\..\Engine\Shaders\Material.usf - Is it READONLY?
Warning, Failed to compile shaders for Material WP_Redeemer.Materials.M_WP_Redeemer_mesh_Flair2, Default Material will be used in game.
ShaderPrecompiler: Failed to save to file C:\Program Files\Unreal Tournament 3\Binaries\..\Engine\Shaders\Material.usf - Is it READONLY?
Warning, Failed to compile shaders for Material WP_AVRiL.Materials.M_Dark_Smoke, Default Material will be used in game.
ShaderPrecompiler: Failed to save to file C:\Program Files\Unreal Tournament 3\Binaries\..\Engine\Shaders\Material.usf - Is it READONLY?
Warning, Failed to compile shaders for Material WP_AVRiL.Materials.M_Flair_large_Soft, Default Material will be used in game.
ShaderPrecompiler: Failed to save to file C:\Program Files\Unreal Tournament 3\Binaries\..\Engine\Shaders\Material.usf - Is it READONLY?
Warning, Failed to compile shaders for Material WP_AVRiL.Materials.M_Distortion_mesh, Default Material will be used in game.
ShaderPrecompiler: Failed to save to file C:\Program Files\Unreal Tournament 3\Binaries\..\Engine\Shaders\Material.usf - Is it READONLY?
Warning, Failed to compile shaders for Material WP_AVRiL.Materials.M_Rock_Fakelit, Default Material will be used in game.
ShaderPrecompiler: Failed to save to file C:\Program Files\Unreal Tournament 3\Binaries\..\Engine\Shaders\VertexFactory.usf - Is it READONLY?
Warning, Failed to compile shaders for Material VH_Goliath.Materials.M_Goliath_Dark_Dirt_01, Default Material will be used in game.
You indicated that the problem could be that I was using a Shader Model 2 graphics card (Sapphire Radeon 9600XT) - however, today I've upgraded to a Shader Model 3 Sapphire Radeon X1950 Pro, & I'm STILL having the same problem
It doesn't appear to be a problem with the (uncooked) map file as another user has been able to successfully cook the file (again with permission)
This has happened on four different files now (all of which I've attempted to cook with the relevant mapper's permission)
Can anyone shed any light on why this is happening? I can't find any solutions & it's driving me nuts ...
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