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DM-1on1-Intrepid

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  • replied
    Let us know here and at UOF when you get this fixed.

    Leave a comment:


  • replied
    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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  • replied
    How are you still stuck with this error?

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  • replied
    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.

    Leave a comment:


  • replied
    Yup. This could be the problem.

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  • replied
    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?

    Leave a comment:


  • replied
    Thank you all. Will repost once sorted out.

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  • replied
    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.

    Leave a comment:


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

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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

    Leave a comment:


  • replied
    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?

    Leave a comment:


  • replied
    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

    Leave a comment:


  • replied
    Thanks bro. I see what you mean. Ill try it out tonight

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  • replied
    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.

    Leave a comment:

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