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Tutorial - How to duplicate Epic content

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  • Tutorial - How to duplicate Epic content

    Hello,

    Note that all tutorials I've released on Epic are outdated. The latest version is always at my homepage. I leave them here since it's practical for Epic users.

    This tutorial is to help you duplicate Epic content (static meshes, materials, emitters, particle systems) and put these assets in your own map package. I did this tutorial since it was essential for me to do so for my DM-Station 12 map. A similar thread already exist & you can find it here but after numerous attempt, it wasn't working. By following this tutorial step by step, you should be able to duplicate everything except textures from Epic. It's not possible to use this method for textures. Therefore, take a look at post # 14 for another method. The tool is available here Now for this tutorial, I'll duplicate a static mesh (aka SM).

    1) Start the Editor, open your map & the generic browser (which should open by default).

    2) In the Generic tab, locate the package you want to duplicate. In my case, I choose UN_Cave. Notice that the package title is in grey color.



    3) Right click that package & select 'Full load' in the contextual menu. The package should appear in black color. If you want to duplicate, rename or delete an asset (in the window at the right) by right clicking on it, you will see that all of these option in the contextual menu aren't available.



    4) Go now in the Log tab & locate the command line at the bottom. Now, you have to use the proper syntax or else, you will end up with a warning message or nothing will happen. The syntax to use is as follow :
    obj savepackage file=[location & name of the temporary package] package=[Epic package to duplicate]
    Take note that when you do the 'savepackage' you don't open the package that it save. The file that is saved is just a temporary stream, so it is best to point the 'file=' to a temporary folder and use a garbage file name such as C:\Temp\ToDelete.pkg since that is a meaningless file that you can delete later.

    The [Epic package to duplicate] is the package you want to duplicate. In my case, it's UN_Cave. So the correct syntax to type is as follow & press enter when finish :

    obj savepackage file=C:\Temp\ToDelete.pkg package=UN_Cave



    5) Return to the Generic tab, in the UN_Cave package select an asset in the window to the right & know by clicking with the right button of your mouse, in the contextual menu, the duplicate option should be available.

    6) I choose an asset & choose to duplicate it. The window that appear is the destination where you want to duplicate the asset. The 3 field are important & should be filled with the correct info. This is the default settings :



    This is how it should be fill :

    Package = Select your map in the scrolling menu.
    Group = Not essential but very practical. It is better that you create several groups in your map package. This will help you stay organize when you begin to have multiple assets included in your map.
    New name = The name of the new asset. Since this is a rock asset, I choose an adequate name for this type of rock since I have plenty of them (shape, look, dimension, etc).



    Click the OK button when everything is filled up.

    7) Go now in your map package. In my case, you can see that under my map, I have several groups since I assign a group for every assets I created/duplicate.



    8) Double click the new asset and make sure to uncheck the 3 settings beginning by 'Use...' if you want to use 'per-poly' collision instead of the default one. Still, in the most case, it is recommended to use the different models available in the collision menu. For simple object like a cube, the first model (6DOP) is more than enough.



    After the assets has being created, you can always rename them, assign a new group if you want to.

    Now, return in your map and insert the new SM somewhere. Save your map when your done so the new asset will stay in your map package. If you don't use your new SM & don't save your map at some point, your new stuff won't be save in your map & you will have to redo everything.

    Hope that it can help you out.

  • #2
    Originally posted by stevelois View Post
    Hope that it can help you out.


    First a player, then a beta tester, then a map maker, now a tutorial writer! What's next?

    Thanks for taking the time to do this. I knew there was something off about the thread you linked. When making a tutorial, you have to assume the person knows nothing about the topic at hand.

    That being said, do you mind if I add your tutorial to my site. It would be nice to consolidate as much information out of a forum and into a more organized area. Full credit will be given to you, of course. If you want, I can attach your email, but that's up to you.

    Let me know...

    Comment


    • #3
      Ha ha

      I don't know what's next, maybe a good coffee

      Happy that it help you. Indeed, like you, I assume that the mapper is starting from "0" knowledge (like me), step by step guiding is primordial or else, the tutorial isn't useful.

      I don't mind at all that you add the tutorial to your site & I expect proper credit (as you mention).

      About the email, it is not necessary, I prefer that you add a link to my main thread (Stevie's corner) because, I have a lot of link content there & players/mappers would surely find something suitable for them. If someone is interesting of reaching me, that person can post in my main thread &/or send me a PM

      So, go ahead

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      • #4
        If anyone find some spelling/syntax errors, please fell free to point them out so I can fix them

        English is not my primary language. I'm french...

        Comment


        • #5
          Good tutorial, will bookmark this!

          Comment


          • #6
            Good

            If your trying to find more info, you can check my main thread (in my signature)

            Hope that you will find plenty of stuff

            Comment


            • #7
              Originally posted by stevelois View Post
              9) Double click the new asset and make sure to uncheck the 3 settings beginning by 'Use...' if you want to use 'per-poly' collision instead of the default one which is very annoying.
              Having players get snagged on like say a leaf is very annoying. There are many reasons for using a simplified collision hull over the very slow material collision.

              Even epic themselves recomend using simplified collision models.
              Quoted from UDN
              Collision with the level BSP and terrain should work fine without much tweaking. Collision with static meshes, however, can require some optimization, simply because of the large number of triangles involved. The main job here is using simpler shapes for collision than for graphics. There are 2 reasons for doing this:
              • Faster. With the number of triangles now in a level, using just the graphics triangles for collision can get really slow.
              • Smoother. It can be really annoying to get snagged on some small graphical detail in the middle of a firefight!
              If you do not like how the collision model is currently setup, you can change it. In the StaticMesh Editor window, use the Auto Convex Collision tool to generate a better collision model. Even the most detailed collision model this tool can make, will 99% of the time be much better then using the material collision method.

              Comment


              • #8
                Well,

                Per-poly collision do not suit for everybody since the primary focus of this tutorial is simply to help others duplicate stock assets but I spoke about that aspect for those how may have the problem with the default collision model.

                I had it and it was very annoying. Even DGUnreal recommended me to do so in my case

                Another mappers had the same problem and was able to get rid of it by enabling per-poly collision on the proper rocks.

                But anyway, I'll modify the phrase a bit & THX for the info

                Comment


                • #9
                  Thanks for the tutorial but there is however one problem i am unable to solve. When i trie to duplicate a material from "DM-CarbonFire" to "My Package" nothing happends. The log isn't giving any feedback or errors.

                  Just nothing happends......

                  Comment


                  • #10
                    Sometimes I find it better to just re-create the material. Create a new material in your package, then open up the original and hold CTRL+ALT and use the selection box to select all of the expressions. Once they are all selected, press CTRL+C to copy it, then in your new material, click the expression area once and then press CTRL+V to paste it. Hook it up as it was in the original and make any changes to the material properties and your good to go.

                    Comment


                    • #11
                      Originally posted by Sicko View Post
                      Thanks for the tutorial but there is however one problem i am unable to solve. When i trie to duplicate a material from "DM-CarbonFire" to "My Package" nothing happends. The log isn't giving any feedback or errors.

                      Just nothing happends......
                      Mmm...

                      The log your talking about is the log from the log tab or the log file ?

                      It is extremely important that you follow the tutorial step by step & pay attention to every details or else, for what I'm aware, it won't work.

                      It can do that when the syntax you type in the log tab isn't properly typed.

                      Comment


                      • #12
                        Originally posted by HKLM View Post
                        Sometimes I find it better to just re-create the material. Create a new material in your package, then open up the original and hold CTRL+ALT and use the selection box to select all of the expressions. Once they are all selected, press CTRL+C to copy it, then in your new material, click the expression area once and then press CTRL+V to paste it. Hook it up as it was in the original and make any changes to the material properties and your good to go.
                        This is how I do it also.

                        Has anyone been able to export a texture from an Epic package?

                        Comment


                        • #13
                          Originally posted by Odedge View Post
                          Has anyone been able to export a texture from an Epic package?
                          As far I know, it's impossible.
                          The tip I use is to make a screen capture with the texture showing in the browser scaled in 100% and past it to photoshop.

                          Comment


                          • #14
                            This thread's a keeper for me.

                            As for exporting textures, the best way to go about it is to use the program known as 3D Ripper DX. It's what's known as a "game analyzer." I don't have a link to it at the time, but you should be able to find it easily with the search function. What the program does is basically dump every texture stored in memory for any higher-level DirectX game that it's linked to at the time, including UT3, to your hard drive. What I do is make a simple subtracted cube, plaster the texture(s) I want to export onto its surfaces, and run the program with the instructions provided. It'll make a "capture" of all the textures in the map, and those textures will show up as *.dds files in a folder of your choice.

                            Comment


                            • #15
                              Originally posted by TubeJuice View Post
                              This thread's a keeper for me.

                              As for exporting textures, the best way to go about it is to use the program known as 3D Ripper DX. It's what's known as a "game analyzer." I don't have a link to it at the time, but you should be able to find it easily with the search function. What the program does is basically dump every texture stored in memory for any higher-level DirectX game that it's linked to at the time, including UT3, to your hard drive. What I do is make a simple subtracted cube, plaster the texture(s) I want to export onto its surfaces, and run the program with the instructions provided. It'll make a "capture" of all the textures in the map, and those textures will show up as *.dds files in a folder of your choice.
                              Glad that my thread is useful for many

                              That product is a very clever software

                              Comment

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