Announcement

Collapse
No announcement yet.

Tutorial - How to duplicate Epic content

Collapse
This is a sticky topic.
X
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    #46
    Originally posted by Oden View Post
    Will this method work for importing a static mesh from another user made map?
    I haven't tried it with a user made map, but keep in mind this. It's "bad form", if not "illegal" to use community made content with out permission. If you want to use it, contact the author and ask for permission. They can then send you the assets in an uncooked package.

    I did this for one author and he said no problem and sent me the package. From there, I just duplicated the stuff into my own map (which works for uncooked files).

    As for the mesh being tied to the level. This might be an issue with the editor. I just tried it on one of my own maps and it didn't work. FYI, you can and usually should add any custom content directly to your map file (unless you are creating a mod that many maps can use the assets). The hitch with it is that you need to use the asset before you save or build the map. If you don't, the editor will get rid of it because it thinks it's no longer in use.

    p.s. In my signature is a link to a list of tutorials I keep, could be useful for you since you are new to the UT 3 scene.

    Comment


      #47
      Originally posted by Odedge View Post
      I haven't tried it with a user made map, but keep in mind this. It's "bad form", if not "illegal" to use community made content with out permission. If you want to use it, contact the author and ask for permission. They can then send you the assets in an uncooked package.

      I did this for one author and he said no problem and sent me the package. From there, I just duplicated the stuff into my own map (which works for uncooked files).

      As for the mesh being tied to the level. This might be an issue with the editor. I just tried it on one of my own maps and it didn't work. FYI, you can and usually should add any custom content directly to your map file (unless you are creating a mod that many maps can use the assets). The hitch with it is that you need to use the asset before you save or build the map. If you don't, the editor will get rid of it because it thinks it's no longer in use.

      p.s. In my signature is a link to a list of tutorials I keep, could be useful for you since you are new to the UT 3 scene.
      Thanks, I'm not new to modding in general just UT3 and know the proper etiquette about using others materials. I wasn't working on anything to be released only testing methods for concept of processes.

      Thanks,

      Comment


        #48
        one method I found that may work for you is to "rename" the content instead of trying to copy. The reason why it crashed on you is that there still is a dependancy on the map. By renaming the mesh and ALL other materials, MI's, etc that is used by the mesh, and placing them in a new package (maps are packages too) thus breaking the dependancy to the other map.

        Comment


          #49
          Originally posted by HKLM View Post
          one method I found that may work for you is to "rename" the content instead of trying to copy. The reason why it crashed on you is that there still is a dependancy on the map. By renaming the mesh and ALL other materials, MI's, etc that is used by the mesh, and placing them in a new package (maps are packages too) thus breaking the dependancy to the other map.
          I renamed the mesh itself when I "copied" it when following the instructions in this tutorial, is this the way to rename it you are referring to? Or is there another method? Also do you know of anyway I can tell what all of the materials that are associated with the mesh are?

          Thank you!

          Comment


            #50
            Originally posted by Oden View Post
            I renamed the mesh itself when I "copied" it when following the instructions in this tutorial, is this the way to rename it you are referring to? Or is there another method?
            I tried HKLM's suggestion, but it didn't work. Not that it's a bid deal for me, but it would be nice to know how to do it.

            Also do you know of anyway I can tell what all of the materials that are associated with the mesh are?
            Locate the mesh in the generic browser, double click on it to open it in the static mesh editor, expand the "LOD" section (going off memory) and you will eventually see what materials it's using. Keep in mind that it can be more than one).

            You can also "over ride" them in the meshes's properties (once you have placed it in the level). Although, this really won't work for complex meshes (with specific detailed textures to them).

            Comment


              #51
              What I ment was to litterly "rename" the asset. Then the Move Content window pops up and select a new package. Then do not save the old package.

              If that does not work, why dont you just place the mesh in your map as it is. As long as the map is being used on the PC, it'll be ok. The engine will only load the mesh from that map and not the entire map. But on the PS3, it does not support partial loads. It must load the entire package/map to use it.

              Comment


                #52
                Originally posted by Odedge View Post
                I tried HKLM's suggestion, but it didn't work. Not that it's a bid deal for me, but it would be nice to know how to do it.



                Locate the mesh in the generic browser, double click on it to open it in the static mesh editor, expand the "LOD" section (going off memory) and you will eventually see what materials it's using. Keep in mind that it can be more than one).

                You can also "over ride" them in the meshes's properties (once you have placed it in the level). Although, this really won't work for complex meshes (with specific detailed textures to them).
                Ok so I tried moving everything to my own package: the static mesh, the materials applied to it: seen in the static mesh editor under LODInfo (there was only 1), and the Textures (opened the material editor to see the referenced textures. (there were 2 one from the levels package and one from a standard UT3 package denoted by "Texutre Sample" in the material editor) and changed the mesh to reference the new material I duplicated and changed the material to reference the textures I duplicated yet I still can't save it. Get the same error. I don't know what else it is trying to reference from the original package?

                Comment


                  #53
                  Originally posted by Oden View Post
                  yet I still can't save it. Get the same error. I don't know what else it is trying to reference from the original package?
                  To refresh my memory, did you use an asset from a map and now it won't let you save your map because of this?

                  Also, open your map in the editor and in the "browser" window, check out the "Primitive Stats" tab. Sort the "Name" column and see if you can see if there is an asset in your map that you added. This won't tell you if a material is using a texture from another pack, the same with a static mesh or similar asset.

                  Comment


                    #54
                    Yes, I added an asset from a map and now it wouldn't let me save my map because the asset was referencing that maps pkg. I tried to copy everything into my own package by doing the following - obj savepackage file=C:\Temp\ToDelete.pkg package="pkg containing asset"

                    Then right clicking the asset, and chose "rename" then renamed the asset and saved it in my own pkg. I then repeated the "rename" for each material referenced by the asset, and again for each texture referenced by the material. However originally I did not do this for a "stock UT3" texture that was referenced by the material - this texture was in the VH_All package, so I assume I would not need to duplicate this into my own package. However on the second attempt I included this texture as well and it seems to have worked. Although I don't know why a texture reference to a standard UT3 pkg would tie that static mesh directly to a map?

                    Comment


                      #55
                      Another Question, When I did this I saved the asset, material and texture to a random pkg I made to test with. If I understand correctly the level file itself is a package or can server as one. How can I save these assets to the level file itself so everything is self contained in one location?

                      Thanks!

                      Comment


                        #56
                        Originally posted by Oden View Post
                        Yes, I added an asset from a map and now it wouldn't let me save my map because the asset was referencing that maps pkg.
                        Hmm, what asset was it? If it's a static mesh, then it has to be inside your map somewhere. If it's something that would be used to create something (like a material), then you will have to open each asset that could use it to see if it's still referenced. Although, if you added it and it doesn't let you save your map, then shouldn't the asset no longer be referenced once you close the editor?

                        Then right clicking the asset, and chose "rename" then renamed the asset and saved it in my own pkg. I then repeated the "rename" for each material referenced by the asset, and again for each texture referenced by the material.
                        I don't know how much of a difference it makes, but I use the "duplicate" option.

                        However originally I did not do this for a "stock UT3" texture that was referenced by the material - this texture was in the VH_All package, so I assume I would not need to duplicate this into my own package. However on the second attempt I included this texture as well and it seems to have worked. Although I don't know why a texture reference to a standard UT3 pkg would tie that static mesh directly to a map?
                        From what I understand, you can't rename or duplicate textures in cooked packages, even using that command. From my experience doing this, I have been able to duplicate a few assets from stock .upk packages with no problems.

                        If you need to use a texture from a stock package, there is no need to duplicate it (because I think it's virtually impossible. Although, there is a program that can "rip" it from the map you are playing. I have done this so when I make a custom static mesh, I can use the texture to create the UV maps).

                        If I understand your last sentence, using a texture in a material won't involve any static mesh. Also, for materials, I usually open up the material in the material editor, highlight all of the nodes (alt+ctrl while dragging mouse), ctrl+C to copy, create a new material from scratch, ctrl+V to paste, reconnect the nodes to the preview node, tweak away.

                        Comment


                          #57
                          Originally posted by Odedge View Post
                          Hmm, what asset was it? If it's a static mesh, then it has to be inside your map somewhere. If it's something that would be used to create something (like a material), then you will have to open each asset that could use it to see if it's still referenced. Although, if you added it and it doesn't let you save your map, then shouldn't the asset no longer be referenced once you close the editor?
                          Yes It is a static mesh. I did place it in my test level and it appeared fine. Only when trying to save the level I would get an error that I could not because it referenced another maps pkg.


                          I don't know how much of a difference it makes, but I use the "duplicate" option.
                          They basically do the same thing however "rename" will move the selected asset whatever it may be from the pkg it is currently in and place it in the pkg you specify. Where duplicate will not alter the original pkg at all.


                          From what I understand, you can't rename or duplicate textures in cooked packages, even using that command. From my experience doing this, I have been able to duplicate a few assets from stock .upk packages with no problems.

                          If you need to use a texture from a stock package, there is no need to duplicate it (because I think it's virtually impossible. Although, there is a program that can "rip" it from the map you are playing. I have done this so when I make a custom static mesh, I can use the texture to create the UV maps).

                          If I understand your last sentence, using a texture in a material won't involve any static mesh. Also, for materials, I usually open up the material in the material editor, highlight all of the nodes (alt+ctrl while dragging mouse), ctrl+C to copy, create a new material from scratch, ctrl+V to paste, reconnect the nodes to the preview node, tweak away.
                          Yeah I was confused as to why I would need to duplicated a texture that was stored in a stock pkg

                          Comment


                            #58
                            Originally posted by Oden View Post
                            Yes It is a static mesh. I did place it in my test level and it appeared fine. Only when trying to save the level I would get an error that I could not because it referenced another maps pkg.
                            In the previous game (UT 2004), you could reference specific assets from a map package. I am doubting it because you can't open a map in the generic browser to look at anything that's saved inside of it (for good reason).

                            They basically do the same thing however "rename" will move the selected asset whatever it may be from the pkg it is currently in and place it in the pkg you specify. Where duplicate will not alter the original pkg at all.
                            I do know what they are meant for, just I don't know if there's any reason why you would use one or the other when "duplicating epic content". I have used "duplicate", it has worked for me and what works, I stick with it. I have some mapping "superstitions".

                            Comment


                              #59
                              I upload pic #3 that was missing

                              Comment


                                #60
                                Why doesn't this tutorial work anymore? Nothing happens when I press enter in the command line box.

                                Comment

                                Working...
                                X