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step3.a: Using content from other maps or custom-created content
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This part will covers:
|-- Content
|..........|- default (definition)
|..........|- custom (definition)
|-- external packages/dependencies
|..........|- dependencies implemented into "mylevel" of my map
|-- using content from other maps
|..........|- Textures
|..........|- Static Meshes
|-- Import into my map
|..........|- How to import Textures
|..........|- How to import Static Meshes
|-- mylevel
|..........|- mylevel and Textures
|..........|- mylevel and Static Meshes
Content is the sum of data and in UT is consists of:
Code (can be found in \System directory), Map, Textures, Static Meshes, Sounds, Animations.
All these are located into your UT2004 installation directory under the respective folder, in the form of packages.
Default content is the official content that is included in your UT2004 packages.
Custom content is content created using external data, not included in your UT2004 packages.
I make this distinction here, because, every map is built using packages.
Case 1: If a map is built by using ONLY the packages located within the UT2004 installation directory (assuming you havent placed any extra packages there), then the result map will be a map (e.g. MyMap01.ut2) that all essential files are inside this map file, and will have no external dependencies. In that case, that map will be playable by anyone you share it with, only by sending out the MyMap01.ut2, or in any server.
in that case the only thing he needs to do is place MyMap01.ut2 file into \Maps folder and hit play....
Case 2: If a map is built by using ALSO additional external packages that you found on the web or you created yourself, then the result map will be a map (e.g. MyMap02.ut2) that ONLY the default packages' content will be within the file MyMap02.ut2 and you will ALSO need to provide the external packages (aka external dependencies) to the people you want them to play your map.
e.g. if you have only 1 additional package, which is a texture package you created, (e.g. MyCoolWallTexture.utx)
you ALSO need to sent them the file MyCoolWallTexture.utx, which they should place into \Textures folder, for the map to be playable in their pc (or a server).
you can, at anytime, check external dependencies using a freeware like UnrealDeps v0.1.1.
[offtopic]try to run Xenomorphy to see how many external dependencies you will me missing

Case 3: Making custom content part of the map so that no external packages are required (external dependencies).
[offtopic]This is also a work-around of Case 2, in which we eliminate the need for the map file MyMap02.ut2 to be dependent on the MyCoolWallTexture.utx[/offtopic]
ps1: if MyCoolWallTexture package consists of 100 textures which all of them are used in your map, just sent out the damn MyCoolWallTexture.utx file to the others to save yourself time ffs
follow this process for each texture inside the texture package
in your texture browser ->File...->Import...->select the texture/texture package you want to import
in the pop-up window use these properties:
Package: mylevel
Group: typesomething
Name: typesomethingelse
then, open texture browser -> mylevel-> select the newly added texture and simply apply it to a surface and save map.
[offtopic]this texture will be in your map (inside mylevel) as long as you have it in one surface at least, otherwise it will vanish[/offtopic]
in that case the only thing someone needs in order to play your map in his pc (or in a server) is the file MyMap02.ut2, which he has to place into \Maps folder and hit play....
That method works for any type of content (Textures, Static Meshes, Sounds, Animations), whether:
a. you found it on the web in the form of a package file
b. you took it from another map
c. you created it and imported in your map
[offtopic]by adding external data Textures, Static Meshes, Sounds, Animations into mylevel package, you are making your map larger....there is plenty of material to use that comes with the game UT2004[/offtopic]
[offtopic]you must make sure (something that you gain from experience with time) how large your map should be, and if is over-stuffed with un-necessary content[/offtopic]
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[align=center]taking content from other maps[/align]
99,99% of the content you wanna take from other maps and use it in your map is gonna be Textures and Static Meshes.
one vital thing here (more like a skill you gain in time) is to be able to distinguish if the content is default or custom (in regards to my definitions above).
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For Textures
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[offtopic]I will try and write this by memory (and edit it later when I have time to look it into editor)[/offtopic]
After you open the map in your editor, you need to search inside the Textures browser -> In use tab.
First search into mylevel package of the map within the Textures browser.
*If the texture you like is in mylevel ....then its 99% custom (or the mapper is an idiot).....and in that case you need to export it and import it into your map's mylevel package
*If the texture you like is NOT in mylevel ....then its not in mylevel (no SHIT!!!!!!!!)....then its either 100% default texture(google search-it) or it came with an additional external texture package.
[offtopic]if the texture has a weird name like "shfah_gsdgjsj_deck4" then do a google search....it might come up as texture of a default Texture package, which you can locate from your map's texture browser (without the need to import it and make your map larger)[/offtopic]
[offtopic]If the map you got off the web, has only 1 file (*.ut2) then it doesnt have external dependencies but it probably has custom stuff into mylevel package
If the map you got off the web, has many files and folders....then the textures folder you see inside the zip file are where the additional texture packages supplied with that map are
If the map, you got it off a UT2004 server, run a dependency checker software on that map file (*.ut2), so see if there are external packages or not.[/offtopic]
TO SUM UP, try to find if it is part of a default Texture package. if it is, load it as we said so many times.......
If its not, but its only 1 texture, import it into your map's mylevel.
If its 100 textures and are all inside a texture package and you plan on using all, just load the texture package in your map, use the textures anywhere you like, and keep a log to remember once map is complete that the specific texture package is essential to run the map so that you sent it attached......
If anyone knows of a better way, let me know......
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For Static Meshes
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here things are easier...
Load the map in editor, find a static mesh and double click....
into the new window (properties)
Display -> StaticMesh
e.g. StaticMesh'Rahnem_Glacier.Base.umbilical_stand_base'
this translates to:
StaticMesh package: Rahnem_Glacier
category: Base
name: umbilical_stand_base
go to your map, in static meshes browser load that package, find the static mesh.....job done!!!!!!
e.g. StaticMesh'myLevel.Door.RightDOOR' this is mylevel (custom probably)
unless you recognize that door from somewhere else (a default package), import it into your map's mylevel and make your map file larger by some KB....
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How to import Textures
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1) from another map (method a)
in your texture browser ->File...->Import...->select the map (*.ut2 file)
2) from another map (method b)
in that map....texture browser ->File...->Export...-> typesomething
in your map...texture browser ->File...->Import...-> select that file
save it into mylevel and apply that into a surface, save map.
3) from another map (method c)
Open UnrealEd-> Open other map -> Copy a brush which uses that texture on one of its surfaces -> Open Your Map -> Paste.
4)from a texture-package (*.utx file)
in your texture browser ->File...->Import...->select the texture package you want to import
either save it into mylevel or keep that texture package to sent it attached with your map
5) from a picture file you created
(make sure the output file is 256x256 or 512x512 pixels, 32-bit, BMP or targa format)
in your texture browser ->File...->Import...->select the BMP or targa file you want to import
save it into mylevel and apply that into a surface, save map.
consult this also if you run in trouble: http://wiki.beyondunreal.com/Legacy:Import_The_Texture
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How to import Static Meshes
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1) from another map's mylevel
static meshes browser ->click the save package icon ->save it.....and load it in your map
either save it into mylevel or keep that package to sent it attached with your map (if its huge package and you need 1 static mesh, dont)
2) from another map's mylevel (method b)
in your map static meshes browser -> File ->Load-> choose the other map
locate the static mesh, add it in your map somewhere, right-click ->convert to static mesh
mylevel, then select your static mesh from within mylevel, add it in your map, save map
3) from another map's (default package)
we covered this above....
4) from another map
Open UnrealEd-> Open other map -> Select Static Mesh-> Copy -> Open Your Map -> Paste.
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[align=center]mylevel[/align]
mylevel is a package stored inside the map file when saved, so you dont need to have external (extra) files (dependencies), but just 1 file (the *.ut2 file)!!!!! (fuck yeahhhhh!!!!!!!!!)
mylevel will store all import-ed content: static meshes, textures etc....
how it works:
you import content (not default) into your map, you save it under "mylevel" package giving it a group and a name, you use that content at least once inside your map, and you save map
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mylevel and Textures
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following the process above (import a texture) a pop-up window will appear requesting 3 things
Package, Group and Name
you use the following
Package: mylevel
Group: anything
Name: anything (dont actually type the word "anything")
e.g. if it is a texture for a door
Package: mylevel
Group: Doors
Name: Door001
now, the imported texture is saved into mylevel package BUT, it will disappear if you close the editor, even if you save the map. What you need to do is apply this texture into a brush...
in your texture browser -> locate mylevel-> find the newly added texture, go into 3D-view, and into a wall right click->apply texture, save map
[offtopic]in the future, if you delete that brush or change the texture of this brush, and that was the only brush that you had your texture on, the texture will vanish from mylevel package (oh yeahhh)....A safe way to do this is crate a large cube far from your main-map-area, where you place all imported stuff, so that, even if you delete them or forgot to apply them into your main-map-area, since you used them once inside the other-map-area, they will be saved and not removed from mylevel package. This applies also for Static Meshes added into mylevel [/offtopic]
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mylevel and Static Meshes
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same process goes for static meshes too:
either importing a Static Mesh or converting brushes/shapes to Static Mesh
a pop-up window will appear requesting 3 things
Package, Group and Name
you use the following
Package: mylevel
Group: anything
Name: anything
e.g. if it is a column
Package: mylevel
Group: Deco
Name: Column001
in your Static Meshes browser -> locate mylevel-> find the newly added Static Mesh, go into 3D-view, right click->Add static mesh "mylevel_Deco_Column001", save map
[offtopic]let me know if I forget to mention anything......[/offtopic]