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JulianKingOfNothing
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Anonymouse wrote: And julian, what do you care about my map :swink:
What's that supposed to mean?
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Anonymouse
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You wanted the link for my map
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Nelsoncarmo26
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Mouse, what Tiger is telling you but forgot to explain is that every single custom Texture or static meshes, etc... have to be added to your myLevel package to be able to intergrate in your map properly, so other people can download it.

We have been discussing making a map together, and I told you I'd help you make maps... and therefore you can ask me anything, and I will help you to the best of my knowledge.

I wish you had come to me on the first place.

I remember months ago I didn't know much about UT2004 Editor, but being a mapper I have learned quick, since it becomes easier when you worked with mapping editors, world builders, etc... like C&C, which has many different Editors, so on so forth.

I did read a lot of tutorials, and asked for help here, and Ant did help me a lot with triggers.

So whatever you are stuck in, just give us a call.

The bugs you have in your map, may be a texture that you may have applied to a surface, and that texture may be a shader or for other purposes, or it's not saved as the right settings.
for instance, if you used an interface texture on a wall, it may not work properly.

That happened to me before... I used a shader texture as the primary texture on water, and the level reported an error.
I changed the texture to a primary alpha texture, and solved the problem.

Since other people report they can't play the map, i will let you fix this problem first, and then I will download it and try it out.
Unless you want me, to open it with editor and check for errors?!

Anyways, Tiger is also right about you using other people's stuff, you should credit them for that on a read me file.
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Anonymouse
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But how would I be able to find the custom things I added to the map? I have like 2000 packages throughout my ut2004 folder. Is there like any filters to see what you used?
thanks, Mouse
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Nelsoncarmo26
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Yes, very simple.
When you click to open a package, and the list appears, right click on a blank space of the window and select: view > View Details, then do it again and: arrange icons by > modified.

Then you should see a detailed list of all the packages, sort it by date, and you'll see which are default, and which are custom.
Usually UT2004 default packages have 2004-2006 dates, mine has 2006, since it was a later release.

The other thing I advise you to do if you want to keep the meshes is to add every single Static mesh you used into your myLevel package.
Right Click on the static mesh, and select: Convert > to Static Mesh.
This will make a copy of the static mesh and then fill in the box with the following:

package = myLevel
group = StaticMeshes (or whatever you want)
name = Turret (name of that mesh)

Once that's done, you can place as many of them as you wish, since they're in your myLevel.
Don't forget to remove the meshes you already have, just replace with the myLevel ones.

PS. do it this way, since it's the easiest way, and people wont have problems downloading it.
If you zip your files separatelly, it will result on an extra 100 mb+ of memory and it will take a long time to download, plus may cause problems while playing it.
Do as I advised you.
Last edited by Nelsoncarmo26 on Mon Jan 04, 2010 10:44 am, edited 1 time in total.
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{esg}*Tiger*
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Mouse to add it with your level make it a zip/rar file, I don't kwno if you have winRAR. Select all the staticmesh packets togheter with your map and then click add to archive and then upload that archive to filefront.
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Skyline
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Anonymouse wrote:But how would I be able to find the custom things I added to the map? I have like 2000 packages throughout my ut2004 folder. Is there like any filters to see what you used?
UTDeps
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You know the best way to start mapping is to completely ignore all custom packages together, use the basic UT Packages, at least then you know people will be able to run your map, alot of the origional UT2004 things are fine anyway, It's how i started mapping in UT99, i used origional packages and textures just so i can make maps, get criticism to improve them and then continue, after i could nearly perfectly design a map using origional stuff i would then go onto custom stuff to try to improve, you see what i'm saying, Custom things will only complicate things, alot of people just throw down the pencil and say i cant do this, just because they used soo many custom things that they cant find them all and get annoyed looking. You gotta understand that you cant make a super masterpiece in 1 attempt, its gonne look... well lets just say it Crap and cubic and not well lit. But its your first map, nobody expects a super mega realistic building of the future with everything mega overdrive supreme graphical detail.

If i'm honest, my first map in UT99 consisted mainly of cubes and a few 2d shape things, movers, teleporters, and a few turrets. And the lighting was made in the MyLevel as an overbright white light which made it look gey.

Nobody starts out a perfect designer. That's what you gotta learn yourself. Your mapping style, your build style, and your patience scale. these are important in mapping ;)
Nelsoncarmo26
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Renegade_masta wrote:You know the best way to start mapping is to completely ignore all custom packages together, use the basic UT Packages, at least then you know people will be able to run your map, alot of the origional UT2004 things are fine anyway.
Custom things will only complicate things.
You gotta understand that you cant make a super masterpiece in 1 attempt.
But its your first map, nobody expects a super mega realistic building of the future with everything mega overdrive supreme graphical detail.
Nobody starts out a perfect designer. That's what you gotta learn yourself. Your mapping style, your build style, and your patience scale. these are important in mapping ;)
Renegade couldn't be more right.
You should just check all the default packages, by consulting a database, and use them.

I hardly use any custom material, and when I do it's only a few textures, like in Command & conquer, in which I used Nod and Gdi logos.

You can create a master piece, with the default packages... all you need is time, patiente and a little imagination.
If I were you, I would delete everything in that map, except for the base layout and start fresh.

The only custom material you should use is the advanced adrenaline pill, and other small things like that.

You don't have to spend a lot of time with static Meshes, they are just there to make the map more realistic, but you can create something nice and neat by using lighting, which is an important factor in building maps.
Try giving an area different shades of brown, for intance on a corridor where you would find that the light gradually fades into darkness.

My very first map was Soul temple, which if you look at the original, it was just a square with 4 extra rooms and not much else. If you play the latest version, V6 revision 3, you see the difference.

Either way, let us know what you have decided to do.

Ok I have decided to take some screenshots of the deafault packages, so you know which ones to use.
The following screenshots are of the default ones, for the exception of CAC packages, and the Nodturret.
how's that for help?
Image By Nelasoncarmo26 at 2010-01-04
Image By nelasoncarmo26 at 2010-01-04
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Anonymouse
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Joined: Sat Aug 01, 2009 7:35 pm
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Thanks for all that help. And Renegade, I need to learn by having it the hard way or taking it slow and unintense will make learning slower and more questionable.
Also, I want to make a sound wave trigger that plays the levihorn1. What is the proper way to make such a thing?
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