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KF-Nocturne Map Almost Finished...

Started by poompoom500, July 10, 2012, 08:25


poompoom500

#61
What da flubber!????


I am asking if you can load it in the editor and BUILD ALL it because the editor may correct the problem. Sometimes when you BUILD ALL a map it will tell you what the problem is in YOUR Unreal Tournament 2004 install. The thing is I have so many mutators installed in mine that there may be something in there that prevents the map in loading in your map list, understand?!?

Snipe34

Surprise yes, it works.  The mapper did good work.

Bring it down to max 40meg all up and it will be good on the server.  Otherwise, only for Single.

After that, monster numbers will need increasing.  FP Range's need replacing.

poompoom500

 :megusta: To Snipe34,

QuoteSurprise yes, it works.
Glad to hear it.

QuoteBring it down to max 40meg all up and it will be good on the server.
I am not sure if I can get it down any lesser. I pretty much took a lot of static meshes out. I guess I can delete some more and bring it down to the bare minimum!??

Snipe34

Quote from: poompoom500 on July 24, 2012, 00:55
:megusta: To Snipe34,

QuoteSurprise yes, it works.
Glad to hear it.

QuoteBring it down to max 40meg all up and it will be good on the server.
I am not sure if I can get it down any lesser. I pretty much took a lot of static meshes out. I guess I can delete some more and bring it down to the bare minimum!??

There's megs of bloated textures in the mylevel, start there.



poompoom500

#65
 :sadface: To Snipe34,

How the heck do you delete texture files from the map you're working on? It keeps giving me a texture is being used by editor message!

Anyways, here is the barest I've made the map by deleting some more SMs - http://www.mediafire.com/?9vo7hbqco380hym.

N3Cr0

There should be a way - not very comfortable, but should work:
Replace the used textures with stock textures from KFMod.

Veica

If you haven't fixed your texture problem already, there are ways to do it below.


1. Select one surface with the texture you don't want, press Shift+T to select all surfaces with that texture, and replace it with another one from the Texture Browser.

2. Select the undesired texture in the Texture Browser, right-click on it and select "Remove from level," then right-click it again and select "Delete."

3. If the texture is being used on a StaticMesh actor, find that StaticMesh in the SM Browser, and select it. At the bottom should be a little Properties window with a "Materials" option, expand it. There should be some numbers with textures beside them, find the one you're trying to get rid of and expand that as well. Make sure you select the desired texture in the texture browser first, then go to the Material option, click on it, and click "Use." It should replace the texture you didn't want with the one you have chosen.
Previously known as: xS0NARx, Njordr, Latte, or whatever the "name of the week" was.

poompoom500

 :iamdisappoint:

I can delete some textures but when I re-open the map, It doesn't allow me to delete again. And I think I messed up one of my Unreal Tournament 2004 regular textures (Humanoid)! The map will probably be played only in SP mode. Unless someone wants to try and decrease the map's size in whatever way and re-post it!

Veica

Previously known as: xS0NARx, Njordr, Latte, or whatever the "name of the week" was.

Snipe34

Quote from: poompoom500 on July 24, 2012, 18:51
:iamdisappoint:

I can delete some textures but when I re-open the map, It doesn't allow me to delete again. And I think I messed up one of my Unreal Tournament 2004 regular textures (Humanoid)! The map will probably be played only in SP mode. Unless someone wants to try and decrease the map's size in whatever way and re-post it!

Thanks Sonar!  Perhaps I can suggest another way that doesn't involve deleting.

The night sky tex is about 2048, that can be reduced to 1024, the tugboat from 1024 to 512 etc, for example.

Goto mylevel textures and export each texture.  They wll usually be .dds after export.
Load them in photoshop and resize to about 1/2 what they are, so 2048 to 1024, etc or even smaller if the tex looks ok smaller still, that's up to you.

In Photoshop, copy the texs into their new sizes and save them with the same names - save using the Nvidia .dds photoshop plugin - save as DXT1.  Then reimport them all into the map's mylevel, overwriting the old tex.

The new map size will probably be about 20meg or less.

Snipe34

Quote from: Sonar on July 24, 2012, 19:23
I'll give it a shot.

I would do this, but I really want Poom to get some learning.  But it's up to you Sonar :)

poompoom500

 :dudecomeon: To Snipe34,

QuoteGoto mylevel textures and export each texture.  They wll usually be .dds after export.
Load them in photoshop and resize to about 1/2 what they are, so 2048 to 1024, etc or even smaller if the tex looks ok smaller still, that's up to you.
Why did I not think of that! It is so obvious, it escaped me. But I give you permission, Sonar, if you want to go for it. It'll give me a break from it. But post the result here, okay?

Veica

Righty-o. I'll try to get as much as I can done before I leave for vacation.
Previously known as: xS0NARx, Njordr, Latte, or whatever the "name of the week" was.

poompoom500

#74
 :hehheh:

I played my map and recorded it through YouTube and I am posting it here - http://www.youtube.com/watch?v=YhdEQoiswrw&feature=g-upl.