DGUnreal Tips: UT 3 Custom Content

 

Unreal Tournament III Tips and Information
This information is provided by DGUnreal.  Please do not copy this and post it elsewhere.

Custom Content

All custom content (materials, meshes, music, sounds and textures) for a map should be embedded into the map file itself.  This is done by using the map name for the package name when importing or creating new assets.  Do not use external packages for individual maps. The exception to this rule is for mods or total conversions where you may want others to be able to use the content in their own custom maps.

When cooking maps, a portion of the external package assets are duplicated into the map for seek-free loading, so a map with a single dedicated external package is actually larger than simply embedding all content into the map itself.

If you delete or rename assets, or use the rename function to move an asset from a package into a map file, you will have to use the -fixupredirects commandlet to clean up the redirection.
See my tutorial on this subject on the Epic forums.

With permission, I am hosting this information for the UT 3 editor.  A big thanks to DGUnreal for allowing this useful information to live on.  I duplicated the tutorials as they were given to me.  There may be information that was going to be added by DGUnreal. But take this information on this page as completed.

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