Where to choose the map image (in UEd2.0)?

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Ubir4
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Where to choose the map image (in UEd2.0)?

Post by Ubir4 » Fri Nov 13, 2020 7:10 pm

Where to choose the map image (in UEd2.0) that will be generated for the map and will appear when choosing the map?
Image

Edit: I have a jpg file, if I need other extension, how to convert?

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Re: Where to choose the map image (in UEd2.0)?

Post by papercoffee » Fri Nov 13, 2020 7:31 pm

That image is not automatically generated. It is made by the mapper and put into MyLevel as "Screenshot".
Then it's selectable under
LevelInfo.png
Save your map and taadaa you are done.

It's imported like any other texture. But without mipmaps.
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Re: Where to choose the map image (in UEd2.0)?

Post by Ubir4 » Fri Nov 13, 2020 7:37 pm

I can't insert the pcx.
It does not appear in the texture group.

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Re: Where to choose the map image (in UEd2.0)?

Post by papercoffee » Fri Nov 13, 2020 7:41 pm

How did you import it?
Is the pcx on 8 bit (indexed colours)?

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Re: Where to choose the map image (in UEd2.0)?

Post by Ubir4 » Fri Nov 13, 2020 7:47 pm

II made an animated gif in https://ezgif.com/, opened the IrfanView program (File -> Batch Conversion / Rename) and selected the GIF saved, chose the PCX extension and converted it.


----------------------------------------------------------------------------------------------

I saw where you put the imported pcx in the textures, but the pcx image does not appear. The list of textures is not updated.

have limits on size, color, etc.?
SIZE=?
Color Deph= 256?

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Re: Where to choose the map image (in UEd2.0)?

Post by papercoffee » Fri Nov 13, 2020 7:58 pm

You can't import an animated texture as "Screenshot" ... You have to create 8 bit pcx files for every frame and name them
Screenshot
Screenshot1
Screenshot2
etc.

then import all of them into the MyLevel package. Afterwards you select in Level Info under "Screenshot" the first of them. Save the map and done.

https://wiki.beyondunreal.com/Legacy:Te ... And_Export
https://wiki.beyondunreal.com/Legacy:Screenshot_(UT)
Make a sequence
Create and import the textures the flip book will consist of, for example Screenshot, Screenshot1 and so on. Then set the texture property Screenshot.Animation.AnimNext to the next texture that should be shown, for example Screenshot1. Repeat this accordingly for all imported textures to build a chain. Leave the property AnimNext of last texture empty. Set MinFrameRate and MaxFrameRate to control the speed of the flip book.

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Re: Where to choose the map image (in UEd2.0)?

Post by Ubir4 » Fri Nov 13, 2020 8:30 pm

I am not able to add the images because he is not being able to create a subgroup within MyLevel

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Re: Where to choose the map image (in UEd2.0)?

Post by sektor2111 » Fri Nov 13, 2020 10:00 pm

Before choosing image it has to be created first by "Importing".
Import1.PNG
Import2.PNG
These screenshot(s) are going in "MyLevel" written manually - it's a pseudo-package, it's map itself.
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Re: Where to choose the map image (in UEd2.0)?

Post by Ubir4 » Sat Nov 14, 2020 12:30 am

Image
Image
How do I leave only 4 images
I don't know how to delete ...

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Re: Where to choose the map image (in UEd2.0)?

Post by OjitroC » Sat Nov 14, 2020 12:50 am

Click on the pcx you want to delete so that it is highlighted as in your screenshot and then click on Delete.

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Re: Where to choose the map image (in UEd2.0)?

Post by Barbie » Sat Nov 14, 2020 1:28 am

Ubir4 wrote:
Sat Nov 14, 2020 12:30 am
I don't know how to delete ...
Save the map, close and reopen it. All unused resources will be gone now.
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett

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Re: Where to choose the map image (in UEd2.0)?

Post by Ubir4 » Sat Nov 14, 2020 1:50 am

Thanks concluded

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Re: Where to choose the map image (in UEd2.0)?

Post by EvilGrins » Sat Nov 14, 2020 3:23 am

Ubir4 wrote:
Fri Nov 13, 2020 7:37 pm
I can't insert the pcx.
It does not appear in the texture group.
First, for the selection pic the texture needs to be Screenshot.pcx and you insert into the MyLevel texture area.

2nd, ideally it should be 256x256 resolution.

3rd, though it usually goes without saying, color range should not be true color because that will warp how it appears.
Ubir4 wrote:
Fri Nov 13, 2020 8:30 pm
I am not able to add the images because he is not being able to create a subgroup within MyLevel
Don't overthink it, you don't need a subgroup for that.
http://unreal-games.livejournal.com/
Image
medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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