UE1 is
an old engine with some annoying quirks, and serious limitations.
You do have
an advantage that almost all Unreal tutorials
are valid for UT, so there is a huge mixture of help available.
The OldUnreal downloads section has some very useful guides for all levels of ability
You don't need a MIDI keyboard or hardware to turn a MIDI file into a Tracker module.
Windows already has a basic MIDI sample set. If
you load a MIDI file into OpenMPT and press play,
you will hear it played with those basic samples.
The MIDI sample sets
are also known as SoundFonts" and there
are originals available from sound card makers like Creative Labs
http://support.creative.com/kb/ShowArti ... x?sid=5184
or 3rd party projects like "Arachno SoundFont"
http://www.arachnosoft.com/main/soundfont.php
If
you want to convert a regular audio file into a fake tracker file,
you need to understand the limitations.
Tracker files
are made from lots of small samples triggered in sequence. Each trigger has to be set for speed, pitch and duration (exactly the same as MIDI).
It was never designed for playing 1 long sample. There
are 2 ways to deal with it. I cover 1 in my tutorial.
Because WAV data is not compressed, we need to optimise the audio file first.
Everything gets halved. First turn it into a single channel mono soample, then reduce quality to 22050 Hz, then reduce to 8-bit.
Now the size is similar to a big MP3.
This can turn many pieces of music into a noisy mess, so
you should use good quality software to do it.
Read my tutorial all the way to the end, and
you will be able to use whatever software
you like.
https://yourunreal.wordpress.com/2013/0 ... mx-format/
However if
you want to make things easier, use the new Beta audio renderers from OldUnreal and use OGG, MP3 or FLAC among others.
uQ4F-1DSJxI
You will have to include the renderer (or a link to the renderer) in the finished package.
http://www.oldunreal.com/cgi-bin/yabb2/ ... oard=Sound
You have discovered the built-in path spamming feature it seems. I will cover a few things so
you understand.
As tempting as it is, it rarely produces good pathing.
Only keep a personal copy for playing and testing. Add the word "Spam" to the file name. never show anyone or tell anyone
If a map is more "castles and corridors" and has good item placement it can be more sensible, but
you will find it always dumps multiple nodes on the same spot, as well as too close together.
Every single extra node will make the map bigger and slower.
Even though they
are invisible in game, the engine lags when
you view
an area with lots of nodes. This is why looking down from a high place can lag in outdoor maps.
The node spammer will only try to link player starts and inventory, that is why some areas will be empty.
Any bots that get knocked out of the pathed area cannot navigate back, but will wander around.
Nodes
are "Line of Sight" so must have a clear view of each other, or they do not connect even if they
are close together.
Nodes can have problems linking across BSP cuts and errors.
Always enable the path view so
you can see which paths have not built. Right-click in the grey space above the view port, go to "View" and select "Show Paths".
The lines
you see,
are how many choices the bot has to think of every time it navigates. Try not to give them more than they need.
Damn, they still have not fixed the database problem at the BUF Wiki, but here is a pathing tool
you may want to try
http://wiki.beyondunreal.com/Legacy:PathLogic
Instructions -
http://wayback.archive.org/web/20060714 ... hlogic.htm
I have contemplated streaming myself while doing boring tasks like pathing, as it is very over-looked and does not make interesting youtube videos.