Map Help

Tutorials and discussions about Mapping - Introduce your own ones!
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PysKo
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Map Help

Post by PysKo »

Not shure if this is the right section for this so if it isnt im sorry and feel free to move it

Anyway my question

Im making my very first map (woohoo!) :P
and im stuck with textures ill add some then when i go to test the level there not the textures i added (default maybe ?)
anyway heres an image to show you what im talking about

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Edit:I got the textures off of google, and the grey textures you see in the the play of the map i made so i had textures until i decided to add them
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Creavion
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Re: Map Help

Post by Creavion »

Depends what you want to do... atm it looks like a "Wolfenstein" port for ut.
Unreals missionpacks has a bigger castle texture pack (which was not really "ported" for ut)

here: http://www.filefront.com/15421711/Castle2.zip
original name: castle1
But in order to avoid a versions mismatch it was renamed.
Dont expect an ultraownage texturepackage. The texture style is IMHO similar to Quake 1.
About to be non-active
My very last UT map project: CTF-FacePalm (tropical CTF-Face remake)
Why do I leave? click here
What I want to do next: Joining an UDK team (uncertain however) and improve 3D modelling and texture editing skills
Thanks to those who visibly supported me until/at the end!
My reactivated account on indiedb.com.
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PysKo
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Re: Map Help

Post by PysKo »

thanks but i mean like why would the textures default to these ones ? like are they to high-res or somethin ? cause after i reloaded the map in the editor it looked like that to
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Creavion
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Re: Map Help

Post by Creavion »

No, they are not.
About to be non-active
My very last UT map project: CTF-FacePalm (tropical CTF-Face remake)
Why do I leave? click here
What I want to do next: Joining an UDK team (uncertain however) and improve 3D modelling and texture editing skills
Thanks to those who visibly supported me until/at the end!
My reactivated account on indiedb.com.
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[did]Madis
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Re: Map Help

Post by [did]Madis »

PysKo wrote:thanks but i mean like why would the textures default to these ones ? like are they to high-res or somethin ? cause after i reloaded the map in the editor it looked like that to
Where did you load these textures? If you import new textures to a package other than MyLevel you also have to save the texture package before it can be actually used in the game. You can import new textures in UnrealEd under a new package name, but if you don't also save that newly created package, then that might cause it. Then again I'm not 100% sure, because I don't think the editor would even let you run it if you didn't save it...

Or maybe you accidentally modified some existing default package... I dunno. It'd be best if you'd go over the process from importing the textures to using them step-by-step.
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PysKo
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Re: Map Help

Post by PysKo »

alright ill redo do it and see if i can recreate that problem again
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PysKo
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Re: Map Help

Post by PysKo »

Alright i did it again and i think your right i think the default textures showed up because i didnt save the package i had some other textures in the same package and they loaded fine but one more question

you know how you can create a brush in another room and then you can delete that room afterwards ? how would you go about doing that because it wouldnt be selected anymore and you would have to hit undo to many times
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NinjaNali
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Re: Map Help

Post by NinjaNali »

In one of the 2d viewports you can reselect abrush, you can tell when it's highlighted because it will lighten up. When you've got that done, just hit delete, rebuild geometry, and it will have gone.
If you want to learn some of the other starting stuff for unrealed, try out the links that have been posted here.
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PysKo
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Re: Map Help

Post by PysKo »

Alright thanks
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Sergeant Todd
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Re: Map Help

Post by Sergeant Todd »

That stone wall texture looks sweet....wonder how it'll render in-game? DM-Convex, huh? :tu:
Sergeant Todd
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"I miss Olmos & BG, as a matter of frak'd!"