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View Full Version : How to make screenshot (map's preview pic)


ThatDamnSniper
21st Sep 2000, 10:04 AM
I've read tutorials on how to make a picture come up when you have the map selected, but it will not work for me.. Can anyone tell me exactly how to do it?
:sniper:

Lodev
21st Sep 2000, 10:59 AM
First create the screenshot, and save it as a 256*256 *.pcx file, 256 colors.
Then, import it in the texture browser, but import in to the package "mylevel". You don't have to save this package, because the files of the mylevel package are stored into the *.unr file of the map itself.

Now, open the Level Proporties (in one of the menus) and expand LevelInfo. in there, you can choose a screenshot. First, select the screenshot in the texture browser and then go back to the level proporties, select screenhot and press use.

Now save your map and play. it should work now.

PS: if you know how to make animated textures: you can also use animated screenshots for your map :)

Claymore
21st Sep 2000, 11:02 AM
is that "mylevel" name case sensitive? I always do "MyLevel", and that works for sure, just wondering.

Lizard Of Oz
21st Sep 2000, 01:45 PM
Standard Screenshot

Go to Options-->Player Setup and click the "Play as Spectator" box.
For CTF maps also go to Options-->Preference-->Hud and un-check
the "Show HUD" box. If you don't, the flags will show in your shot.
Start a "Practice Session" with your map.

"Fly" around and find the shot that best characterizes your map and hit F9.
The Shot will be saved to your x:\unrealtournament\system directory.
Using a program like "Paint Shop Pro," Resize your screenshot to 256x256
and convert it to 8bit color (256 colors) save it as a ".pcx" in your
x:\UnrealTournament\texture directory.

Go into UnrealEd and open your map. Choose Textures in the Browser.
Click on Import. Pick the shot you just took, and change the name to "screenshot".
Change the "Package" to "MyLevel". (Don't save the texture package.)
Open the Level Properties. (F6)
Expand the "Level Info" section.
Select your screenshot in the Browser.
Then click on the Screenshot section under
"Level Info" and then click Use. "
Save the map.


Animated Screenshot

Enter you level, type in "slomo .1" (no quotes), and hit F9 (screenshot) about 1
(10fps) or 2 (20fps) times a second as you move through the area you wish to be
displayed in your movie. Try to be consistent with your timing, for if you don't,
your movie will be quite jerky.

A second method, which is quite easier, but isn't quite as thrilling to watch is the
slideshow method. Take about 5-10 screenshots of your map in various
interesting places. When finished, the pictures will change from one to the next
at an interval we will set later.

Using a graphics editing program (I use Paint Shop Pro - http://www.jasc.com) to open
your screenshots from the UnrealTournament/System directory. Resize them to a
resolution of 256x256 with 256 colors. Save them as pcx files in order using the
names Screenshot, Screenshot2, etc.

Open UnrealEd 2 and open your map. On the texture window, go to file /
import from .pcx
Open the first image of your animation.
Type "MyLevel" (No Quotes) for package
Type "Screenshot" for Group
Type "Screenshot" for Name
Make sure Generate Mipmaps is unchecked, unless you want a blurry animation
when low detail textures are selected in options.

Repeat the above process, but import and type in "Screenshot2", "Sceenshot3",
etc. for each sequential frame. Go to the first image (Screenshot) that you
imported, right click in the texture window, and go to properties.

Expand the animation tree, and where it displays AnimNext, type in
"Texture'MyLevel.Screenshot.Screenshot2'" (No Quotes). You can also click on
"Screenshot2" in the texture window and click use. Now right click on
"Screenshot2" and go to properties. Set Screenshot3 as the next frame the
same way you set "Screenshot2" in "Screenshot". Repeat until you reach the last
frame. For this frame, set "Screenshot" (first picture) as the AnimNext.

Close all extra windows and right click on "Screenshot" to go to properties. Set
the MaxFramerate to how fast you want your animation to play. 20-25 fps is
really smooth, but you'll need that many pictures for every second that your
movie plays. 10 is kinda jumpy, but still produces the desired effect if you are
using the movie method. If you want a slideshow of images, set the framerate
much lower. Here are some variables and how fast the image will change.

1 = once every second.
0.5 = once every two seconds.
0.25 = once every four seconds.
As you can see, it works on an inverse scale.

After this, click view and go to level properties. Expand LevelInfo. Type
Texture'MyLevel.Screenshot.Screenshot' where its says screenshot and enter any
other information you wish to be displayed in the appropriate places. Save your
level and run to make sure it works.

I have found that about every 15 frames will increase the size of your level by
1mb (about 500kb when zipped). If you don't want to force 56k'ers (me!) to
wait through a long download, I would recommend using the slideshow
method or keeping the movie length to only a few seconds.

Lodev
21st Sep 2000, 02:06 PM
If I take a screenshot, I always set the resolution of UT 256*256 (to do this, you'll need to go to window-mode), because, if the height and the width of teh shot are not the same (eg 1024*768) and you change the size to 256*256 after that, the bots on the screenshot become very thin and long, and the walls become to high etc...

To get the resolution of 256*256 you'll have to open the UT.ini file and there search for window resolution or so.

It's of course best to put direct3d on for the window, otherwise it's ugly.

ThatDamnSniper
21st Sep 2000, 11:47 PM
Ok, it worked now... None of the tutorials said i HAVE to name it "screenshot", and thats why it wouldn't work before. thanks alot, guys!
:sniper:

_UE_Hunter
22nd Sep 2000, 12:09 AM
Animated screenshots?
OOooh hunter has never heard of this!
/me wonders if Wet Textures / Fire Textures work too...
only one way to find out!

garrett
22nd Sep 2000, 09:55 PM
i could never figure out how to convert to 256 colors in photoshop...how do you do it, i don't feel like downloading PSP

Lizard Of Oz
23rd Sep 2000, 12:52 AM
Actually Photoshop is much better tool for converting the screenshots to 256x256x256, I point people at PSP because it's cheaper.

To Covert to 256 colors in Photoshop:

From the menu:

IMAGE --> MODE --> INDEX COLOR...

In the Dialog box:

Palette = ADAPTIVE
Color Depth = 8BIT/PIXEL
Color = 256
Dither = DIFFUSION
Color Matching = BEST

garrett
23rd Sep 2000, 02:02 AM
thanks, i was always wondering i didn't know how