newbie mapping questions

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KraziKanuk

Berserker Specialist
Oct 30, 2001
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hi all you knowledgable mappers! i have some questions and would appreciate some help please.

1) When i try to launch a map im making from within UED i get an error message. Is there a workaround for this?

2) What is a good base area for a Map? when i right click on the make cube box what numbers should i enter?

3) how tall should i make a house type structure in order to keep it scaled with the player models?

Thanks for taking the time to answer!!

:cool:
 

fist_mlrs

that other guy
Jan 4, 2001
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www.fistmlrs.com
first of all welcome to inf mapping
Originally posted by KraziKanuk
1) When i try to launch a map im making from within UED i get an error message. Is there a workaround for this?
you'll find the answer here
Originally posted by KraziKanuk
2) What is a good base area for a Map? when i right click on the make cube box what numbers should i enter?
depends, there is no real answer to this
Originally posted by KraziKanuk
3) how tall should i make a house type structure in order to keep it scaled with the player models?
depends on the building. i would suggest to place a playermodel somewhere to get the right scaling of the map
 

KraziKanuk

Berserker Specialist
Oct 30, 2001
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another question i have is if im using custom textures how do i save them and then make a custom texture file. I thinks its a .utx file that i see with alot of maps.
 

Dupre

Code Pimp
May 8, 2000
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You use the texture explorer within Ued. You import new textures into a new package and then save it out to a file. One of the things I always keep forgetting to do is save the texture file because saving the map doesn't do that. And if you don't, then next time you try to load a map, it'll give that notorious "can't find texture" error.

Also, you can store textures (sounds as well) directly in the map file by importing them straight into the MyLevel package.
 

fist_mlrs

that other guy
Jan 4, 2001
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ok, first you create a texture in your favorite grifhic program. the texture has to be in a resoluion of A x B, A and B can be:
16
32
64
128
256 <= i would stop here
512
1024
...(the number is just doubled each time)
A and B don't have to be the same.
after you finished the texture you have to save it as 8bit (256 colors) .pcx

in unrealed you open the texturebrowser and use its import function. you set the package name, the group in which the texture shall be in the utx, the texturename and if it should be masked by default. for standart textures you should not turn of the mipmaps. after you have imported the textures save it and you have your .utx
 

_lowGray_

I kill for FUN not GOD
Nov 11, 2001
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this may sound stupid to the more experienced mappers but the way I made a utx is to just duplicate another utx and rename it. Then open it in the texture browser and delete all the textures in it and i was left with a "new" utx file. Stupid but it worked. I will try this pro way of doing it now. good tip. Its stuff like this that they need to make a beginners Tutorial of. These are all questions that everyone has when they first start. I think there would be alot more mappers if this beginner stuff was easier to get through.
 

Original9

Deleted.
Jul 28, 2001
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Well player heights are 88UU So, when you right click on the cube put 128 for the hieght.

Note: This is for doors.
 

Keganator

White as Snow Moderator
Jun 19, 2001
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PR's Barracks
www.kegnet.net
That's a little much for me. Remember that 1 foot = 16 ued units, and the scales should come out all right. My normal doors are 104 high by 48 wide; that's 6+1/2 feet tall by 3 feet wide. You gotta scale some textures around to make them look good, but hey, that's all in the mapping world ;)