NewsUnrealEdFilesModsFragBULiandri Archives
BeyondUnreal Forums

Go Back   BeyondUnreal Forums > Unreal Development > Mapping

Reply
 
Thread Tools Display Modes
Old 16th Dec 1999, 02:40 AM   #1
Digitalia
Registered User
 
Digitalia's Avatar
 
Join Date: Dec. 16th, 1999
Location: La Coruña, Spain
Posts: 28
Post

It's possible?. How can I do it?
Digitalia is offline   Reply With Quote
Old 16th Dec 1999, 05:26 PM   #2
Wanderer
Registered User
 
Join Date: Jul. 7th, 2000
Posts: 1,334
Post

Simply copy the map from the Unreal/Maps folder to the UnrealTournament/Maps folder.

It is then highly suggested that you go into the map and replace all the Unreal weapons with the UT weapons.

Rebuild and Paths Define and your set.
Wanderer is offline   Reply With Quote
Old 16th Dec 1999, 05:49 PM   #3
alien8
Run, you magnificent bastard.
 
alien8's Avatar
 
Join Date: Jul. 18th, 1999
Location: From the outside looking in.
Posts: 1,466
Post

In some deathmatch maps for Unreal, some creators didn't specify in the LevelInfo that it's a deathmatch map. You might run into troubles running an Unreal map in UT if this is the case.

If it happens, it's easily fixed. Open the map in UnrealEd, go to Browse/Classes and expand Info-GameInfo-TournamentGameInfo and select DeathMatchPlus. Then go to the top menu, select Options, LevelInfo, and choose DefaultGameType. Making sure that DeathMatchPlus is still hilited, press Use.

Rebuild, Save, and you should be ready to go.


alien8
PlanetUnreal | ModCentral Unreal

alien8 is offline   Reply With Quote
Old 17th Dec 1999, 02:10 AM   #4
Wanderer
Registered User
 
Join Date: Jul. 7th, 2000
Posts: 1,334
Post

Alien8, I could be wrong... but doesn't that change the file and it's internal structure to some extent (like it's ID code and filesize).

As long as the file as the proper prefix it should work. The DefaultGameType doesn't need to be set.
Wanderer is offline   Reply With Quote
Old 17th Dec 1999, 06:23 PM   #5
alien8
Run, you magnificent bastard.
 
alien8's Avatar
 
Join Date: Jul. 18th, 1999
Location: From the outside looking in.
Posts: 1,466
Post

Wanderer:

I had an old map that I had made with 224 Unreal, and I went thru it and replaced all the weapons to UT versions, did the path define thing again, rebuilt and saved it. It was named with the proper DM- prefix, but whenever I tried to play it, all I got was UT dumping me back to desktop.

I had a helluva time trying to figure out what was the matter, and I was actually just kinda fooling around when I noticed that the DefaultGameType was empty. I did the above, and everything worked fine.

Strange, I know. Coulda just been one of those Windows-coincidence things though too, who knows [img]/~unreal/ubb/html/wink.gif[/img]


alien8
PlanetUnreal | ModCentral Unreal

alien8 is offline   Reply With Quote
Old 21st Dec 1999, 01:34 PM   #6
Digitalia
Registered User
 
Digitalia's Avatar
 
Join Date: Dec. 16th, 1999
Location: La Coruña, Spain
Posts: 28
Post

And How can I put a screenshot from the map to preview it before selecting in the map list?
Digitalia is offline   Reply With Quote
Old 21st Dec 1999, 11:00 PM   #7
alien8
Run, you magnificent bastard.
 
alien8's Avatar
 
Join Date: Jul. 18th, 1999
Location: From the outside looking in.
Posts: 1,466
Post

In the June 16, 1999 news from http://unreal.epicgames.com is this:

Take a screenshot of your map.
Use an art program to convert the shot to a 256x256 .BMP or .PCX.
Start UnrealED.
Select the Texture browse tab.
Click "Import" and select the screenshot you took.
Enter the Package name "MyLevel" make sure you spell it just like that.
Enter the Texture name as "Screenshot" make sure you spell it just like
that.
Import the screenshot with mipmaps turned off.
Open the Level Properties for your map.
Under Display, set the texture to the one you just imported.
Save your map.

Thanks to GreenMarine for that bad boy.


alien8
PlanetUnreal | ModCentral Unreal

alien8 is offline   Reply With Quote
Old 22nd Dec 1999, 04:07 AM   #8
Digitalia
Registered User
 
Digitalia's Avatar
 
Join Date: Dec. 16th, 1999
Location: La Coruña, Spain
Posts: 28
Post

Thank you very much for your kindful answers. Only a question more; I have tried to convert two maps from Unreal: DMCamelotR3 and DMBreakfast, but, when I try to open it on the UT editor, nothing occurs. I have no problem with another maps like DMCobblestone. Do you know what's wrong?.
Thanks again.
Digitalia is offline   Reply With Quote
Old 14th Mar 2000, 12:18 AM   #9
ether
Registered User
 
Join Date: Feb. 1st, 2000
Location: San Diego, CA
Posts: 39
Post

I thought i used to be able to load Unreal I levels into UnrealEd, and DM maps still work, but now, if i try to load Bluff.unr or other single-player maps, it loads for a long time and then gives me a blank map.

Any suggestions?




--ether
http://www.remixradio.com/ut/
ether is offline   Reply With Quote
Old 14th Mar 2000, 01:48 AM   #10
Jenkins
America's Greatest Kitten Mitten
 
Join Date: Apr. 24th, 2000
Location: Irving, Tx, USA
Posts: 1,301
Post

Well, if there are some textures used in Bluff.unr that aren't associated w/ UT, then you have to move those textures from Unreal to UT... then load it and it should work.


Jenkins

Jenkins is offline   Reply With Quote
Old 14th Mar 2000, 02:47 AM   #11
FatAsss
Registered User
 
Join Date: Jan. 26th, 2000
Posts: 162
Post

You need the unreal 1 music files, to run single play levels
FatAsss is offline   Reply With Quote
Old 14th Mar 2000, 04:24 PM   #12
ether
Registered User
 
Join Date: Feb. 1st, 2000
Location: San Diego, CA
Posts: 39
Post

The .umx files did it.. Kinda cheezy the editor just refuses to load. Whatever. At least its working now.

thanks
ether is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 11:25 AM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2014, vBulletin Solutions, Inc.

Copyright ©1998 - 2012, BeyondUnreal, Inc.
Privacy Policy | Terms of Use
Bandwidth provided by AtomicGamer