1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.
  2. Two Factor Authentication is now available on BeyondUnreal Forums. To configure it, visit your Profile and look for the "Two Step Verification" option on the left side. We can send codes via email (may be slower) or you can set up any TOTP Authenticator app on your phone (Authy, Google Authenticator, etc) to deliver codes. It is highly recommended that you configure this to keep your account safe.

Mapping info for Uskaarj2k4

Discussion in 'Beta-Testing' started by Silver_Ibex, Jan 24, 2005.

  1. Silver_Ibex

    Silver_Ibex Member

    Joined:
    Feb 27, 2001
    Messages:
    654
    Likes Received:
    0
    To edit maps for Uskaarj you will need to add some new stuff to the UT2004.ini file so it knows where the new Uskaarj folders are located.
    In the UT2004.ini file find the “[Core.System]” area that lists “Paths=” and below the last one, add in the following.

    Paths=../USkaarj/System/*.u
    Paths=../USkaarj/Maps/*.ut2
    Paths=../USkaarj/Textures/*.utx
    Paths=../USkaarj/Sounds/*.uax
    Paths=../USkaarj/Music/*.umx
    Paths=../USkaarj/StaticMeshes/*.usx
    Paths=../USkaarj/Animations/*.ukx
    Paths=../USkaarj/Saves/*.uvx
     
    Last edited: Jan 24, 2005
  2. Silver_Ibex

    Silver_Ibex Member

    Joined:
    Feb 27, 2001
    Messages:
    654
    Likes Received:
    0
    Important note on terrain actor properties

    It is recommended for optimal compatibility with Uskaarj, when placing the terrain actor to start with use these settings, the Terrain height map texture should be 128X128 and terrainscale of 176x176x176 or 256x256x256 will work
     
  3. Silver_Ibex

    Silver_Ibex Member

    Joined:
    Feb 27, 2001
    Messages:
    654
    Likes Received:
    0
    Fog Of War

    For a map to have a “Fog of war” (dark where your troops cannot see) effect, several thing will need done in the editor first, for starts make sure the Uskaarj.u file is loaded in the class browser.

    Then in the actor class browser look under Info/Terrain-info there should be a class called “USFogOfwar” this is the actor that will create a obscuring blanket that will hide enemy troop positions till a players own troops discover them.

    This actor needs to go in the map, and then several of its properties must be set before it will take effect.
    Select the actor and then bring up its properties by pressing the F4 key, under the "terraininfo" click "terrainScale" and set it to the same matching scale as the terrain of the map.
    Next the actor location position also needs set to match that of the terrain actor X, and Y, location, (its recommended you copy these values from the terrain actor where it is listed under the “Movment” info). The Z location value needs set one higher then the terrain Z location value, this is to make the Fog higher, blanketing over the terrain, so for example if the terrain has a Z of -224, the Fog needs to have a Z of at least 225 (See attached pic).

    In both the Terrain and Fog actors, the terrain map texture needs to be set to the same texture. This is so the fog will have the same shape as the terrain.

    Finally the fog must be given a texture, open up its layers menu and select layer one, click on textures and set it to Shader'UskaarjFogOfWarTextures.fog.OpacityShader' This is the default recommended Uskaarj texture, but it can be set to any texture a mapper wants to suit the maps visual style, however a good dark texture is often the best.
     

    Attached Files:

  4. Silver_Ibex

    Silver_Ibex Member

    Joined:
    Feb 27, 2001
    Messages:
    654
    Likes Received:
    0
    Creating a new Mini Map Picture

    In unrealed take a screenshot of the map in the top down grid view.
    A 512x512 picture is the recommended size for the map picture.
    Then import your texture into your level “Mylevel” package .

    So the game will know what texture to load up for the mini map, you need to place a USMapInfo in your level, and set the HudMap variable in this USMapInfo to that of your imported map picture texture.

    For the mini map to display accurate locations of troops in-game, you will need to tell it the locations of your levels Top Left, and Bottom Right corners.

    To get this information, simply place an actor in the top left corner of your level and write down or copy this vector location over to the Usmapinfo, then do the same witht the lower right corner.


    Compile and run, if all has gone well the mini map should now work in-game.
     

    Attached Files:

    Last edited: Jan 24, 2005
  5. Silver_Ibex

    Silver_Ibex Member

    Joined:
    Feb 27, 2001
    Messages:
    654
    Likes Received:
    0
    Placing Resources

    It is recommended for ease and simplicity, that you copy a resource spot from one of the default levels included with Uskaarj, and then past them into your own level, since these resource spots have already had their properties setup to work properly.
     
  6. Polychron

    Polychron Poliwrath

    Joined:
    Sep 13, 2003
    Messages:
    657
    Likes Received:
    0
    Thx for this handy tutorial Silver_Ibex
     
  7. barnEbiss

    barnEbiss Member

    Joined:
    Jul 8, 2001
    Messages:
    781
    Likes Received:
    0
    [​IMG]
    And so the Ibex returns :)


    Good Tut Ibex can you do a even more detailed Tut maybe?
     
  8. BloodLust_89

    BloodLust_89 New Member

    Joined:
    Jan 13, 2005
    Messages:
    15
    Likes Received:
    0
    Sounds cool!
    This might sound wierd, but is everything scaled down in USkaarj or just that the camera position is different??
     
  9. Jackal

    Jackal Crapass

    Joined:
    Nov 13, 2003
    Messages:
    8,176
    Likes Received:
    57

    You know, that's a very good question. Perhaps we will get an answer now? I would love to do a map or two for this. Mapping for over 4 years has its advantages :)
     

Share This Page