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Unreal Tournament III Tips
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Custom Content

All custom content (materials, meshes, music, sounds and textures) for a map should be embedded into the map file itself.  This is done by using the map name for the package name when importing or creating new assets.  Do not use external packages for individual maps.  The exception to this rule is for mods or total conversions where you may want others to be able to use the content in their own custom maps.

When cooking maps, a portion of the external package assets are duplicated into the map for seek-free loading, so a map with a single dedicated external package is actually larger than simply embedding all content into the map itself.

If you delete or rename assets, or use the rename function to move an asset from a package into a map file, you will have to use the -fixupredirects commandlet to clean up the redirection.
See my tutorial on this subject on the Epic forums.


0807.14 · 6970 page accesses · Copyright ©2008 David R. Green · All Rights Reserved.