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Unreal Tournament III Tips
This information is provided by DGUnreal. Please do not copy this and post it
elsewhere.
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.
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