IMPORTING AND EXPORTING
"Machismo"
cool_machismo@yahoo.com
INTRODUCTION
This tutorial will deal with all kinds of
exporting and importing that you may want to do in Unreal Tournament.
IMPORTING AND EXPORTING LEVELS
Want to see your favorite unreal levels in
UT?. Load up UnrealEd from unreal\ system directory and open the map that
you want to export. Hit the file menu and hit export, and save your
exported level as a .t3d. Note down the textures that the level used. Open
UnrealEd from the UT\system directory; hit file, new level and hit ok when
it asks to create a new map; then hit file, import level. Find the
previously exported level and hit open. Choose import a new level in the import
map dialog. Load the textures that the level used in unreal that you noted
down before. I never bother doing this, do this only if your system can
handle the load - I just drag and select all the textures from the open
texture box and hit open. Now that you have the textures loaded just do a
complete rebuild of the level - you might want to turn autobsp on. There
you go, you should see the imported level in all its previous glory!.
EXPORTING AND IMPORTING BRUSHES
Just created a new brush like a house that
you don't want to lose? How do you save this brush? Build a larger brush
than the house and hit the intersect button (or deintersect
depending on the situation). Choose export from the brush menu and
save the red builder brush wherever you want. The next time you want to
have a house in your level there is no need to go and create the whole
house again. Just hit the brush, import
button. When the import a brush dialog box opens up under solidity check
solid mesh (use nonsolid only if you exported a nonsolid brush) and under
cleanup check "merge coplanar polygons". While working with
large brushes or where you wan the original textures preserved make sure
"keep original polygons intact is checked" other wise you could
get large ugly holes in your brush when it is subtracted or added.
EXPORTING AND IMPORTING MUSIC
Exporting music is a simple process of
opening the music browser on the right loading the music file that you
want to export and hitting the export button. Remember that UnrealEd saves
the music file as a *.s3m file. Importing follows the same way of getting
it into UnrealEd, just hit the import button - your file has to be in one
of the formats like scream trackers, not a normal wave file. You need
third party players like WinAmp
to play the file once it is exported. For more information on importing
and exporting and general unreal music notes head down to the Unreal Tech
site and read the Composing
Music for Unreal article by Alexander Brandon.
TIP: Music files have to be saved in the
.umx format once they have been imported. They cannot contain normal
sounds like voices and have to be pure music files. Forget about using
your favorite Mettalica (so sue me assholes) track as your music file.
EXPORTING AND IMPORTING
SOUNDS
Export sounds in the normal way by choosing
the SoundFx browser from the right, loading the sound package, locating
the sound and hitting the export button. While importing sounds you can do
so using the normal wave format (*.wav). While saving the sound make sure
you save it as a *.uax in the sounds folder.
IMPORTING AND EXPORTING TEXTURES
Locate the texture that you want to import
and use in UnrealEd. Open it up using an image editing program like
PaintShopPro:
-
Hit the colors menu and choose decrease
color depth and then 256 colors (it could be different if you are
using another image editing program). You might want to choose optimized
octree.
-
Once the color conversion is over you
have to change the size of the image to 256x256. You could do this in
two ways. Just hit the image menu and change the canvas size to
256x256. Or you could make a selection box of 256x256 and choose image
menu and crop to selection. HINT: Choose the crop tool from the
tool browser (default of right) and drag a box. The size of the box
can be determined by looking at the status bar on the bottom. When you
have got the box to the correct size move it around the image so that
it is positioned according to how you want to see the image. Then hit
image and crop. NOTE: UnrealEd
supports images in multiples from 1 to 1024, that means the image
could be 256x128 or 1024x256,etc.
-
Once you have the image to the correct
size you just have to save it. Save it as a bitmap(*.bmp) or a Zsoft
Paintbrush (*.pcx). If you save it as a pcx file make sure under options
it is version 5.
-
Now in UnrealEd just choose textures
from the browser. Hit the import button at the bottom. Locate the
image saved from the previous step and hit open.
-
When the import texture dialog box opens
give the name that you want this texture to be called in the name
field. The group that you want this texture to be put in like door,
floor, etc. has to be entered in the group field. Give the name of the
texture package like skycity that you want the texture to be saved to.
If you want to create a all new texture package just give that name.
Make sure generate mipmaps is unchecked below that. That should be all
hit the ok button and you should see the texture in the browser on the
right. With all that done just hit the save button and save the
package in the textures folder as a *.utx file
That should have covered all the importing
and exporting that you should need in UT, discounting scripts of course.
|