View previous topic :: View next topic |
Author |
Message |
SAFeSTeR USER: SAFECRACKER
Godlike!
|
Posted: Sun May 21, 2017 18:48 Post subject: What's the best way to make a 'compilation' map?
|
|
|
I've been thinking about making a compilation map but am unsure of the best way to do this as I've heard about a few issues that can occur from copy/pasting between maps, particularly with things in 'MyLevel'.
I seem to remember a thread on the forum which included clear and detailed instructions of the correct procedure, but I can't find it for the life of me. I thought it was in one of the 'community map' threads but I have not located it yet.
So, does anyone know of, and can link to the correct thread that I'm thinking of ? Or failing that, tell me the do's and don'ts of copy/pasting between maps.
Thanks in advance.
|
|
 |
|
 |
RoelerCoaster USER: MMI
i4Games Trustee
|
Posted: Sun May 21, 2017 20:31 Post subject: |
|
|
I think I remember what instructions you mean, it was not a thread on this forum, but in one of the notes-files in the BOX-folder of BT-Synthesis:
Quote: | The method I always use is a bit tedious but it usually works:
Say map A is the assembly file, and B and C need to be imported:
- Open map B, and open the texture browser on my level, and select the "all" button
- Select everything (EXCEPT the builder brush and the camera actor) and copy.
- Open map A keeping the texture browser open
- It may happen that UED crashes now (not very common), in that case go back to step 1, otherwise continue
- When map A is loaded, check the texture browser (which is still open) to see if no texture went corrupt. If there is a corrupted texture, DO NOT SAVE map A, close UED, and start back at step 1. If everything is ok, continue
- Paste the copied actors of map B in map A, and rebuild.
- Save map A
- CLOSE UED
- Open UED again and open map C and repeat the process
|
This is by no means THE procedure btw, it is just what has always worked for me. Especially saving a lot and closing the editor between steps is important as the editor does not seem to like it when you open a lot of maps in sequence.
Some other tips:
- Myleveled textures can be problematic. When the textures are in the same texture-group (especially the default nameless group), colors of the textures may become corrupted when importing the other rooms. Usually you will have to re-import the texture (with a different name) and then replace all the textures.
- When you try to copy-paste actors from one map to another, some of the information sometimes gets lost during the copy, leading to very strange bugs (doesn't happen too often though). I usually get a bit suspicious when pasting a lot of actors is very fast without any hiccup. Just make sure to keep many backups, so you can always roll back and try the copy-paste again if anything fails. I usually make a new save for every imported set of rooms.
|
|
 |
SAFeSTeR USER: SAFECRACKER
Godlike!
|
Posted: Sun May 21, 2017 21:35 Post subject: |
|
|
Yes that's it, that's what I remember seeing. Thanks Roel, I knew if anyone it would be you who could help
It may not be thee procedure, but it's a damn good start! I'm quite happy with things being a bit long winded if they work, I'll try it out once I figure out which rooms to use and I'm quite used to lots of saving / backups with UED, we all know how fragile it can be.
Thanks once again.
|
|
 |
Ozma777 USER: OZMA777
Dominating
|
Posted: Wed Dec 06, 2017 21:03 Post subject: |
|
|
Also an alternate method I used in DM-XC-Ozma777-UT99org-V2 (which I should have made DOM btw):
same scenario importing map B and C to map A:
Open map B, then open map C, then open map A
in another editor open map B highlight everything EXCEPT builder brush and camera copy and paste into map A (which has all the textures from B and C already)
then open map C in another editor and do the same.
edit: just like above you ALWAYS want to save map A as mapAplusB or something like that just in case the textures get corrupted. Missing actors sometimes can be a problem too, although it usually only takes another copy actor/repaste actor to fix it.
|
|
 |
|