PreyingMantis3.myLevel
Within my new map, PreyingMentis3, there is a virtual "package" called "myLevel" where i save all my custom mesh, sounds and textures. Everything from the heightmap for the terrain to the fancy new base structures i make are saved within the map itself, within the package called "myLevel." Let me be clear, this isnt speculation. (This is how mapping is currently done 99% of the time for unreal engine games right now. Everything goes into the map, unless within a mod situation with many maps sharing custom assets. The raw simplicity of having ONE file versus 10... goes without saying.) Anyways, back to the example...
In this hypothetical... my terrain heightmap is a texture. Plus, I got cool textures. My new base made in 3dsmax is imported as a static mesh. Here's how it works within UT2k3. I suspect the only difference will be file names, not even format...
texture: PreyingMantis3.myLevel.coolTexture1 (coolTexture1.tga import)
mesh: PreyingMantis3.myLevel.PM_base1 (PM_base1.ase import)
It's all saved within the map itself. NOW, in terms of collaborating, i can do two different things. I can save my packages outside the map, instead of within myLevel.
texture: TseTseTextures1.utx
mesh: TseTseStaticMesh1.usx
If another mapper wants the "coolTexture1.tga" texture, they just load that UTX within the editor and link to it. If i had NOT done this independent file, another mapper would need to duplicate the texture from the myLevel in my map, into the myLevel of their map. That's actually really easy to do...
The other way to share, besides makin usable packages is this idea of raw files.
Texure: coolTexture1.tga
Static Mesh: PM_base1.ase
For ssometbody to now use them, they still must import and save them into a proper unreal package, either within their map's "myLevel" package or into some other file:
texture: tvmaps_texturePack1.utz
mesh: tvmaps_staticPack1.usx
I suspect what people here really, really want once they understand how this all lays out are these kinds of massive packages of submitted raw materials.
Im just saying that i dont plan to personally go out of my way to provide raw materials when they can be simply used from my map. It's extra effort. It can risk confusing assets. It's to take away from my work in making a map...
But for some people, they make "prefab" stuff. In other words, they design stuff which is useful across many maps.
I'm just not concerned about this too much at this point, really. Im babbling here... but the issue isnt worth this many words. At least, not at this point...

Statistics: Posted by TseTse — Thu Jul 31, 2003 7:09 pm
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