Default texture?

If u need some help creating or editing maps or other things
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Default texture?

Post by Delete this account pls »

Hi everyone how can i change the default texture for a cube in the unreal ed?
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Post by Delete this account pls »

I just built my first room :)
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Post by }TCP{Cloud »

Import an texture file, or open the texture browser, and select a (default) texture database file, like for example: AbaddonTerrain.utx

Then select the ground(s)/wall(s) wich u want a different texture, then click the texture in the texture browser.

Thats how i remember it, the last i opened the UED on Unreal 1. :D But it goes the same way in UT2004 UED i believe.
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Post by Delete this account pls »

ty for the help and that single room is now linked to another of the same size and to a big one
i also know how to add static meshes and lights and stuffs now :P
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}TCP{Marcin.B.BlackT32
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Post by }TCP{Marcin.B.BlackT32 »

OK, but fill somehow empty space and NEVER add white light. It just sucks. Try to set some nice color of light in Light Properties.
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}TCP{Snowbird
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Post by }TCP{Snowbird »

HAPPY MAPPING!!!!
I'm the mapper, he's the DJ

Fresh Prince: Will Smith
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Post by Delete this account pls »

My first map is done i need someone to test how can i upload the map here?
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}TCP{Marcin.B.BlackT32
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Post by }TCP{Marcin.B.BlackT32 »

Add it as an attachment.
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Post by PingKing »

what type of map and i shall look at it :)
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Post by Delete this account pls »

Its a small 1on1 deathmatch map and its very basic i just want to know how im doing :)
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Post by PingKing »

ok i am gonna modify this map and then repost it so u can look at it and see what you think.
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Post by Delete this account pls »

i didnt ask for any modifications i just wanted an opinion but i gess its ok
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Post by PingKing »

and btw their are some problems like having the ships ruins the flow of battle and spawning is unpredictable and if somebody gets killed and respawns in the small room then they will get mulllered
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}TCP{Snowbird
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Post by }TCP{Snowbird »

Hi Lizard, good to see ya got something out. :) I Just downloaded it and will take a look.

OK Lizard. I recognise the map, ;) and as it is, is a good start. There are a few things that you need to know about a DM map.

It should not lead into a dead end, unless you want to get caught in there and die quickly. Hereyou have 3 rooms. One big and 2 small. In the big room, you could move around and hide behind the planes, but in the smaller rooms, you can not get out. If you would like to expand on this map, make a room off of the sides of the 2 small rooms, and make a hallway on the other side of the big room. This keeps people moveing from one side to the other. Maybe even a couple of rooms on the other side of the big one.

You need a bunch of guns and life and goodies to keep the people active and motivated to get to certain spot. Look at Deck16/17 for example. If there was no weapon in small room in the wall by the long hallway, noone would go in there. It is risky to go in if someone sees you, but if there is a gun in there that you need, then you will chance it.

Do keep makeing maps, and never get mad if it does not come out right. I have finished about 35 to 50 maps, that noone will ever see.

Happy mapping.
I'm the mapper, he's the DJ

Fresh Prince: Will Smith
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}TCP{Marcin.B.BlackT32
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Post by }TCP{Marcin.B.BlackT32 »

Well I have tested it out with bot. I see that you have used Architectonics tutorial, because I used the same to start my DM-MBB-TestLab (bu then I was doing it on my own). Well map is a bit too small and too empty. this hall with Human Spacefighters is way too empty. Add some pipes on the wall or ceiling and put some pillars (remove few fighters to make space for them) put some light static meshes etc. you can also make some place under the floor and put crate to see what is in this underplace. That's all will break flatness and boredom. Try to use this things and you can build really interesting map. You'll see.
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