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Post Info TOPIC: PS3 cook map custom textures fail on dedi?


Padum Tsh!

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PS3 cook map custom textures fail on dedi?
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Me and my buddy Rico (Rico_is_FnA, you will probably have heard of him somewhere) where on the go for some maps and we got into a discussion about the custom textures.

He said he uses stock textures only because otherwise the map will fail on dedi PS3 servers. The question came, what is required for a dedicated server to load and play the custom textured map without failing? How did those guys from HOLP do that for example?

Does the server need an input from the .ini file that comes along with the map cook? (haven't tried that). Or is it something with the textures/map itself that need to be modified?

Anyone got any idea's?



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Feedback-Master ..

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I have made many maps with custom textures, that to my knowledge, work just fine. But I don't play the game on the PS3.

That said, there may be an issue if you put custom content in a separate package and that messes up the cooking process. On the PC, if you have custom content in a separate package and that package is missing, the may shouldn't load at all.

It's a good idea for both platforms to put all custom content inside the map file (for many reasons). Only exception may be a complete mod.

Hope this helps.

The person to ask is euchreplayer23, from the Epic forums. I don't know his current status in the community, but he is THE CHEF when it comes to cooking for the PS3.



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Padum Tsh!

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Odedge wrote:

I have made many maps with custom textures, that to my knowledge, work just fine. But I don't play the game on the PS3.

That said, there may be an issue if you put custom content in a separate package and that messes up the cooking process. On the PC, if you have custom content in a separate package and that package is missing, the may shouldn't load at all.

It's a good idea for both platforms to put all custom content inside the map file (for many reasons). Only exception may be a complete mod.

Hope this helps.

The person to ask is euchreplayer23, from the Epic forums. I don't know his current status in the community, but he is THE CHEF when it comes to cooking for the PS3.


 Thanks for the response Odedge.

 Yeah I know euch ;) But I was just wonderin what the for exam the  HOLP guys did for the PS3 versions of their maps.

 And yeah, I was already wondering about the .ini file that comes along  with the cook. Perhaps there needs to be defined in there what custom  package is used.



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Feedback-Master ..

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As for the ini file, that usually only takes care of the preview shot and the author's name/player's count, at least for the PC. I think the reference for the custom package is all handled in the map file. When you add an asset from any package (including stuff stored inside the map file), it's referenced in that assets' properties. That being said, I don't think the .ini file has anything to do with custom stuff.

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Padum Tsh!

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Odedge wrote:

As for the ini file, that usually only takes care of the preview shot and the author's name/player's count, at least for the PC. I think the reference for the custom package is all handled in the map file. When you add an asset from any package (including stuff stored inside the map file), it's referenced in that assets' properties. That being said, I don't think the .ini file has anything to do with custom stuff.


 
Ok, thanks for clearing that up.

I had a dillemma when my maps where all working on player host, but my server just went crazy went I loaded up the maps. The whole background was glitchy like when you have no skydome and you open the In Editor in UED3. I don't quite know how to solve this. Could it be the textures itself?



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Map Packs for Unreal Tournament 3

Internal Coördination of the UOF4 Low Poly Map Pack



Feedback-Master ..

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By "glitchy" do you mean it was sort of repeating the last image your character saw? If so, that's could be the "Hall of Mirrors" effect. This will happen in UT 3 when you are looking into the "void" mapping space. If this is the case and you are using a custom skydome, maybe the skydome wasn't be referenced correctly (similar to your original question).

The other possibility is that the skydome static mesh was set to a higher detail level than what a PS3 can handle, but you would have manually do this and it wouldn't make much sense (since all maps need a skydome if the map is open).

The other possibility is that material that the skydome uses is possibly to complex for the PS3 and doesn't have a proper fallback material??? It's possible the game couldn't display the material. But if it couldn't, it would make sense to use the default material if a specific fall back material isn't specified.

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