hi guys im triying of make some "basics" customs textures but im having textures too dark, and i want the same original color of the texture that i import, i hope a answer, and ty for r atention :)
well i thik that u need see the issue, im talking about too much black color on the textures, i made a mapa for testing the textures is here http://www.mediafire.com/?r577bxxp86fk6d6, but im not sure if it work for u, is cooked but maybe i have something wrong. im looking for a map 1v1 competitive, maybe only 5 or 6 MB
I downloaded it, but the game crashed when I tried to play it.
I opened it in the editor, but there were a lot of default materials with no custom textures/materials in the map package. Did you add them to an external .upk package?
If yes, then I need that, but it's best not to create a separate package. Just add them directly to the map file and use them ASAP before doing any builds or saving.
this the file upk with the textures http://www.mediafire.com/?w0czx8f4go2fibo of the map that i used, but i dont understand what im making bad, becouse i cooked the map.
Regarding the .upk file, while I have never used one with a map, it's not meant to "migrate" the assets from the .upk file to the map. It's really mean for mods and such, so they can share assets. Not really useful for one map.
You should rename/duplicate the textures now to your map and reassign them.
Regarding the textures...
It's hard to give you specific advice as I don't know how you are building these textures and what program you are using (I use GIMP). That being said, here are some random tips:
Try to use a base texture that is actually a photograph (steel, wood, concrete,e tc). This will give the texture a realistic look and a "pattern" that will make a difference when you light the map.
Check out cgtextures.com (and my site as well, on the Resources page), for stock pictures. You may have to create a fee account (to regulate how much you download in a day, but it's worth it).
Try not to use "saturated" color, especially black as they tend not to look good.
You need to use a program that supports layers, blending, and transparency.
Layers help you organize your work and "stack" the parts of the texture. This is more important the more complex your textures become.
Blending 2 layers together is also a great way to add color to a base texture. You can take a greyscale wood texture, blend it with different browns for more variety. This is also helpful with signs as well.
Transparency will help control the blending as well as make signs and other "complex" textures.
If you have any other questions, don't hesitate to ask.
ok my good man odedge, i made it in my new try, and other thing what is the good way for save my textures, is?: D:My documents\My Games\Unreal Tournament 3\UTGame\Published\CookedPC
Are you asking how to save your textures to your map file?
If so, then when you are either importing them or duplicating, just select the drop down menu in the Package field, then select your map. When you create a new file name, the assets stay with the map.
The thing you have to remember is to use the asset before you do a "build" or save the map.
hi, well i made some new textures and look good, and i imported others textures and too looks cool, but i still without understand how get the file with the map, and the others players can´t see the textures or his game is crashed, could you please put some screenshots of this part:" importing them or duplicating, just select the drop down menu in the Package field, then select your map. When you create a new file name, the assets stay with the map.", when you have free time, my understanding of English is very bad sorry
Do not use additional external packages with your map. Place all custom content into the Map file itself. To do this, specify the map file name as the package name, eg. "DM-Mymap". After the first build and save of your map, the map name package will then show up in the Generic Browser. Although you might want to put custom content into another individual package, you shouldn't since if that package goes missing the map will not play on other people's systems. For mappers who are creating a large amount of custom content for a totally custom map and wish to keep this separate from the map file, place the custom content into only one external package file and use the name "<mapname>_Content.upk". eg. "DM-Mymap_Content.upk". Moving assets between packages can create a lot of issues as it uses 'redirects'. So you can break your map if you do this haphazardly.
importing them or duplicating, just select the drop down menu in the Package field, then select your map. When you create a new file name, the assets stay with the map.",
When you you are importing the texture, just select your map name from the drop down menu in the "Package" field. Fill out the Group and Name like your normally would.
In the generic browser, just look for your map name and create the material with the texture.
The one thing you MUST do (for textures) is to create a material (that's also in your package) and use it BEFORE you do a "build" or you save your map. Save the map like you normally would save it and don't save it using the generic browser window.
If the texture isn't being used in the map, the editor thinks you don't want it and will usually delete it. This is true for all custom content (meshes, particles, etc).
If you are duplicating the textures or materials from your separate package, then you must also make sure the materials are not referencing any stuff from the external package. But it's ok to reference stock packages.
I am pressed for time, but if you still need help, I can make a video. It's really the same process, you just select your map name, and use the assets right away before doing any builds or saves.