Hey Polycounters,
I've got a newb question about the UDK. For my senior thesis I'm building an environment in the UDK that people can run around in and explore utilizing a library of assets that I've created myself. I've been able to create a package in the UDK editor and save it to the content directory in UDK's filing system. No problems there. Everything runs fine on my PC at home. Where I'm running into issue is if I try to copy that Package onto a flashdrive and work on it at school the assets don't load up. It sees the package but no toys inside, and since the assets wont load it fails to load the level and the UDK crashes. (sorry about the run-ons).
*Not to make this too convoluted, but it might be worth noting that initially I had the package saved in an external file on my desktop, however UDK didn't like that and after 5minutes it would crash the PC so I moved the file.
Replies
Think that should fix it
By the way, thanks guys for helping me with this.
Save your package at home or wherever,
Bring it to school, and copy/paste it to the C:/UDK > UDKGame > Content > Environments directory (The .upk)
This way, when UDK loads, the package will already be in the directory on the bottom left in the content browser, under "Packages." And, make sure to right click it and hit "Fully Load."
If that doesn't work, then I don't know what the problem is, because old packages are stored in previous dated UDK folders like "UDK-2011-02, UDK-2011-03," and so on.
UDK/MAPS
Master Folder
- Level
- Package
- Static Mesh Folder
- Textures Folder
haiddasalami, out of curiosity are you storing the original model and texture files in those folders? or do you just have them broken up in the package that way? I'm pretty sure I don't need the original files as long as they're saved in the package, but I just wanted to make sure.
Out of curiousity how do you accomplish the blending between indoor and outdoor lighting. I was playing around in DM-Deck and they had used heightfog actors to create different hues of atmospheric lighting when you go between indoor and outdoor lighting. What I'm wondering is how do you create that blend within smaller areas of the level. When I use a height fog it creates a gradient over the entire gamespace, but I don't understand how they've designated it to little pocketed areas. Is it something to do with the additive and subtractive brush properties?