You can import staticmeshes in the form of an. this will place a node in kismet, in the options for the sound file you assign the CUE file and then hook it upto a trigger or level loaded or however you want to use it.īack to the ambient sound, there are a few choices, an ambientsoundsimple will play whenever you go near it, or if you want one to toggle, use the ambientsoundtoggle, this one can be toggled using kismet. If you want it to play to all players at the same time and volume open up kismet, right click > New Action > Sound > Play sound. You can either highlight the sound file in the content browser and right click in your map and add ambientsound to add the sound, you can then adj settings like radius of sound, volume etc. IMPORTANT : if you want to play say a music file to all players make sure to click "create cue" when importing. Once done got content browser click import, packagename is your map name then fill out the rest and import. Also be aware that the Mp3 file size will grow considerably, if you want to keep this down abit you can convert it as MONO instead of stereo. to a wav file, most work straight away after converting but some need their properties edited. You can use online converters to convert mp3 etc. Save and then upload as normal and textures will work.įor sounds you need to have a. The way I found to fix this is, when your ready to upload your map click the build all like normal, once finished save and then look to the right of the build all button, there is a button that says publish, click this and a box will appear, IF this box says something like cannot compile material blah blah in yellow, let it finish close the box and try again, you have to keep running this until you get no yellow errors for materials or textures. Congrats you can now assign this MIC to static meshes in the map.Ĭustom textures are not showing in my map online or to other people! click the green arrow at the end of the texture line and it will add your new texture. Scroll down to parameters in the box and find Texture check box, tick this and highlight your new texture in the content brower. You will see in the preview box a ball with a texture. Open this MIC and paste the parent material name from the other one into the parent of the new one. under parent there will be a material name select and right click and copy.īack in your map folder right click in the box your texture is in and select new materialinstanceconstant, make sure the package name is your maps name and fill out the other names. double click this and a box will appear with options etc. Once completed search for metal and find the Metal MaterialInstanceConstant. In the content browser find the "Packages" folder and right click > Fully load. You could create a new material but it would be a lot of work building this to have say reflections etc. Once imported you will see it listed, it will say texture2d in the box, this is good but will not work on meshes. Make sure to name the import destination the same as your map Name. Next open up content browser in the KF2SDK and click import. Open the texture and rescale to the power of 2 ie, 128x128, 256x256, 512x512 and so on. Next step I use GIMP which is like photoshop. First find your texture and save to your PC. You can find many custom textures around the net and these can be implemented very easily. How do you add custom textures to things? You may know better ways or faster ways to do some of the things listed but these have personally worked for me!įIRSTLY SAVE OFTEN infact more than often as the editor has a habit to crash alot Here are a few hints and tips for using KF2 SDK please feel free to add any further tips to keep things in one place and neat. I enjoyed mapping for KF2 and creating places for people to play and love the way it enticed many great mappers to make great maps for the game but not only that but new mappers learning their way through the SDK meaning a long future for the game hopefully like KF1.
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