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Unreal Tournament III Tips and Information This information is provided by DGUnreal. Please do not copy this and post it elsewhere.
With permission, I am hosting this information for the UT 3 editor. A big thanks to DGUnreal for allowing this useful information to live on. I duplicated the tutorials as they were given to me. There may be information that was going to be added by DGUnreal. But take this information on this page as completed
Building Maps
Before maps can be played in-game, they must be built. Building a map performs a number of functions, including: building CSG brush geometry, building Lighting, and building Pathing. The editor allows individual building for each of these functions, however, a final release map should always be built using the Build All and finally the Publish functions.
Selecting the Build All function can be a long process. Depending on the map design and the PC hardware specs, build times can range from a few seconds to 30 minutes or more.
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To improve build times, keep the following in mind:
- Some of the initial stages of the build are threaded, so with more cores the build is faster. - The lightmap compression stage of the build is not threaded, so that takes the most time. - Faster processors will improve build times. 3GHz or faster Core2Duo are recommended. - More RAM up to 4GB will improve build times. 2GB of RAM or more is recommended. - Smaller lightmap resolutions, resulting in fewer lightmaps, will improve build times. - Commandline or FrontEnd building is a bit faster than in the editor. "ut3.exe rebuildmap map".
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