Merging Existing Levels Sai-Keung Wong Chiao Tung University, Taiwan, R.O.C. UDK. Version Feb. 2010
Contents Merging existing levels – Method One, use level manager. Merge – Method Two, use level manager. Copy and Paste, Rebuild
Method One: Merging Load the levels that you want to merge first. For example, the following levels: MU_L01 MU_L02 MU_L03 Then, load them one by one first. – File->Open – After opening one, close it and open another.
Method One: Merging Content-Browser->Level Manager
Method One: Merging Content->Browser->Level Manager->Add existing level
Method One: Merging StreamingMethod: Kismet
Method One: Merging Check LevelMemorySize/Data
Method One: Merging Simply merging the levels, the BSP planes disappear, remaining only the static meshes. Kismet sequences may be disappeared.
Method Two: Copy and Paste, Rebuild Repeat the same thing as Method One requires but do not merge.
(1) (2) (1) (2)
Now set a level as visible and the others are invisible. Method Two: Copy and Paste, Rebuild
In level editor, select all Method Two: Copy and Paste, Rebuild
Copy and paste to the “target” level. Method Two: Copy and Paste, Rebuild
Save and load the newly created map (level). The newly added BSPs disappear. Retry to build geometry. No Help. Method Two: Copy and Paste, Rebuild
To solve the problem – Select the yellow brush (missed polygons) – Right click (on the yellow brush) ->Polygons->to Brush Method Two: Copy and Paste, Rebuild
After click “to brush”. Now, click “CSG subtract” or “CSG add” based on the type of the original brush. Note: yellow: subtract; blue: add Method Two: Copy and Paste, Rebuild
So, convert all brushes, which miss polygons, into red brushes click CSG Add or CSG Subtract based on their original types. Method Two: Copy and Paste, Rebuild
Save and test. Kismet sequences and Matinee sequences may disappear. Use the methods at your own risk. Enjoy. Method Two: Copy and Paste, Rebuild
Summary Merging existing levels. Two methods. The Third Method? Think about it.
Level loaded from another level In the start level, add a Kismet sequence: (New action->level-> ……)_ Check “Is HighPriority” Enter the level name for being loaded
Level loaded from another level In another level which is being loaded, add the following Kismet sequence:
Level loaded from another level Use UnrealFrontEnd to test the program. Your udk files may need to place in: C:\UDK\UDK \UTGame\Content\Maps
Level loaded from another level Defined in another level.