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Keeping textures when copying brushes in UnrealEd

home / Knowledge Base / Mapping / Keeping textures when copying brushes in UnrealEd

It's a very old and a very simple trick, however I don't remember that I posted it anywhere here. It was very handy in my early mapping days, when I was building maps mostly by copying different things from other maps (I opened two UnrealEd instances, one for my map, one - for the maps to copy from) or using prefabs (see Deus Ex Constructor for the best collection of prefabs). The problem was, when I was copying or adding a brush from a different place, UnrealEd used to reset the textures of the brush, if they had not been preloaded before, so I had to assign textures again on a newly added brush.

The solution is simple: 

  1. Go to DeusEx/System, open DeusEx.ini (for UEd2, go to DeusEx/UEd2 and open UnrealTournament.ini).
  2. Find 

    [Editor.EditorEngine]

  3. Add somewhere under it:
    EditPackages=Airfield
    EditPackages=area51textures
    EditPackages=BatteryPark
    EditPackages=BobPage
    EditPackages=Catacombs
    EditPackages=Cmd_tunnels
    EditPackages=Constructor
    EditPackages=CoreTexBrick
    EditPackages=CoreTexCeramic
    EditPackages=CoreTexConcrete
    EditPackages=CoreTexDetail
    EditPackages=CoreTexEarth
    EditPackages=CoreTexFoliage
    EditPackages=CoreTexGlass
    EditPackages=CoreTexMetal
    EditPackages=CoreTexMisc
    EditPackages=CoreTexPaper
    EditPackages=CoreTexSky
    EditPackages=CoreTexStone
    EditPackages=CoreTexStucco
    EditPackages=CoreTexTextile
    EditPackages=CoreTexTiles
    EditPackages=CoreTexWallObj
    EditPackages=CoreTexWater
    EditPackages=CoreTexWood
    EditPackages=Dockyard
    EditPackages=Effects
    EditPackages=Extras
    EditPackages=FreeClinic
    EditPackages=G_Station
    EditPackages=Hangar18
    EditPackages=HK_BuildingExt
    EditPackages=HK_Decorations
    EditPackages=HK_Helibase
    EditPackages=HK_Interior
    EditPackages=HK_MJ12Lab
    EditPackages=HK_Signs
    EditPackages=HK_VersaLife
    EditPackages=InfoPortraits
    EditPackages=MJ12_lab
    EditPackages=Mobile_Camp
    EditPackages=MolePeople
    EditPackages=Moon
    EditPackages=NewYorkCity
    EditPackages=NYCBar
    EditPackages=OceanLab
    EditPackages=Palettes
    EditPackages=Paris
    EditPackages=Render
    EditPackages=Rocket
    EditPackages=SubBase
    EditPackages=subway
    EditPackages=Supertanker
    EditPackages=UNATCO
    EditPackages=V_Com_Center
  4. Save and close the file.

Notes:

  • This will increase the loading time of your UnrealEd, however it saves time and makes selecting textures easy (you don't have to load the packages anymore).
  • Ded (the author of Project: 2027) also said that preloading reduced lag in his mod.
  • If you're using UnrealEd2 and your map contains non-standard textures or other stuff, I guess you'd agree that it's a bit annoying to preload all of them, by picking one by one from different folders each time before opening the map. Just add these custom packages to EditPackages= of UnrealTournament.ini and forget about preloading.

Written by Daedalus.


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