Screenshot
A screenshot is just that: a saved picture taken from the monitor display. It also means the pictures you see in the game when you're choosing a map: screenshots of the map that are embedded in the map.
You might be looking for:
- Game screenshot – taking shots of the game; recommendations on how to clean up, present, etc.
- taking shots of UnrealEd – insert brain (hit PrtSc like in the rest of Windoze and paste into your favourite graphics application)
- Screenshot (UT) – adding a screenshot to a UT map
The rest of this page is for UT2003.
Screenshots in UT2003
To add a screenshot to a UT2003 map:
- Take your Game screenshots & clean them up. Resize them to 512x256 pixels.
- Import The Textures:
- Package: MyLevel
- Group: (you can leave this blank)
- Name: (anything you like; it's easiest if the screenshots are numbered for a material sequence)
- Uncheck Generate Mipmaps
- Apply texture compression: Do Material Context Menu → Compress → DXT1
- Avoid ugliness at lower texture levels: Do Material Context Menu → Properties, and then expand Textures and set LODSet to LODSet_Interface
- Create a new material:
- Package: MyLevel
- Group: (same group as the screenshots)
- Name: (anything)
- Class: Raw Material
- MaterialClass: Class'Engine.MaterialSequence'
- In the MaterialSequence properties do the following:
- Click SequenceItems → Add
- Minimize the properties window and select your first screenshot from the texture browser
- Go back to properties and click SequncedItems → [0] → Material → Use
- Set the time to 1.5
- Add another Material under SequencedItems. This time, use your second screenshot, 1.0 for Time, and MSA_FadeToMaterial for Action.
- Add another SequencedItem just like the first except with your second screenshot again.
- Continue adding 2 SequencedItems for each of your following screenshots.
- Once you have all of your screenshots set, add one final SequencedItem. Use you first screenshot, 1.0 for Time, and MSA_FadeToMaterial for Action.
- Finally, set FallbackMaterial to your first screenshot.
- Do UnrealEd Main Menu → View → Level Properties
- Set The Resource Property LevelSummary → Screenshot to the new MaterialSequence.
- Save your level and be sure not to save the MyLevel package. Just leave it and everything will work.
Related Topics
- MyLevel pseudopackage
- MaterialSequence class
MadNad Shouldn't this title be Level Shots ?
MythOpus Nods In Agreement It Should Yes
Tarquin: interesting idea. Any further opinions?
Wormbo: It's a preview image of the map, which is a screenshot of the map in most cases. How about a redirect from [Level Shots]? to this page?