Saving asset packages

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LordGleedo

FNG / Fresh Meat
Jul 18, 2010
800
74
0
Bucks, England
www.theoldgitsarmy.com
Hi,

I have just imported some textures from my file system and gave a package name of ART_Test, group Textures, and then names for them all.

When I go to save the package, I receive the following message:
Code:
The following packages have references to external packages:
ART_Test

External packages won't be found when in a game and all references will be broken.  Proceed?

I figure that just means that I need to remember to distribute the package ART_Test with the map? :confused:

But if I click 'Yes' i get the message 'Can't save map files via the browser. Not saving 'ART_Test'

Then the frigging editor crashes yet again ffs.
 
Last edited:

Six_Ten

FNG / Fresh Meat
Mar 12, 2006
1,382
400
0
aztecmod.darkesthourgame.com
First, make sure that in your first test you keep it simple, so try it with only your textures from your computer.

Do as you described, import, then save. If the message comes up that it cannot save, try it a second time. Sometimes I had that problem and saving again somehow it worked.
 

LordGleedo

FNG / Fresh Meat
Jul 18, 2010
800
74
0
Bucks, England
www.theoldgitsarmy.com
First, make sure that in your first test you keep it simple, so try it with only your textures from your computer.

Do as you described, import, then save. If the message comes up that it cannot save, try it a second time. Sometimes I had that problem and saving again somehow it worked.

I was using tga files from my pc. It seems a bit more stable if I import those textures directly into my map file rather than trying to create an external asset package. So I now some textures in my terrain which is nice, but I still can't get PIE to work to allow me to run about.
 

[TW]Swag

FNG / Fresh Meat
May 14, 2009
350
100
0
Yonder, Georgia
That error message is really more important to be disregarded. What's happened is that the map is looking for an asset reference that exists in another map. This can happen if you import an asset into the persistent level to be used and have it used in a sublevel of the persistent.

Ideally, you want to store ALL assets in a package instead of the map especially if you are going to splitting it into sublevels.

We used sublevels at Tripwire to help us develop maps with multiple people needing to work on different things including multiple game types using the same base ART map. This design requirement may not be what you are needing. If you are the sole owner and worker of a map, there is no need to split the map up into sublevels... honest. :)
 

[TW]Swag

FNG / Fresh Meat
May 14, 2009
350
100
0
Yonder, Georgia
Another aspect that has occurred to me is that the sublevels do a side benefit in allowing for production maps to be updated in components instead of pushing everything. As I stated before, at Tripwire we had all the other game types imbedded inside one map and would do a save off to get the different game types. So if, for example, we needed to update the Countdown version of Station then we could tweak CD-Station directly without having to tinker with the TE, SP, and FF versions of it. Pushing that data out to steam for distribution made for overall smaller downloads. :cool: