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Post tutorial Report RSS Cooking for PS3

This is how to get your level running on the PS3 system.

Posted by on - Intermediate Level Design/Theory

Tutorial originally written by DGUnreal for the UTForums. Mirrored here for archival purposes

I'm moving this post I did on PS3 cooking to here.

1. Run UnrealFrontend.

2. Select PS3 in the Platform toolbar combo.

3. Click on the Cooking tab.

4. Type in your map name in the "Maps:" textbox, eg. DM-MyMap.

Only use standard letters and numbers in your map name, do not use extended characters such as punctuation, in other words, don't try using a map name such as DM-MyMap]|[ or it will fail to work properly.

Note that your uncooked map must be located in the ...\My Documents\My Games\...\Unpublished\CookedPC\CustomMaps folder, same as for publishing for the PC.

5. Leave the "Packages have changed" checked.

6. Leave Language at "int".

7. Set the Mod Type to the mod type eg. "Map" for a map.

8. Set the PS3 Game Version to the target region (NA, Eu, etc.).

9. Click on the Cook button.

A dialog will pop up asking for the name of the mod, enter in your map name if you are cooking a map, eg. DM-MyMap. Make sure you get this correct.

It will take a while and your map will be cooked. There will be some errors regarding "Failed to load ... Stealthbender ... ", ignore these.

The cook puts the final map into a new folder under ...\My Documents\My Games\...\UTGame\Mods\PS3\ < the_map_name > .

This folder will contain a set of files that are similar to:
DM-MyMap.xxx
DM-MyMap_LOC_int.xxx
GlobalPersistentCookerDataPS3.upk
GuidCache_DM-MyMap.xxx
PS3-UTGame.ini

10. After cooking, a dialog will pop up telling you to edit the .ini file. You must do this before clicking ok. Add the proper text similar to a PC .ini for the screenshot and description.

The PS3 does require one extra section in the .ini file to get the screenshot working on the console. This is the [Engine.PackagesToFullyLoadForDLC] section and the two lines below it. Make sure these are set to "MapName=UTFrontend" and "Package=" the name of your map as shown below.

; A mod containing multiple maps needs one of these 'MapInfo' sections for each map!
; Make sure to update MapName and FriendlyName for each map.

[DM-Mapname UTUIDataProvider_MapInfo]
MapName=DM-Mapname
FriendlyName=Mapname
PreviewImageMarkup=<Images:DM-Mapname.MapPic.MyMapPic>
Description=This is my l33t map!
NumPlayers=2 to 8 Players

[Engine.PackagesToFullyLoadForDLC]
MapName=UTFrontend
Package=DM-Mapname

After you have edited the .ini, click the ok button on that dialog

11. Another dialog pops up asking you to save to the removable media card.

You can use your local hard drive instead if you want, such as C:.
Note that if you use a local drive, it will create a PS3 folder on the root of that drive, that contains a folder called SAVEDATA with another < blah > -MODIMPORT folder under that.

Inside of the < blah > -MODIMPORT folder is a file called USERDATA.JAM, that is what is actually used on the console. It is a file that essentially contains all of the files from the PS3 folder packed into one.

A person would copy the entire PS3 folder and its subfolders and the USERDATA.JAM to a data card and insert that into the PS3 console.
Note that technically all you need to distribute is just the USERDATA.JAM file, you don't need to retain all of the folder name stuff.

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