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Frontend always crashing. (Level Stream it!)

 

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Cannot get Frontend to do a full scan?

Made a map that you really wish that you could play but it crashes, "ALL THE TIME!!" especially after you pack it. Or you have finished a UDK project, you want to pack it using Frontend and "BANG" it crashes???? You start looking for tutorials and forums on how to fix this and......"Nobody knows????" AGGGGHHHHH!!!!. Perhaps your maps are too big? I am going to show you how to fix it but download the files below first before you can continue. The file on the left is complete. The file on the right needs to be built. The file on the right is continued in this tutorial. DOWNLOAD: Completed_Tutorial.zip    STEP ONE  DOWNLOAD: Levelstream_tutorial.zip

STEP TWO

Locate the directory:

C:\UDK\UDK-2013-07\UDKGame\Content\Maps

(Example only directory above.)

Copy or paste files mentioned above "unzipped" in the "Maps" folder. You need to locate this folder when you start UDK so remember where you put these files.

 

 

STEP THREE

Start UDK and load the map: "Levelsteaming_blank"

Creating a Level StreamVolume

(1) Create a box with the following dimensions in the image left with your brush builder.

 Drag it so it laps over the mesh. Make sure it is the same height as the mesh so it can be triggered if touched. (Example far left)

 

Adding a Level StreamVolume

(2) Click your volume box icon within the UDK editor. It is located bottom left of the tools screen.

Select "LevelStreamingVolume"

This will add a level streaming volume to the map. We are going to use this as a trigger to load our map when it is in contact with the player.

But how does level streaming help?

Level streaming breaks up the size of your map and frees up video memory. It unloads unnecessary files that are not in view and this will make the performance of your game run better and make it more stable. By doing this it will also let you add a lot of  visual detail in your maps as you walk through them. Loading and unloading meshes as you go.

STEP FOUR

(1) Select the UDK Browser

 

(2) Select the Level TAB

Select Add Existing Level.

 

(3) Select the map: Levelsteaming_blank1 and add it.

 

(4) If you want the map to load at the start of the game select 'Always Loaded". This may flicker on older Pc's when it loads a map at the start but will give you stability.

For this tutorial for now select "Kismet" so you will be able to see the volume working.

 

(5) Make sure the volume you created is still highlighted in the editor. This is the level stream volume that will activate and load the map. This is important especially if you have multiple level streaming volumes.

 

(6)  Select the level you added by clicking it and then right click it. and select, "Add Streaming Volumes". Close this window, we are finished.

  *Note*  Kismet commands are not available on maps that are  attached or "level streamed" to the main map. The main map should have all your Kismet commands and or /movers in it.

STEP FIVE

Test your map now by selecting "Play from here" by right clicking the UDK window that you are editing from.

When you walk away from the volume it will load the map, walk off it unloads it. So if you have a map with lots of meshes level streaming is the best way to go.

*Please Note Very important.*

When level streaming, Kismet commands do not get carried from level to level. So it is a good idea to have a main map that has all the Kismet commands and movers in it. For example, one map should have all your commands and any kismet driven movers and the overall terrain or landscape. The other map or maps should have all your "Static Meshes".

For example. on my terrain or landscape maps, I would have anything that can always be seen permanent. Like trees, cliffs or even houses and structures. But level stream any meshes that are not always seen. Email me if you are still confused, perhaps I can make another tutorial that is simular to what I am trying to explain.

GOOD LUCK!!!

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  In game loading screens created by using BINK VIDEO.

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Date Modified: 06/09/2016

World of DASM, and the DASM series, created by Shane Hillier

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