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		<id>http://wiki.custommapmakers.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=John</id>
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		<updated>2026-05-31T06:55:26Z</updated>
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	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Compiling:Surface_sounds&amp;diff=2624</id>
		<title>Compiling:Surface sounds</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Compiling:Surface_sounds&amp;diff=2624"/>
				<updated>2024-04-11T05:38:24Z</updated>
		
		<summary type="html">&lt;p&gt;John: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;By default, Q3 engine does not recognize the materials that map fragments are made of. Wood, concrete, metal - to the game it is just a texture. However, there is a simple tool for assigning textures to certain material types which will result in a different sound when players shoot at or walk on it. Moreover,  bullets will leave different marks on the surface, for example with metal material before and after process:&lt;br /&gt;
&lt;br /&gt;
[[File:Surfacesounds.jpg]]&lt;br /&gt;
&lt;br /&gt;
The tool's name is BSP.&lt;br /&gt;
&lt;br /&gt;
Windows version can be [[http://www.custommapmakers.org/dl/downloads/bsp.zip downloaded here.]] &lt;br /&gt;
&lt;br /&gt;
This tiny little program works with compiled version of your map - *.bsp . After successful compilation, you need to put the BSP into the same folder as your *.bsp map. BSP toll is a command-line program - this means you have to type commands in terminal in order to make it work. On Linux most of the file managers allow you to open the current folder in terminal by clicking RMB and selecting &amp;quot;open in terminal&amp;quot; option.&lt;br /&gt;
&lt;br /&gt;
 Note:&lt;br /&gt;
 Windows users use command bsp.exe. Linux users bsp-redone - which is simply a linux version of bsp.exe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Create a surfaces file==&lt;br /&gt;
First of all you'll need to create a basic surfaces file, to do this run BSP with the following arguments:&lt;br /&gt;
&lt;br /&gt;
 bsp.exe -se mapname.bsp mapname.surfaces&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This will create a file mapname.surfaces, which is a simple text file. It contains a list of all textures used in a map, also the ones which are part of the models. -se means &amp;quot;surfaces export&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
 textures/YOURMAPNAME/structure/dirtybrickstain = none&lt;br /&gt;
 textures/YOURMAPNAME/structure/dirtybrick = none&lt;br /&gt;
 textures/YOURMAPNAME/decals/cokeycola = none&lt;br /&gt;
 textures/YOURMAPNAME/decals/downwith = none&lt;br /&gt;
 textures/YOURMAPNAME/grass/grass2 = none&lt;br /&gt;
&lt;br /&gt;
==Edit the surfaces file==&lt;br /&gt;
Value &amp;quot;none&amp;quot; means that texture material has not been specified yet. To change it, simple replace the word &amp;quot;none&amp;quot; with any of the following:&lt;br /&gt;
&lt;br /&gt;
 none&lt;br /&gt;
 tin&lt;br /&gt;
 aluminum&lt;br /&gt;
 iron&lt;br /&gt;
 titanium&lt;br /&gt;
 steel&lt;br /&gt;
 copper&lt;br /&gt;
 brass&lt;br /&gt;
 cement&lt;br /&gt;
 rock&lt;br /&gt;
 gravel&lt;br /&gt;
 pavement&lt;br /&gt;
 brick&lt;br /&gt;
 clay&lt;br /&gt;
 grass&lt;br /&gt;
 dirt&lt;br /&gt;
 mud&lt;br /&gt;
 snow&lt;br /&gt;
 ice&lt;br /&gt;
 sand&lt;br /&gt;
 ceramictile&lt;br /&gt;
 linoleum&lt;br /&gt;
 rug&lt;br /&gt;
 plaster&lt;br /&gt;
 plastic&lt;br /&gt;
 cardboard&lt;br /&gt;
 hardwood&lt;br /&gt;
 softwood&lt;br /&gt;
 plank&lt;br /&gt;
 glass&lt;br /&gt;
 water&lt;br /&gt;
 stucco&lt;br /&gt;
&lt;br /&gt;
'''Please note:''' Not all surfaces sounds have a unique sound, most of the metal sounds share the same sound.&lt;br /&gt;
&lt;br /&gt;
==Missing sounds==&lt;br /&gt;
&lt;br /&gt;
*ice - missing&lt;br /&gt;
*rug - missing&lt;br /&gt;
*sand - missing&lt;br /&gt;
*water - missing &lt;br /&gt;
&lt;br /&gt;
Some of the sounds are missing in the current Urban Terror version. If You use them, you'll get &amp;quot;ding-ding&amp;quot; replacement sound. It's worth noting that the grass sound is a good substitute for rug.&lt;br /&gt;
&lt;br /&gt;
==Adding the surface sounds to your map==&lt;br /&gt;
&lt;br /&gt;
[[Category:Compiling]]&lt;br /&gt;
To add the surface sounds to your map, the command is very similar to that used to extract the initial surface list.&lt;br /&gt;
&lt;br /&gt;
 bsp.exe -si mapname.bsp mapname.surfaces&lt;br /&gt;
&lt;br /&gt;
-si means &amp;quot;surfaces import&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defining surfaces should be done at the end, when you are sure you won't change anything and release your map as an alpha/beta/RC/release version.&lt;/div&gt;</summary>
		<author><name>John</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Compiling:Surface_sounds&amp;diff=2623</id>
		<title>Compiling:Surface sounds</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Compiling:Surface_sounds&amp;diff=2623"/>
				<updated>2024-04-11T05:37:34Z</updated>
		
		<summary type="html">&lt;p&gt;John: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;By default, Q3 engine does not recognize the materials that map fragments are made of. Wood, concrete, metal - to the game it is just a texture. However, there is a simple tool for assigning textures to certain material types which will result in a different sound when players shoot at or walk on it. Moreover,  bullets will leave different marks on the surface, for example with metal material before and after process:&lt;br /&gt;
&lt;br /&gt;
[[File:Surfacesounds.jpg]]&lt;br /&gt;
&lt;br /&gt;
The tool's name is BSP.&lt;br /&gt;
&lt;br /&gt;
Windows version can be [[http://www.custommapmakers.org/dl/downloads/bspc.zip downloaded here.]] &lt;br /&gt;
&lt;br /&gt;
This tiny little program works with compiled version of your map - *.bsp . After successful compilation, you need to put the BSP into the same folder as your *.bsp map. BSP toll is a command-line program - this means you have to type commands in terminal in order to make it work. On Linux most of the file managers allow you to open the current folder in terminal by clicking RMB and selecting &amp;quot;open in terminal&amp;quot; option.&lt;br /&gt;
&lt;br /&gt;
 Note:&lt;br /&gt;
 Windows users use command bsp.exe. Linux users bsp-redone - which is simply a linux version of bsp.exe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Create a surfaces file==&lt;br /&gt;
First of all you'll need to create a basic surfaces file, to do this run BSP with the following arguments:&lt;br /&gt;
&lt;br /&gt;
 bsp.exe -se mapname.bsp mapname.surfaces&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This will create a file mapname.surfaces, which is a simple text file. It contains a list of all textures used in a map, also the ones which are part of the models. -se means &amp;quot;surfaces export&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
 textures/YOURMAPNAME/structure/dirtybrickstain = none&lt;br /&gt;
 textures/YOURMAPNAME/structure/dirtybrick = none&lt;br /&gt;
 textures/YOURMAPNAME/decals/cokeycola = none&lt;br /&gt;
 textures/YOURMAPNAME/decals/downwith = none&lt;br /&gt;
 textures/YOURMAPNAME/grass/grass2 = none&lt;br /&gt;
&lt;br /&gt;
==Edit the surfaces file==&lt;br /&gt;
Value &amp;quot;none&amp;quot; means that texture material has not been specified yet. To change it, simple replace the word &amp;quot;none&amp;quot; with any of the following:&lt;br /&gt;
&lt;br /&gt;
 none&lt;br /&gt;
 tin&lt;br /&gt;
 aluminum&lt;br /&gt;
 iron&lt;br /&gt;
 titanium&lt;br /&gt;
 steel&lt;br /&gt;
 copper&lt;br /&gt;
 brass&lt;br /&gt;
 cement&lt;br /&gt;
 rock&lt;br /&gt;
 gravel&lt;br /&gt;
 pavement&lt;br /&gt;
 brick&lt;br /&gt;
 clay&lt;br /&gt;
 grass&lt;br /&gt;
 dirt&lt;br /&gt;
 mud&lt;br /&gt;
 snow&lt;br /&gt;
 ice&lt;br /&gt;
 sand&lt;br /&gt;
 ceramictile&lt;br /&gt;
 linoleum&lt;br /&gt;
 rug&lt;br /&gt;
 plaster&lt;br /&gt;
 plastic&lt;br /&gt;
 cardboard&lt;br /&gt;
 hardwood&lt;br /&gt;
 softwood&lt;br /&gt;
 plank&lt;br /&gt;
 glass&lt;br /&gt;
 water&lt;br /&gt;
 stucco&lt;br /&gt;
&lt;br /&gt;
'''Please note:''' Not all surfaces sounds have a unique sound, most of the metal sounds share the same sound.&lt;br /&gt;
&lt;br /&gt;
==Missing sounds==&lt;br /&gt;
&lt;br /&gt;
*ice - missing&lt;br /&gt;
*rug - missing&lt;br /&gt;
*sand - missing&lt;br /&gt;
*water - missing &lt;br /&gt;
&lt;br /&gt;
Some of the sounds are missing in the current Urban Terror version. If You use them, you'll get &amp;quot;ding-ding&amp;quot; replacement sound. It's worth noting that the grass sound is a good substitute for rug.&lt;br /&gt;
&lt;br /&gt;
==Adding the surface sounds to your map==&lt;br /&gt;
&lt;br /&gt;
[[Category:Compiling]]&lt;br /&gt;
To add the surface sounds to your map, the command is very similar to that used to extract the initial surface list.&lt;br /&gt;
&lt;br /&gt;
 bsp.exe -si mapname.bsp mapname.surfaces&lt;br /&gt;
&lt;br /&gt;
-si means &amp;quot;surfaces import&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defining surfaces should be done at the end, when you are sure you won't change anything and release your map as an alpha/beta/RC/release version.&lt;/div&gt;</summary>
		<author><name>John</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=JohnnyEnglish_Urt5_Playermodel_proxies&amp;diff=2622</id>
		<title>JohnnyEnglish Urt5 Playermodel proxies</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=JohnnyEnglish_Urt5_Playermodel_proxies&amp;diff=2622"/>
				<updated>2021-09-07T07:13:52Z</updated>
		
		<summary type="html">&lt;p&gt;John: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A set of correctly sized proxy objects to help size/visualize perspectives in your maps.&lt;br /&gt;
&lt;br /&gt;
[[File:Blocks.JPG]]&lt;br /&gt;
&lt;br /&gt;
To use these meshes:&lt;br /&gt;
&lt;br /&gt;
Download the [http://www.custommapmakers.org/dl/downloads/CMMUrt5MappingHelpers.zip CMMUrtMappingBlender.zip]&lt;br /&gt;
&lt;br /&gt;
* Unzip the contents of the  file to your UE4 project/Contents folder.&lt;br /&gt;
* Drag the proxy you want to use onto your map&lt;br /&gt;
&lt;br /&gt;
To use these meshes in Blender:&lt;br /&gt;
&lt;br /&gt;
* Unzip the contents to your mapping folder.&lt;br /&gt;
* Import the required .fbx mesh into your Blender project.&lt;/div&gt;</summary>
		<author><name>John</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=JohnnyEnglish_Urt5_Playermodel_proxies&amp;diff=2621</id>
		<title>JohnnyEnglish Urt5 Playermodel proxies</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=JohnnyEnglish_Urt5_Playermodel_proxies&amp;diff=2621"/>
				<updated>2021-09-07T07:12:57Z</updated>
		
		<summary type="html">&lt;p&gt;John: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A set of correctly sized proxy objects to help size/visualize perspectives in your maps.&lt;br /&gt;
&lt;br /&gt;
[[File:Blocks.JPG]]&lt;br /&gt;
&lt;br /&gt;
To use these meshes:&lt;br /&gt;
&lt;br /&gt;
* Download the CMMUrt5MappingHelpers.zip file to your computer.&lt;br /&gt;
* Unzip the contents of the  file to your UE4 project/Contents folder.&lt;br /&gt;
* Drag the proxy you want to use onto your map&lt;br /&gt;
&lt;br /&gt;
To use these meshes in Blender:&lt;br /&gt;
&lt;br /&gt;
* Download the [http://www.custommapmakers.org/dl/downloads/CMMUrt5MappingHelpers.zip CMMUrtMappingBlender.zip] file to your computer.&lt;br /&gt;
* Unzip the contents to your mapping folder.&lt;br /&gt;
* Import the required .fbx mesh into your Blender project.&lt;/div&gt;</summary>
		<author><name>John</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=JohnnyEnglish_tutorial_downloads&amp;diff=2620</id>
		<title>JohnnyEnglish tutorial downloads</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=JohnnyEnglish_tutorial_downloads&amp;diff=2620"/>
				<updated>2021-09-07T07:11:50Z</updated>
		
		<summary type="html">&lt;p&gt;John: /* CMM Blender to UE4 helper */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
I've included everything you need to follow along with this tutorial in 3 separate files.&lt;br /&gt;
&lt;br /&gt;
==Tutorial Blender Files==&lt;br /&gt;
&lt;br /&gt;
I've included the Blender (2.93) files I've used to make the tutorial map and some of the tutorial models. &lt;br /&gt;
&lt;br /&gt;
These will be available to download soon.&lt;br /&gt;
&lt;br /&gt;
==Tutorial models and textures==&lt;br /&gt;
This pack contains all the models (.FBX) and several sets of textures (BC, N, M and R), feel free to use these in any way you like.&lt;br /&gt;
&lt;br /&gt;
==Tutorial UE4 Project (1)==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tutorial UE4 Project (final)==&lt;br /&gt;
This is the complete and final version of the CMM TrainingRooms tutorial map.&lt;br /&gt;
&lt;br /&gt;
==CMM Blender to UE4 helper==&lt;br /&gt;
&lt;br /&gt;
[http://www.custommapmakers.org/dl/downloads/addon_CMMUE4.zip CMM UE4 helper tool for Blender]&lt;br /&gt;
&lt;br /&gt;
For more information about this tool see the topic [[The_CMM_Blender_to_UE4_tool|CMM UE4 helper tool for Blender]]&lt;br /&gt;
&lt;br /&gt;
==CMM Player proxy models==&lt;br /&gt;
&lt;br /&gt;
Download the CMM Player proxy models for Blender and UE4 mapping&lt;br /&gt;
&lt;br /&gt;
[http://www.custommapmakers.org/dl/downloads/CMMUrt5MappingHelpers.zip CMM Player Proxy Models]&lt;br /&gt;
&lt;br /&gt;
==The Official UrT5 Mapping Plugin==&lt;br /&gt;
To add UrT5 entities to your maps (player start, flags, etc) you will need to download the [http://www.custommapmakers.org/dl/downloads/UrbanTerrorMapping.zip Official UrT5 Mapping Plugin]&lt;/div&gt;</summary>
		<author><name>John</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Urt5&amp;diff=2619</id>
		<title>Urt5</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Urt5&amp;diff=2619"/>
				<updated>2021-09-07T07:09:20Z</updated>
		
		<summary type="html">&lt;p&gt;John: /* CMM Tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Mapping for Urban Terror 5==&lt;br /&gt;
&lt;br /&gt;
[[File:FagPack 01.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Tutorials==&lt;br /&gt;
&lt;br /&gt;
*[[JohnnyEnglish Urt5 Mapping Tutorials|JohnnyEnglish UrT5 Mapping Tutorials]]&lt;br /&gt;
&lt;br /&gt;
*[[Lizart UE4 Materials tutorial]]&lt;br /&gt;
&lt;br /&gt;
==CMM Tools==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[The CMM Blender to UE4 tool]]&lt;br /&gt;
*[[JohnnyEnglish Urt5 Playermodel proxies|JohnnyEnglish UrT5 Playermodel proxies]]&lt;br /&gt;
*[[The Urt5 Official Mapping plugin]]&lt;br /&gt;
*[[JohnnyEnglish_tutorial_downloads|UrT5 CMM Downloads]]&lt;br /&gt;
&lt;br /&gt;
==Style guide==&lt;br /&gt;
There is no official style guide for UrT5, the only guidance we have for artistic inspiration are the player character back stories written by Frankie V and the sketched drawings by Nounou. I've personally built several UrT5 maps using the back stories and nounou artwork as a base for my inspiration and if you look closely at some of the maps, you might recognise visual cues from these source.&lt;br /&gt;
&lt;br /&gt;
Beyond the artistic to the construction. '''UrT5 is not UrT4'''. The UrT5 maps have very few 90 degree corners, all buildings stand on their own platforms and a new level of detail has been added, not really possible in previous engines. I predict that future mappers will want to add even more detail than I and I look forward to seeing them.&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;/div&gt;</summary>
		<author><name>John</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Urt5&amp;diff=2618</id>
		<title>Urt5</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Urt5&amp;diff=2618"/>
				<updated>2021-09-07T07:08:57Z</updated>
		
		<summary type="html">&lt;p&gt;John: /* CMM Tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Mapping for Urban Terror 5==&lt;br /&gt;
&lt;br /&gt;
[[File:FagPack 01.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Tutorials==&lt;br /&gt;
&lt;br /&gt;
*[[JohnnyEnglish Urt5 Mapping Tutorials|JohnnyEnglish UrT5 Mapping Tutorials]]&lt;br /&gt;
&lt;br /&gt;
*[[Lizart UE4 Materials tutorial]]&lt;br /&gt;
&lt;br /&gt;
==CMM Tools==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[The CMM Blender to UE4 tool]]&lt;br /&gt;
*[[JohnnyEnglish Urt5 Playermodel proxies|JohnnyEnglish UrT5 Playermodel proxies]]&lt;br /&gt;
*[[The Urt5 Official Mapping plugin]]&lt;br /&gt;
*[[JohnnyEnglish_tutorial_downloads]]&lt;br /&gt;
&lt;br /&gt;
==Style guide==&lt;br /&gt;
There is no official style guide for UrT5, the only guidance we have for artistic inspiration are the player character back stories written by Frankie V and the sketched drawings by Nounou. I've personally built several UrT5 maps using the back stories and nounou artwork as a base for my inspiration and if you look closely at some of the maps, you might recognise visual cues from these source.&lt;br /&gt;
&lt;br /&gt;
Beyond the artistic to the construction. '''UrT5 is not UrT4'''. The UrT5 maps have very few 90 degree corners, all buildings stand on their own platforms and a new level of detail has been added, not really possible in previous engines. I predict that future mappers will want to add even more detail than I and I look forward to seeing them.&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;/div&gt;</summary>
		<author><name>John</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=The_CMM_Blender_to_UE4_tool&amp;diff=2617</id>
		<title>The CMM Blender to UE4 tool</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=The_CMM_Blender_to_UE4_tool&amp;diff=2617"/>
				<updated>2021-09-07T07:02:12Z</updated>
		
		<summary type="html">&lt;p&gt;John: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
The CMM Blender to UE4 Tools package, created to help prepare mesh for import to UE4 (from Blender 2.9+)&lt;br /&gt;
&lt;br /&gt;
Download [http://www.custommapmakers.org/dl/downloads/addon_CMMUE4.zip The CMM Blender to UE4 Tools (v1)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;NJP9jg3tW-s&amp;lt;/youtube&amp;gt;&lt;/div&gt;</summary>
		<author><name>John</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=The_CMM_Blender_to_UE4_tool&amp;diff=2616</id>
		<title>The CMM Blender to UE4 tool</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=The_CMM_Blender_to_UE4_tool&amp;diff=2616"/>
				<updated>2021-09-07T07:00:45Z</updated>
		
		<summary type="html">&lt;p&gt;John: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
The CMM Blender to UE4 Tools package, created to help prepare mesh for import to UE4 (from Blender 2.9+)&lt;br /&gt;
&lt;br /&gt;
Download [http://www.custommapmakers.org/dl/downloads/addon_CMMUE4.zip The CMM Blender to UE4 Tools (v1)]&lt;/div&gt;</summary>
		<author><name>John</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=JohnnyEnglish_Urt5_Mapping_Tutorials&amp;diff=2615</id>
		<title>JohnnyEnglish Urt5 Mapping Tutorials</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=JohnnyEnglish_Urt5_Mapping_Tutorials&amp;diff=2615"/>
				<updated>2021-09-04T12:33:00Z</updated>
		
		<summary type="html">&lt;p&gt;John: /* The tutorials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
THESE TUTORIALS ARE VERY MUCH A WORK IN PROGRESS!! PLEASE BE PATIENT.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These tutorials are based on my personal experiences of making maps for '''Urban Terror 5''' and the processes I've developed to make the task as efficient and enjoyable as possible. Like a lot of people I started making maps for Urban Terror using the radiant editor, so I understand that moving to a new tool set and way of working can be very challenging at first.&lt;br /&gt;
&lt;br /&gt;
The basic tool you will use to replace Radiant will be the [[https://www.unrealengine.com/en-US/unreal Unreal Editor 4]], this may soon be replaced by version 5, but not at the time of writing.&lt;br /&gt;
&lt;br /&gt;
Unreal editor has a very complete BSP brush editor, similar to Radiant and if you prefer to limit your mapping to using this system, that is fine. You will be able to make efficient maps in a similar fashion to Radiant, my tutorials will focus mostly on using Blender to construct first your '''grey box''' and later your final, detailed map.&lt;br /&gt;
&lt;br /&gt;
[https://docs.unrealengine.com/4.26/en-US/Basics/Actors/Brushes/ More information about using UE4 Brushes]&lt;br /&gt;
&lt;br /&gt;
==Tools that I use==&lt;br /&gt;
&lt;br /&gt;
To layout and construct a map for Urt5 you will need [[https://www.unrealengine.com/en-US/download Unreal Editor 4]], it's free and a very solid, feature rich editor that has pretty much everything you'll ever need to create great maps.&lt;br /&gt;
&lt;br /&gt;
Additionally you will need [[The Urt5 Official Mapping plugin]] for Urt5.&lt;br /&gt;
&lt;br /&gt;
For basic map construction, models and animations I would recommend taking the time to learn [[https://www.blender.org/ Blender]]. &lt;br /&gt;
&lt;br /&gt;
For texture work, if you can afford Photoshop, use that. A free alternative is [[https://www.gimp.org/ Gimp]], both have Normal Map generators and you'll use this feature quite often for materials (shaders) creation.&lt;br /&gt;
&lt;br /&gt;
==Where to start?==&lt;br /&gt;
&lt;br /&gt;
Once you have a working UE4/Urt5 mapping environment installed and configured (if not see the [[The Urt5 Official Mapping plugin]] documentation) and install Blender.&lt;br /&gt;
&lt;br /&gt;
The next step very much depends on whether you will be building a map from scratch, or converting an existing map. I'll try to cover both topics separately for the initial stages.&lt;br /&gt;
&lt;br /&gt;
These tutorial reflect my own personal workflow and the techniques I use may not be the best, I've learned mostly through experience, trial and error. At the time of writing these tutorials I've worked on the following Urt5 maps using Blender and UE4 daily for several years:&lt;br /&gt;
&lt;br /&gt;
*'''Tohunga''' Urt4 to Urt5 conversion with Krasus, Lizart, Delirium and others.&lt;br /&gt;
*'''Turnpike''' Urt4 to Urt5 conversion with Krasus, Lizart, |NV|S and others.&lt;br /&gt;
*'''Oaks''' Urt4 to Urt5 conversion.&lt;br /&gt;
*'''Uptown''' Urt4 to Urt5 conversion with Krasus, Lizart and others&lt;br /&gt;
*'''Orbital''' Urt4 to Urt5 conversion with Krasus, Markinho, Krotal and others.&lt;br /&gt;
*'''SkyLines''' a Urt5 jump training map for beginners.&lt;br /&gt;
*'''Chateau''' a new Urt5 map by Krasus&lt;br /&gt;
*'''Uranus''' Urt4 to Urt5 jump map conversion (interior only)&lt;br /&gt;
*'''SkeetTowers''' a Urt5 Skeet Competition map.&lt;br /&gt;
*'''BST-Jumps''' Urt4 to Urt5 conversion with Noxxty.&lt;br /&gt;
&lt;br /&gt;
And other unfinished projects. &lt;br /&gt;
&lt;br /&gt;
==The tutorials==&lt;br /&gt;
&lt;br /&gt;
These tutorials will step through the process I use to build a Urt5 3rd party map, they will not be not be tutorials on '''How to use UE4''' or '''How to use Blender''', you will need to learn that for yourself.&lt;br /&gt;
&lt;br /&gt;
I do however include everything you will need to build your version of the tutorial map if you want to follow along. &lt;br /&gt;
&lt;br /&gt;
*[[JohnnyEnglish tutorial Creating a new Urt5 map]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Converting an existing map to Urt5]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Working with UE4]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Working with UE4 Materials]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Working with UE4 More details]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Working with UE4 Improved lighting]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Make a Model for the Urt5 tutorial map]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Adding Models to the Urt5 tutorial map]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Detailing the Urt5 tutorial map]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Migrating projects]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Adding Urt5 mapping entities to the Urt5 tutorial map]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Packing the tutorial map]]&lt;br /&gt;
&lt;br /&gt;
[[File:HighresScreenshot00000.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
*[[JohnnyEnglish tutorial Jump maps]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Icy maps]]&lt;br /&gt;
&lt;br /&gt;
*[[JohnnyEnglish tutorial downloads|Download the files you need to follow along with this project]]&lt;/div&gt;</summary>
		<author><name>John</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=JohnnyEnglish_Urt5_Mapping_Tutorials&amp;diff=2614</id>
		<title>JohnnyEnglish Urt5 Mapping Tutorials</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=JohnnyEnglish_Urt5_Mapping_Tutorials&amp;diff=2614"/>
				<updated>2021-09-04T12:32:35Z</updated>
		
		<summary type="html">&lt;p&gt;John: /* The tutorials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
THESE TUTORIALS ARE VERY MUCH A WORK IN PROGRESS!! PLEASE BE PATIENT.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These tutorials are based on my personal experiences of making maps for '''Urban Terror 5''' and the processes I've developed to make the task as efficient and enjoyable as possible. Like a lot of people I started making maps for Urban Terror using the radiant editor, so I understand that moving to a new tool set and way of working can be very challenging at first.&lt;br /&gt;
&lt;br /&gt;
The basic tool you will use to replace Radiant will be the [[https://www.unrealengine.com/en-US/unreal Unreal Editor 4]], this may soon be replaced by version 5, but not at the time of writing.&lt;br /&gt;
&lt;br /&gt;
Unreal editor has a very complete BSP brush editor, similar to Radiant and if you prefer to limit your mapping to using this system, that is fine. You will be able to make efficient maps in a similar fashion to Radiant, my tutorials will focus mostly on using Blender to construct first your '''grey box''' and later your final, detailed map.&lt;br /&gt;
&lt;br /&gt;
[https://docs.unrealengine.com/4.26/en-US/Basics/Actors/Brushes/ More information about using UE4 Brushes]&lt;br /&gt;
&lt;br /&gt;
==Tools that I use==&lt;br /&gt;
&lt;br /&gt;
To layout and construct a map for Urt5 you will need [[https://www.unrealengine.com/en-US/download Unreal Editor 4]], it's free and a very solid, feature rich editor that has pretty much everything you'll ever need to create great maps.&lt;br /&gt;
&lt;br /&gt;
Additionally you will need [[The Urt5 Official Mapping plugin]] for Urt5.&lt;br /&gt;
&lt;br /&gt;
For basic map construction, models and animations I would recommend taking the time to learn [[https://www.blender.org/ Blender]]. &lt;br /&gt;
&lt;br /&gt;
For texture work, if you can afford Photoshop, use that. A free alternative is [[https://www.gimp.org/ Gimp]], both have Normal Map generators and you'll use this feature quite often for materials (shaders) creation.&lt;br /&gt;
&lt;br /&gt;
==Where to start?==&lt;br /&gt;
&lt;br /&gt;
Once you have a working UE4/Urt5 mapping environment installed and configured (if not see the [[The Urt5 Official Mapping plugin]] documentation) and install Blender.&lt;br /&gt;
&lt;br /&gt;
The next step very much depends on whether you will be building a map from scratch, or converting an existing map. I'll try to cover both topics separately for the initial stages.&lt;br /&gt;
&lt;br /&gt;
These tutorial reflect my own personal workflow and the techniques I use may not be the best, I've learned mostly through experience, trial and error. At the time of writing these tutorials I've worked on the following Urt5 maps using Blender and UE4 daily for several years:&lt;br /&gt;
&lt;br /&gt;
*'''Tohunga''' Urt4 to Urt5 conversion with Krasus, Lizart, Delirium and others.&lt;br /&gt;
*'''Turnpike''' Urt4 to Urt5 conversion with Krasus, Lizart, |NV|S and others.&lt;br /&gt;
*'''Oaks''' Urt4 to Urt5 conversion.&lt;br /&gt;
*'''Uptown''' Urt4 to Urt5 conversion with Krasus, Lizart and others&lt;br /&gt;
*'''Orbital''' Urt4 to Urt5 conversion with Krasus, Markinho, Krotal and others.&lt;br /&gt;
*'''SkyLines''' a Urt5 jump training map for beginners.&lt;br /&gt;
*'''Chateau''' a new Urt5 map by Krasus&lt;br /&gt;
*'''Uranus''' Urt4 to Urt5 jump map conversion (interior only)&lt;br /&gt;
*'''SkeetTowers''' a Urt5 Skeet Competition map.&lt;br /&gt;
*'''BST-Jumps''' Urt4 to Urt5 conversion with Noxxty.&lt;br /&gt;
&lt;br /&gt;
And other unfinished projects. &lt;br /&gt;
&lt;br /&gt;
==The tutorials==&lt;br /&gt;
&lt;br /&gt;
These tutorials will step through the process I use to build a Urt5 3rd party map, they will not be not be tutorials on '''How to use UE4''' or '''How to use Blender''', you will need to learn that for yourself.&lt;br /&gt;
&lt;br /&gt;
I do however include everything you will need to build your version of the tutorial map if you want to follow along. &lt;br /&gt;
&lt;br /&gt;
*[[JohnnyEnglish tutorial Creating a new Urt5 map]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Converting an existing map to Urt5]]&lt;br /&gt;
&lt;br /&gt;
[[File:HighresScreenshot00000.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[JohnnyEnglish tutorial Working with UE4]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Working with UE4 Materials]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Working with UE4 More details]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Working with UE4 Improved lighting]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Make a Model for the Urt5 tutorial map]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Adding Models to the Urt5 tutorial map]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Detailing the Urt5 tutorial map]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Migrating projects]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Adding Urt5 mapping entities to the Urt5 tutorial map]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Packing the tutorial map]]&lt;br /&gt;
&lt;br /&gt;
*[[JohnnyEnglish tutorial Jump maps]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Icy maps]]&lt;br /&gt;
&lt;br /&gt;
*[[JohnnyEnglish tutorial downloads|Download the files you need to follow along with this project]]&lt;/div&gt;</summary>
		<author><name>John</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=File:HighresScreenshot00000.jpg&amp;diff=2613</id>
		<title>File:HighresScreenshot00000.jpg</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=File:HighresScreenshot00000.jpg&amp;diff=2613"/>
				<updated>2021-09-04T12:31:54Z</updated>
		
		<summary type="html">&lt;p&gt;John: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>John</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=JohnnyEnglish_Urt5_Mapping_Tutorials&amp;diff=2612</id>
		<title>JohnnyEnglish Urt5 Mapping Tutorials</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=JohnnyEnglish_Urt5_Mapping_Tutorials&amp;diff=2612"/>
				<updated>2021-09-04T09:48:26Z</updated>
		
		<summary type="html">&lt;p&gt;John: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
THESE TUTORIALS ARE VERY MUCH A WORK IN PROGRESS!! PLEASE BE PATIENT.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These tutorials are based on my personal experiences of making maps for '''Urban Terror 5''' and the processes I've developed to make the task as efficient and enjoyable as possible. Like a lot of people I started making maps for Urban Terror using the radiant editor, so I understand that moving to a new tool set and way of working can be very challenging at first.&lt;br /&gt;
&lt;br /&gt;
The basic tool you will use to replace Radiant will be the [[https://www.unrealengine.com/en-US/unreal Unreal Editor 4]], this may soon be replaced by version 5, but not at the time of writing.&lt;br /&gt;
&lt;br /&gt;
Unreal editor has a very complete BSP brush editor, similar to Radiant and if you prefer to limit your mapping to using this system, that is fine. You will be able to make efficient maps in a similar fashion to Radiant, my tutorials will focus mostly on using Blender to construct first your '''grey box''' and later your final, detailed map.&lt;br /&gt;
&lt;br /&gt;
[https://docs.unrealengine.com/4.26/en-US/Basics/Actors/Brushes/ More information about using UE4 Brushes]&lt;br /&gt;
&lt;br /&gt;
==Tools that I use==&lt;br /&gt;
&lt;br /&gt;
To layout and construct a map for Urt5 you will need [[https://www.unrealengine.com/en-US/download Unreal Editor 4]], it's free and a very solid, feature rich editor that has pretty much everything you'll ever need to create great maps.&lt;br /&gt;
&lt;br /&gt;
Additionally you will need [[The Urt5 Official Mapping plugin]] for Urt5.&lt;br /&gt;
&lt;br /&gt;
For basic map construction, models and animations I would recommend taking the time to learn [[https://www.blender.org/ Blender]]. &lt;br /&gt;
&lt;br /&gt;
For texture work, if you can afford Photoshop, use that. A free alternative is [[https://www.gimp.org/ Gimp]], both have Normal Map generators and you'll use this feature quite often for materials (shaders) creation.&lt;br /&gt;
&lt;br /&gt;
==Where to start?==&lt;br /&gt;
&lt;br /&gt;
Once you have a working UE4/Urt5 mapping environment installed and configured (if not see the [[The Urt5 Official Mapping plugin]] documentation) and install Blender.&lt;br /&gt;
&lt;br /&gt;
The next step very much depends on whether you will be building a map from scratch, or converting an existing map. I'll try to cover both topics separately for the initial stages.&lt;br /&gt;
&lt;br /&gt;
These tutorial reflect my own personal workflow and the techniques I use may not be the best, I've learned mostly through experience, trial and error. At the time of writing these tutorials I've worked on the following Urt5 maps using Blender and UE4 daily for several years:&lt;br /&gt;
&lt;br /&gt;
*'''Tohunga''' Urt4 to Urt5 conversion with Krasus, Lizart, Delirium and others.&lt;br /&gt;
*'''Turnpike''' Urt4 to Urt5 conversion with Krasus, Lizart, |NV|S and others.&lt;br /&gt;
*'''Oaks''' Urt4 to Urt5 conversion.&lt;br /&gt;
*'''Uptown''' Urt4 to Urt5 conversion with Krasus, Lizart and others&lt;br /&gt;
*'''Orbital''' Urt4 to Urt5 conversion with Krasus, Markinho, Krotal and others.&lt;br /&gt;
*'''SkyLines''' a Urt5 jump training map for beginners.&lt;br /&gt;
*'''Chateau''' a new Urt5 map by Krasus&lt;br /&gt;
*'''Uranus''' Urt4 to Urt5 jump map conversion (interior only)&lt;br /&gt;
*'''SkeetTowers''' a Urt5 Skeet Competition map.&lt;br /&gt;
*'''BST-Jumps''' Urt4 to Urt5 conversion with Noxxty.&lt;br /&gt;
&lt;br /&gt;
And other unfinished projects. &lt;br /&gt;
&lt;br /&gt;
==The tutorials==&lt;br /&gt;
&lt;br /&gt;
These tutorials will step through the process I use to build a Urt5 3rd party map, they will not be not be tutorials on '''How to use UE4''' or '''How to use Blender''', you will need to learn that for yourself.&lt;br /&gt;
&lt;br /&gt;
I do however include everything you will need to build your version of the tutorial map if you want to follow along. &lt;br /&gt;
&lt;br /&gt;
*[[JohnnyEnglish tutorial Creating a new Urt5 map]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Converting an existing map to Urt5]]&lt;br /&gt;
&lt;br /&gt;
*[[JohnnyEnglish tutorial Working with UE4]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Working with UE4 Materials]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Working with UE4 More details]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Working with UE4 Improved lighting]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Make a Model for the Urt5 tutorial map]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Adding Models to the Urt5 tutorial map]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Detailing the Urt5 tutorial map]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Migrating projects]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Adding Urt5 mapping entities to the Urt5 tutorial map]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Packing the tutorial map]]&lt;br /&gt;
&lt;br /&gt;
*[[JohnnyEnglish tutorial Jump maps]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Icy maps]]&lt;br /&gt;
&lt;br /&gt;
*[[JohnnyEnglish tutorial downloads|Download the files you need to follow along with this project]]&lt;/div&gt;</summary>
		<author><name>John</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=The_Urt5_Official_Mapping_plugin&amp;diff=2611</id>
		<title>The Urt5 Official Mapping plugin</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=The_Urt5_Official_Mapping_plugin&amp;diff=2611"/>
				<updated>2021-09-03T05:27:47Z</updated>
		
		<summary type="html">&lt;p&gt;John: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide explains the steps required to install the ''FrozenSand'' - '''Urban Terror Mapping Plugin''', and configure the Unreal Engine, to facilitate the creation of custom levels (maps) for '''Urban Terror 5: Resurgence'''.&lt;br /&gt;
&lt;br /&gt;
Be aware that the Engine takes a lot of disk space (G0 GB+), and maybe 5 to 10 GB for a Level. &lt;br /&gt;
&lt;br /&gt;
(This guide is for Windows. Some steps will vary on Linux.)&lt;br /&gt;
&lt;br /&gt;
FS|Neon has produced a complete video, which describes the process through to packaging the map, I'd recommend watching this before you begin.&lt;br /&gt;
&lt;br /&gt;
==Watch the video==&lt;br /&gt;
&amp;lt;youtube&amp;gt;HmmEmfqoud0&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Getting Unreal Engine 4==&lt;br /&gt;
&lt;br /&gt;
'''Urban Terror''' is built upon '''Unreal Engine 4'''. To create a custom level you need to use the '''Unreal Editor'''. The first step is to download the editor. There are several ways to get the '''UE4 editor'''. The easiest is to download and install it through the '''Epic Games Launcher'''. &lt;br /&gt;
*Download the Epic Games Launcher: https://www.epicgames.com/store/download&lt;br /&gt;
*Start the Launcher.&lt;br /&gt;
*Log in with your existing Epic Games account or create a new account.&lt;br /&gt;
*Switch to the '''Library tab''' at the top of the launcher.&lt;br /&gt;
*Click the '''yellow plus sign''' to add a new engine version. &lt;br /&gt;
&lt;br /&gt;
[[File:PIC1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
*You need to use the same version that the '''Mapping Plugin''' was released for. That's currently 4.26.x (the patch version 'x' is not relevant for creating a custom levels, so use the latest).&lt;br /&gt;
&lt;br /&gt;
[[File:PIC2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
* Click '''Install'''. A new window should pop up that lets you choose the install location.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC3.png|600px]]&lt;br /&gt;
&lt;br /&gt;
*Click the '''Options''' button. Make sure to select Linux. Everything else doesn't matter and can be unchecked to save disk space. Click '''Apply''' to confirm your choices.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC4.png|600px]]&lt;br /&gt;
&lt;br /&gt;
*Click the '''Install''' button and wait for the Unreal Editor to download and install.&lt;br /&gt;
&lt;br /&gt;
==Setting up Your Project==&lt;br /&gt;
&lt;br /&gt;
===Creating a New Project===&lt;br /&gt;
Once you have the editor installed and ready to go, you need to create a new project.&lt;br /&gt;
&lt;br /&gt;
*Launch the editor by clicking on the '''launch''' button in the Epic Games Launcher, or using the desktop shortcut, and wait for the Unreal Project Browser to open.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC5.png|600px]]&lt;br /&gt;
&lt;br /&gt;
*Select '''Games category''' and click Next.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC6.png|600px]]&lt;br /&gt;
&lt;br /&gt;
*Select the '''Blank template''' and click Next.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC7.png|600px]]&lt;br /&gt;
&lt;br /&gt;
*Choose a path and a project name. The project name is not important for your level and won't appear anywhere once you have packaged your level. Choose something that makes sense to you. For this guide, we'll use ''MyProject''.&lt;br /&gt;
&lt;br /&gt;
*Adjust the project settings to be: '''Blueprint''', '''Maximum Quality''', '''Raytracing Disabled''', '''Desktop/Console''', '''No Starter Content'''.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC8.png|600px]]&lt;br /&gt;
&lt;br /&gt;
*Click the '''Create Project''' button and wait for the Editor to open your new project.&lt;br /&gt;
&lt;br /&gt;
==Downloading the Urban Terror Mapping Plugin==&lt;br /&gt;
&lt;br /&gt;
[http://www.custommapmakers.org/dl/downloads/UrbanTerrorMapping.zip Download the Official UrT5 Mapping Plugin from CMM]&lt;br /&gt;
&lt;br /&gt;
==Installing the Urban Terror Mapping Plugin==&lt;br /&gt;
Before started with your new project, there are some Urban Terror specific things to configure first. This includes the Urban Terror Mapping Plugin, some project settings, and the folder structure.&lt;br /&gt;
*Close the editor if you have it open.&lt;br /&gt;
*Download the '''Urban Terror Mapping Plugin''', see above.&lt;br /&gt;
*Open your file manager and navigate to '''your project''' folder.&lt;br /&gt;
*Check if there is a folder called '''Plugins''' in your project folder. If there isn't, create it.&lt;br /&gt;
*Unpack the '''UrbanTerrorMappingPlugin.zip''' file into the *Plugins* folder of your project.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC9.png]]&lt;br /&gt;
&lt;br /&gt;
The Unreal Engine has a lot of settings. When creating levels for Urban Terror, '''some of your settings should match the settings the game is using'''. You could go into the project settings in the editor and manually change them all, but there is a faster way to do that. Project settings are stored in ''MyProject/Config/DefaultEngine.ini''.&lt;br /&gt;
&lt;br /&gt;
*Navigate to ''MyProject/Config/'' folder and open the '''DefaultEngine.ini''' text file.&lt;br /&gt;
*Navigate to the ''MyProject/Plugins/UrbanTerrorMapping/'' folder and open the '''readMe.md''' text file.&lt;br /&gt;
*Copy the settings text from '''readMe.md''', and append it at the bottom of the '''DefaultEngine.ini''' file.&lt;br /&gt;
*Save and close the files.&lt;br /&gt;
&lt;br /&gt;
This will do a few things:&lt;br /&gt;
&lt;br /&gt;
* Override the default world settings class with the '''URTWorldSettings''' class from the Urban Terror Mapping plugin.  &lt;br /&gt;
This is required. Otherwise, the game will not load your level.&lt;br /&gt;
* Make your project use the forward rendering path. Urban Terror uses forward shading. In order for you to be able to correctly preview your assets and level the way they would be rendered in the actual game, you need to use forward shading for your project as well.&lt;br /&gt;
* Adjust some navigation settings. This allows you to preview any navmesh you might use the way it will be generated by the game at runtime.&lt;br /&gt;
* Add all the surface type definitions the game is using to your project. This enables you to correctly apply these surface types to the materials and meshes in your level.&lt;br /&gt;
* Add the custom collision pre-sets used in the game.&lt;br /&gt;
&lt;br /&gt;
==Folder Structure==&lt;br /&gt;
Now that your project settings are set up, it's time to open up your project again. This might take a while again. Most likely the engine needs to compile a lot of shaders because you switched to the forward renderer.&lt;br /&gt;
&lt;br /&gt;
Once your project is open, take a look at the content browser.&lt;br /&gt;
*Right-click on *Content* and create a new folder called *ThirdParty*.&lt;br /&gt;
*Inside the *ThirdParty* folder, create a new folder and give it a descriptive name. This is the folder that all the content of your custom level will be in. This name must also be used for your .pak file when you eventually package your level. So it is advised that you give it the name you intend to call your level. For this guide, we'll use **MyLevel**.&lt;br /&gt;
&lt;br /&gt;
How you structure your project inside your level folder is totally up to you. Here are just two common ways to organize the content of your level into subfolders:&lt;br /&gt;
&lt;br /&gt;
===Organizing by using a folder for each asset type===&lt;br /&gt;
&lt;br /&gt;
    |-- Content&lt;br /&gt;
        |-- ThirdParty&lt;br /&gt;
            |-- MyLevel&lt;br /&gt;
                |-- Audio        // contains all audio/sound files&lt;br /&gt;
                |-- Effects      // contains all particle/visual effects&lt;br /&gt;
                |-- Maps         // contains the map file(s)&lt;br /&gt;
                |-- Materials    // contains all materials used in the level by all art assets&lt;br /&gt;
                |-- Meshes       // contains all meshes used in the level&lt;br /&gt;
                |-- Textures     // contains all textures used in the level by all art assets&lt;br /&gt;
&lt;br /&gt;
===Organizing by creating a subfolder for each art asset. Meshes, materials, and textures are thrown together into the asset's folder.===&lt;br /&gt;
&lt;br /&gt;
    |-- Content&lt;br /&gt;
        |-- ThirdParty&lt;br /&gt;
            |-- MyLevel&lt;br /&gt;
                |-- Art                // contains all meshes, materials and textures in the level, sorted into meaningful subfolders for each asset&lt;br /&gt;
                |   |-- Industrial     &lt;br /&gt;
                |   |   |-- Buildings  // contains all wall, floor and other base building assets as well as their materials and textures&lt;br /&gt;
                |   |   |-- Machinery  // contains all machinery meshes and their materials and textures&lt;br /&gt;
                |   |   |-- Pipes      // contains all pipe meshes and their materials and textures&lt;br /&gt;
                |   |-- Nature&lt;br /&gt;
                |   |   |-- Rocks      // contains all rock meshes and their materials and textures&lt;br /&gt;
                |   |   |-- Trees      // contains all tree meshes and their materials and textures&lt;br /&gt;
                |-- Audio              // contains all audio/sound files&lt;br /&gt;
                |-- Effects            // contains all particle/visual effects&lt;br /&gt;
                |-- Maps               // contains the map file(s)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Keep in mind though, that there is a maximum file path length of 260 characters in UE4. So don't use too deeply nested folders, and keep your asset names reasonably short, otherwise, you won't be able to cook and package your level.&lt;br /&gt;
&lt;br /&gt;
==Working on Your Project==&lt;br /&gt;
&lt;br /&gt;
Creating a New level &lt;br /&gt;
&lt;br /&gt;
[[File:PIC10.png|600px]]&lt;br /&gt;
&lt;br /&gt;
With your project set up and ready to go, it's finally time to create your level.&lt;br /&gt;
*In the top menu bar select *File* → *New Level* → *Default*.&lt;br /&gt;
*Save the level in your *Maps* folder and give it the same name as you chose for the folder in the previous step.&lt;br /&gt;
&lt;br /&gt;
==Available and Restricted Features==&lt;br /&gt;
Now you can start importing assets and place them in your level. You can use almost all the tools and features that Unreal Engine offers, with a few exceptions. You can use static meshes, skeletal meshes, animations, particle systems, materials, material functions, material instances, landscapes, foliage actors, sound cues, attenuation classes, behaviour trees, etc.&lt;br /&gt;
&lt;br /&gt;
There is one major feature, which you cannot use though: Blueprints are a very powerful visual coding system that would allow you to alter almost any game logic and in a worst-case scenario also allows someone to run malicious code on the machines of other players who load their level. To keep the game experience consistent across all levels and to keep our players safe from harm, custom Blueprints have been disallowed. For the same reason, the Level Blueprint is disabled as well. If you package your level, and the pak file contains any Blueprint, the game will refuse to load your level. (more on the topic in *Cooking and packaging your level* later in this document). You are however allowed to use default engine Blueprints and Blueprints from the Urban Terror Mapping plugin, both of which will not actually be included in your packaged level file, but will reference content supplied with the game.&lt;br /&gt;
&lt;br /&gt;
==Working with the Urban Terror Mapping plugin==&lt;br /&gt;
The Urban Terror Mapping plugin provides you with all the necessary Blueprint classes specific to the game, for example: '''player starts''', '''location actors''', game mode specific actors, '''triggers for doors''', etc.&lt;br /&gt;
&lt;br /&gt;
To find the plugin in the Unreal Editor, you first need to enable the '''Show Plugin Content''' flag in the '''View options''' in the content browser. The plugin content is in '''UrbanTerrorMapping Content''' &lt;br /&gt;
&lt;br /&gt;
[[File:PIC11.png|600px]]&lt;br /&gt;
&lt;br /&gt;
There are three folders in the mapping plugin. All the actors you need to make your level a playable Urban Terror map are in the '''MappingTools''' folder. The assets folder contains all additional assets that the tools need. Finally, the DemoLevel folder contains the ''UrbanTerrorMappingDemo Level'' and all of the needed assets for that level. You can find a showcase of all the actors and features of the plugin in the demo level: ''/UrbanTerrorMapping/DemoLevel/UrbanTerrorMappingDemo''  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:PIC12.png|600px]]&lt;br /&gt;
&lt;br /&gt;
When dragging one of the mapping actors into the level, you will find an UrbanTerror section in the details panel that contains all the relevant variables for you to adjust. When you hover over the variable name, a tooltip will give some additional information.&lt;br /&gt;
&lt;br /&gt;
As mentioned above, most actors and features are covered by the demo level, but there is one class that needs to be mentioned here - the world settings class. If you recall, when setting up the project, we set the default world settings class name to UrbanTerrorMapping.URTWorldSettings. Open the world settings window via the menu bar in the UE4 Editor: *Window* → *World Settings*.&lt;br /&gt;
&lt;br /&gt;
If you do not see an UrbanTerror section in the world settings, your level is most likely not using the correct world settings class. Make sure the project uses the URTWorldSettings class by setting it via *Project Settings* → *Engine* → *General Settings* → *Default Classes* → *World Settings Class* (This should have been already set by adjusting the DefaultEngine.ini in a previous step). If the correct world settings class is set, you need to create a new level. The world settings class is assigned to a level asset when it is created. If you have already added actors to your level you can copy and paste them between levels by selecting them in the World Outliner and using the default copy/paste hotkeys (Ctrl+C, Ctrl+V).&lt;br /&gt;
&lt;br /&gt;
In the world settings, you'll find a few variables for information that will be shown in the game menu and loading screen about your level, like the map name, the author, etc. You'll also find game mode specifics. For each game mode that your level supports you need to add a new element and select the mode. Additionally, you can specify any number of sublevels per game mode. This allows you to have different map layouts, player starts, geometry or actors for each game mode.  &lt;br /&gt;
When adding additional levels via the *Levels* window, make sure their streaming method is set to *Blueprint*, which is the default. The name of sub-levels should start with you main level name, then something descriptive, for example *MyLevel_CTF*.&lt;br /&gt;
&lt;br /&gt;
(Work in progress) Level settings are being moved to a separate asset, in `/UrbanTerrorMapping/MappingTools/Game/` you will find *DA_MapData_MyMap*&lt;br /&gt;
&lt;br /&gt;
*Copy the *DA_MapData_MyMap* asset to your maps folder.&lt;br /&gt;
*Rename it to replace *MyMap* with the name of your Level.&lt;br /&gt;
*Open the asset and enter the same map details as used in WorldSettings.&lt;br /&gt;
*Save and close the MapData asset.&lt;br /&gt;
*Referenced *DA_MapData_MyMap* in the WorldSettings.&lt;br /&gt;
&lt;br /&gt;
==Cooking and packaging your level==&lt;br /&gt;
Once your level is complete (or you want to test it in Urban Terror 5), you have to package your project. Since the Unreal Editor is a tool to create entire games, not just levels, there is no single-click button to just export a single level. You'll have to create a complete packaged version of 'your game project' and tell the editor to package your level in a separate file. The package containing only your level and its assets can eventually be loaded by Urban Terror 5.&lt;br /&gt;
&lt;br /&gt;
In UE4, by default, the entire game project is packaged into a single .pak file. There are several methods to tell the engine to split up the content into multiple .paks. For this purpose, using a Primary Asset Label is the most sensible way to do it.&lt;br /&gt;
&lt;br /&gt;
*Create a new asset label in the root folder of your level in your project's folder by right-clicking in the content browser and choosing *Miscellaneous* → *Data Asset* and selecting *PrimaryAssetLabel* in the popup. &lt;br /&gt;
&lt;br /&gt;
[[File:PIC18.png|400px]]&lt;br /&gt;
&lt;br /&gt;
[[File:PIC19.png|400px]]&lt;br /&gt;
&lt;br /&gt;
*Open the asset label and adjust the settings&lt;br /&gt;
*Set the *Priority* to any value higher than 0 (for example 1000).&lt;br /&gt;
*Tick *Apply Recursively*.&lt;br /&gt;
*Set the *Chunk ID* to any value higher than 0 (for example 1).&lt;br /&gt;
*In the *Explicit Assets* array, add a new element and select your main level.  &lt;br /&gt;
&lt;br /&gt;
[[File:PIC20.png|400px]]&lt;br /&gt;
&lt;br /&gt;
By explicitly choosing your main level and applying the chunk ID recursively, your level and all assets referenced by it will be packaged into a separate .pak file (for example pak1), while the rest of your game project will by default end up in pak0.&lt;br /&gt;
&lt;br /&gt;
In addition to making sure that your level is packaged in a separate file, you also need to make sure that no unwanted content is included in your .pak file. Actors from the mapping plugin will get packaged in your .pak file unless you exclude the mapping plugin from getting packaged. To do that, open the project settings and add `/UrbanTerrorMapping` to *Project* → *Packaging* → (Show Advanced) → *Directories to never cook*.&lt;br /&gt;
While in this menu, also ensure that *Share Material Shader Code* is NOT ticked.&lt;br /&gt;
All the other packaging settings are irrelevant since we are going to set them up via the project launcher.  &lt;br /&gt;
&lt;br /&gt;
After correctly setting up the Primary Asset Label and the directories to never cook, you can now finally package your project.&lt;br /&gt;
If you are packaging on a Windows machine and also wish to cross-compile for Linux, Linux support can be added to the Unreal Engine by installing the appropriate toolchain; available here https://docs.unrealengine.com/en-US/Platforms/Linux/GettingStarted/index.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Open the Project Launcher via '''Window''' → '''Project Launcher''' &lt;br /&gt;
&lt;br /&gt;
[[File:PIC22.png|400px]]&lt;br /&gt;
 &lt;br /&gt;
*Create a new custom launch profile via the little + button. &lt;br /&gt;
&lt;br /&gt;
[[File:PIC23.png|400px]]&lt;br /&gt;
&lt;br /&gt;
*Double click on New Profile 0 to rename the profile (to for example ''MyProject Windows Shipping'').&lt;br /&gt;
*Under '''Project''', select your project as the project for this launch profile. If you browse, pick your '''MyProject.uproject''' file.&lt;br /&gt;
*Under '''Build''', on the right hand side, select '''Build'''.&lt;br /&gt;
*Choose '''Shipping''' as the build configuration.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC24.png|400px]]&lt;br /&gt;
&lt;br /&gt;
*Under '''Cook''', on the right side, choose '''By the book''' for ''How would you like to cook the content?''.&lt;br /&gt;
*Choose '''WindowsNoEditor''' for *Cooked Platforms*.&lt;br /&gt;
*Choose your main level file only for '''Cooked Maps''' (sub-levels will be included automatically).  &lt;br /&gt;
&lt;br /&gt;
[[File:PIC25.png|400px]]&lt;br /&gt;
&lt;br /&gt;
*For '''Advanced Settings''', tick '''Store all content in a single file (UnrealPak)'''.&lt;br /&gt;
*Under '''Advanced Settings''', tick '''Generate Chunks'''.&lt;br /&gt;
*Tick '''Don't include editor content in the build'''.&lt;br /&gt;
*Choose '''Shipping''' as the '''Cooker build configuration''' configuration.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC26.png|400px]]&lt;br /&gt;
&lt;br /&gt;
*Under '''Package''', choose '''Package and store locally''' for '''How would you like to package the build?'''.&lt;br /&gt;
*Adjust the '''Local Directory Path''' if you wish. That's the location where the packaged project will end up in. (Default is under you `/MyProject/Saved/StageBuilds/` folder)&lt;br /&gt;
*Under '''Deploy''', choose '''Do not deploy''' for '''How would you like to deploy the build?'''.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC27.png|400px]]&lt;br /&gt;
&lt;br /&gt;
When all your settings are adjusted, hit the *Back* button in the top right corner of the window. Now you can launch the profile via the button on the very right.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC28.png|400px]]&lt;br /&gt;
&lt;br /&gt;
The Project Launcher will show you the progress and the output logs. Depending on the size and complexity of your level, as well as your system specs, this can take anywhere from a few seconds to a few hours.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC29.png|400px]]&lt;br /&gt;
&lt;br /&gt;
When the process has finished, take a look at the directory where the build was saved. By default, it's in your project folder `\Saved\StagedBuilds`. For each platform you built, you'll find a separate folder like `WindowsNoEditor` and `LinuxNoEditor`. Navigate to `\WindowsNoEditor\MyProject\Content\Paks`, where you'll find several .pak files. Pakchunk0 is the base content of your packaged project. Your level is in a pakchunk with the number you specified in the primary asset label, for example *pakchunk1*.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC30.png]]&lt;br /&gt;
&lt;br /&gt;
You need to rename your .pak file to match the name of your level, for example *MyLevel.pak*. This is the file that needs to be distributed to any game server and any client that wants to play the level.&lt;br /&gt;
&lt;br /&gt;
There are many reasons why packaging your project might fail. It is not the purpose of this guide to help you understand and fix any errors you might get. Check the error messages in the log and refer to the Unreal Engine documentation, UE4 forums, UE4 Discord, Google or the CMM Discord.&lt;br /&gt;
&lt;br /&gt;
==Additional notes==&lt;br /&gt;
&lt;br /&gt;
===Performance Considerations===&lt;br /&gt;
You are responsible for the performance of your own level. Keep in mind that there might be 10+ players in your level at the same time, while you might only test alone.&lt;br /&gt;
Performance profiling and optimization is a very complex topic, you can read more about that here: https://docs.unrealengine.com/4.26/en-US/TestingAndOptimization/PerformanceAndProfiling/&lt;br /&gt;
&lt;br /&gt;
===Version/Source control===&lt;br /&gt;
&lt;br /&gt;
The Unreal Editor and Engine are very powerful and complex tools. While simply working on levels, the Editor is quite stable, but every once in a while there might be crashes. For your own benefit, it is advisable to use version/source control like Git, SVN or Perforce, even when working alone. Version control can be used completely offline, without the need to sync to a remote server, or online to enable collaboration.&lt;br /&gt;
Git + Git lfs, as well as SVN, are completely free.&lt;br /&gt;
Version/Source control can be used outside of the unreal Engine, or integrated with it, you can read more about that here: https://docs.unrealengine.com/4.26/en-US/Basics/SourceControl/&lt;br /&gt;
&lt;br /&gt;
===Runtime plugins===&lt;br /&gt;
Currently, the only supported runtime plugin is the Substance Painter plugin by Adobe. &lt;br /&gt;
&lt;br /&gt;
[https://www.unrealengine.com/marketplace/en-US/product/substance-plugin Substance UE4 plugin]&lt;br /&gt;
&lt;br /&gt;
==Happy Mapping :)==&lt;br /&gt;
For example maps, models, textures and materials, take a look at the [[JohnnyEnglish Urt5 Mapping Tutorials]]&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
Full credits should go to FS|CMM|HappyDay, he designed and coded most of the mapping plugin. Additional code by FS|Neon and FS|HolyCrap. Thanks to all the testers who took the time to test this plugin.&lt;/div&gt;</summary>
		<author><name>John</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=The_Urt5_Official_Mapping_plugin&amp;diff=2610</id>
		<title>The Urt5 Official Mapping plugin</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=The_Urt5_Official_Mapping_plugin&amp;diff=2610"/>
				<updated>2021-09-03T05:26:28Z</updated>
		
		<summary type="html">&lt;p&gt;John: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide explains the steps required to install the ''FrozenSand'' - '''Urban Terror Mapping Plugin''', and configure the Unreal Engine, to facilitate the creation of custom levels (maps) for '''Urban Terror 5: Resurgence'''.&lt;br /&gt;
&lt;br /&gt;
Be aware that the Engine takes a lot of disk space (G0 GB+), and maybe 5 to 10 GB for a Level. &lt;br /&gt;
&lt;br /&gt;
(This guide is for Windows. Some steps will vary on Linux.)&lt;br /&gt;
&lt;br /&gt;
==Watch the video==&lt;br /&gt;
&amp;lt;youtube&amp;gt;HmmEmfqoud0&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Getting Unreal Engine 4==&lt;br /&gt;
&lt;br /&gt;
'''Urban Terror''' is built upon '''Unreal Engine 4'''. To create a custom level you need to use the '''Unreal Editor'''. The first step is to download the editor. There are several ways to get the '''UE4 editor'''. The easiest is to download and install it through the '''Epic Games Launcher'''. &lt;br /&gt;
*Download the Epic Games Launcher: https://www.epicgames.com/store/download&lt;br /&gt;
*Start the Launcher.&lt;br /&gt;
*Log in with your existing Epic Games account or create a new account.&lt;br /&gt;
*Switch to the '''Library tab''' at the top of the launcher.&lt;br /&gt;
*Click the '''yellow plus sign''' to add a new engine version. &lt;br /&gt;
&lt;br /&gt;
[[File:PIC1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
*You need to use the same version that the '''Mapping Plugin''' was released for. That's currently 4.26.x (the patch version 'x' is not relevant for creating a custom levels, so use the latest).&lt;br /&gt;
&lt;br /&gt;
[[File:PIC2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
* Click '''Install'''. A new window should pop up that lets you choose the install location.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC3.png|600px]]&lt;br /&gt;
&lt;br /&gt;
*Click the '''Options''' button. Make sure to select Linux. Everything else doesn't matter and can be unchecked to save disk space. Click '''Apply''' to confirm your choices.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC4.png|600px]]&lt;br /&gt;
&lt;br /&gt;
*Click the '''Install''' button and wait for the Unreal Editor to download and install.&lt;br /&gt;
&lt;br /&gt;
==Setting up Your Project==&lt;br /&gt;
&lt;br /&gt;
===Creating a New Project===&lt;br /&gt;
Once you have the editor installed and ready to go, you need to create a new project.&lt;br /&gt;
&lt;br /&gt;
*Launch the editor by clicking on the '''launch''' button in the Epic Games Launcher, or using the desktop shortcut, and wait for the Unreal Project Browser to open.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC5.png|600px]]&lt;br /&gt;
&lt;br /&gt;
*Select '''Games category''' and click Next.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC6.png|600px]]&lt;br /&gt;
&lt;br /&gt;
*Select the '''Blank template''' and click Next.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC7.png|600px]]&lt;br /&gt;
&lt;br /&gt;
*Choose a path and a project name. The project name is not important for your level and won't appear anywhere once you have packaged your level. Choose something that makes sense to you. For this guide, we'll use ''MyProject''.&lt;br /&gt;
&lt;br /&gt;
*Adjust the project settings to be: '''Blueprint''', '''Maximum Quality''', '''Raytracing Disabled''', '''Desktop/Console''', '''No Starter Content'''.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC8.png|600px]]&lt;br /&gt;
&lt;br /&gt;
*Click the '''Create Project''' button and wait for the Editor to open your new project.&lt;br /&gt;
&lt;br /&gt;
==Downloading the Urban Terror Mapping Plugin==&lt;br /&gt;
&lt;br /&gt;
[http://www.custommapmakers.org/dl/downloads/UrbanTerrorMapping.zip Download the Official UrT5 Mapping Plugin from CMM]&lt;br /&gt;
&lt;br /&gt;
==Installing the Urban Terror Mapping Plugin==&lt;br /&gt;
Before started with your new project, there are some Urban Terror specific things to configure first. This includes the Urban Terror Mapping Plugin, some project settings, and the folder structure.&lt;br /&gt;
*Close the editor if you have it open.&lt;br /&gt;
*Download the '''Urban Terror Mapping Plugin''', see above.&lt;br /&gt;
*Open your file manager and navigate to '''your project''' folder.&lt;br /&gt;
*Check if there is a folder called '''Plugins''' in your project folder. If there isn't, create it.&lt;br /&gt;
*Unpack the '''UrbanTerrorMappingPlugin.zip''' file into the *Plugins* folder of your project.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC9.png]]&lt;br /&gt;
&lt;br /&gt;
The Unreal Engine has a lot of settings. When creating levels for Urban Terror, '''some of your settings should match the settings the game is using'''. You could go into the project settings in the editor and manually change them all, but there is a faster way to do that. Project settings are stored in ''MyProject/Config/DefaultEngine.ini''.&lt;br /&gt;
&lt;br /&gt;
*Navigate to ''MyProject/Config/'' folder and open the '''DefaultEngine.ini''' text file.&lt;br /&gt;
*Navigate to the ''MyProject/Plugins/UrbanTerrorMapping/'' folder and open the '''readMe.md''' text file.&lt;br /&gt;
*Copy the settings text from '''readMe.md''', and append it at the bottom of the '''DefaultEngine.ini''' file.&lt;br /&gt;
*Save and close the files.&lt;br /&gt;
&lt;br /&gt;
This will do a few things:&lt;br /&gt;
&lt;br /&gt;
* Override the default world settings class with the '''URTWorldSettings''' class from the Urban Terror Mapping plugin.  &lt;br /&gt;
This is required. Otherwise, the game will not load your level.&lt;br /&gt;
* Make your project use the forward rendering path. Urban Terror uses forward shading. In order for you to be able to correctly preview your assets and level the way they would be rendered in the actual game, you need to use forward shading for your project as well.&lt;br /&gt;
* Adjust some navigation settings. This allows you to preview any navmesh you might use the way it will be generated by the game at runtime.&lt;br /&gt;
* Add all the surface type definitions the game is using to your project. This enables you to correctly apply these surface types to the materials and meshes in your level.&lt;br /&gt;
* Add the custom collision pre-sets used in the game.&lt;br /&gt;
&lt;br /&gt;
==Folder Structure==&lt;br /&gt;
Now that your project settings are set up, it's time to open up your project again. This might take a while again. Most likely the engine needs to compile a lot of shaders because you switched to the forward renderer.&lt;br /&gt;
&lt;br /&gt;
Once your project is open, take a look at the content browser.&lt;br /&gt;
*Right-click on *Content* and create a new folder called *ThirdParty*.&lt;br /&gt;
*Inside the *ThirdParty* folder, create a new folder and give it a descriptive name. This is the folder that all the content of your custom level will be in. This name must also be used for your .pak file when you eventually package your level. So it is advised that you give it the name you intend to call your level. For this guide, we'll use **MyLevel**.&lt;br /&gt;
&lt;br /&gt;
How you structure your project inside your level folder is totally up to you. Here are just two common ways to organize the content of your level into subfolders:&lt;br /&gt;
&lt;br /&gt;
===Organizing by using a folder for each asset type===&lt;br /&gt;
&lt;br /&gt;
    |-- Content&lt;br /&gt;
        |-- ThirdParty&lt;br /&gt;
            |-- MyLevel&lt;br /&gt;
                |-- Audio        // contains all audio/sound files&lt;br /&gt;
                |-- Effects      // contains all particle/visual effects&lt;br /&gt;
                |-- Maps         // contains the map file(s)&lt;br /&gt;
                |-- Materials    // contains all materials used in the level by all art assets&lt;br /&gt;
                |-- Meshes       // contains all meshes used in the level&lt;br /&gt;
                |-- Textures     // contains all textures used in the level by all art assets&lt;br /&gt;
&lt;br /&gt;
===Organizing by creating a subfolder for each art asset. Meshes, materials, and textures are thrown together into the asset's folder.===&lt;br /&gt;
&lt;br /&gt;
    |-- Content&lt;br /&gt;
        |-- ThirdParty&lt;br /&gt;
            |-- MyLevel&lt;br /&gt;
                |-- Art                // contains all meshes, materials and textures in the level, sorted into meaningful subfolders for each asset&lt;br /&gt;
                |   |-- Industrial     &lt;br /&gt;
                |   |   |-- Buildings  // contains all wall, floor and other base building assets as well as their materials and textures&lt;br /&gt;
                |   |   |-- Machinery  // contains all machinery meshes and their materials and textures&lt;br /&gt;
                |   |   |-- Pipes      // contains all pipe meshes and their materials and textures&lt;br /&gt;
                |   |-- Nature&lt;br /&gt;
                |   |   |-- Rocks      // contains all rock meshes and their materials and textures&lt;br /&gt;
                |   |   |-- Trees      // contains all tree meshes and their materials and textures&lt;br /&gt;
                |-- Audio              // contains all audio/sound files&lt;br /&gt;
                |-- Effects            // contains all particle/visual effects&lt;br /&gt;
                |-- Maps               // contains the map file(s)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Keep in mind though, that there is a maximum file path length of 260 characters in UE4. So don't use too deeply nested folders, and keep your asset names reasonably short, otherwise, you won't be able to cook and package your level.&lt;br /&gt;
&lt;br /&gt;
==Working on Your Project==&lt;br /&gt;
&lt;br /&gt;
Creating a New level &lt;br /&gt;
&lt;br /&gt;
[[File:PIC10.png|600px]]&lt;br /&gt;
&lt;br /&gt;
With your project set up and ready to go, it's finally time to create your level.&lt;br /&gt;
*In the top menu bar select *File* → *New Level* → *Default*.&lt;br /&gt;
*Save the level in your *Maps* folder and give it the same name as you chose for the folder in the previous step.&lt;br /&gt;
&lt;br /&gt;
==Available and Restricted Features==&lt;br /&gt;
Now you can start importing assets and place them in your level. You can use almost all the tools and features that Unreal Engine offers, with a few exceptions. You can use static meshes, skeletal meshes, animations, particle systems, materials, material functions, material instances, landscapes, foliage actors, sound cues, attenuation classes, behaviour trees, etc.&lt;br /&gt;
&lt;br /&gt;
There is one major feature, which you cannot use though: Blueprints are a very powerful visual coding system that would allow you to alter almost any game logic and in a worst-case scenario also allows someone to run malicious code on the machines of other players who load their level. To keep the game experience consistent across all levels and to keep our players safe from harm, custom Blueprints have been disallowed. For the same reason, the Level Blueprint is disabled as well. If you package your level, and the pak file contains any Blueprint, the game will refuse to load your level. (more on the topic in *Cooking and packaging your level* later in this document). You are however allowed to use default engine Blueprints and Blueprints from the Urban Terror Mapping plugin, both of which will not actually be included in your packaged level file, but will reference content supplied with the game.&lt;br /&gt;
&lt;br /&gt;
==Working with the Urban Terror Mapping plugin==&lt;br /&gt;
The Urban Terror Mapping plugin provides you with all the necessary Blueprint classes specific to the game, for example: '''player starts''', '''location actors''', game mode specific actors, '''triggers for doors''', etc.&lt;br /&gt;
&lt;br /&gt;
To find the plugin in the Unreal Editor, you first need to enable the '''Show Plugin Content''' flag in the '''View options''' in the content browser. The plugin content is in '''UrbanTerrorMapping Content''' &lt;br /&gt;
&lt;br /&gt;
[[File:PIC11.png|600px]]&lt;br /&gt;
&lt;br /&gt;
There are three folders in the mapping plugin. All the actors you need to make your level a playable Urban Terror map are in the '''MappingTools''' folder. The assets folder contains all additional assets that the tools need. Finally, the DemoLevel folder contains the ''UrbanTerrorMappingDemo Level'' and all of the needed assets for that level. You can find a showcase of all the actors and features of the plugin in the demo level: ''/UrbanTerrorMapping/DemoLevel/UrbanTerrorMappingDemo''  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:PIC12.png|600px]]&lt;br /&gt;
&lt;br /&gt;
When dragging one of the mapping actors into the level, you will find an UrbanTerror section in the details panel that contains all the relevant variables for you to adjust. When you hover over the variable name, a tooltip will give some additional information.&lt;br /&gt;
&lt;br /&gt;
As mentioned above, most actors and features are covered by the demo level, but there is one class that needs to be mentioned here - the world settings class. If you recall, when setting up the project, we set the default world settings class name to UrbanTerrorMapping.URTWorldSettings. Open the world settings window via the menu bar in the UE4 Editor: *Window* → *World Settings*.&lt;br /&gt;
&lt;br /&gt;
If you do not see an UrbanTerror section in the world settings, your level is most likely not using the correct world settings class. Make sure the project uses the URTWorldSettings class by setting it via *Project Settings* → *Engine* → *General Settings* → *Default Classes* → *World Settings Class* (This should have been already set by adjusting the DefaultEngine.ini in a previous step). If the correct world settings class is set, you need to create a new level. The world settings class is assigned to a level asset when it is created. If you have already added actors to your level you can copy and paste them between levels by selecting them in the World Outliner and using the default copy/paste hotkeys (Ctrl+C, Ctrl+V).&lt;br /&gt;
&lt;br /&gt;
In the world settings, you'll find a few variables for information that will be shown in the game menu and loading screen about your level, like the map name, the author, etc. You'll also find game mode specifics. For each game mode that your level supports you need to add a new element and select the mode. Additionally, you can specify any number of sublevels per game mode. This allows you to have different map layouts, player starts, geometry or actors for each game mode.  &lt;br /&gt;
When adding additional levels via the *Levels* window, make sure their streaming method is set to *Blueprint*, which is the default. The name of sub-levels should start with you main level name, then something descriptive, for example *MyLevel_CTF*.&lt;br /&gt;
&lt;br /&gt;
(Work in progress) Level settings are being moved to a separate asset, in `/UrbanTerrorMapping/MappingTools/Game/` you will find *DA_MapData_MyMap*&lt;br /&gt;
&lt;br /&gt;
*Copy the *DA_MapData_MyMap* asset to your maps folder.&lt;br /&gt;
*Rename it to replace *MyMap* with the name of your Level.&lt;br /&gt;
*Open the asset and enter the same map details as used in WorldSettings.&lt;br /&gt;
*Save and close the MapData asset.&lt;br /&gt;
*Referenced *DA_MapData_MyMap* in the WorldSettings.&lt;br /&gt;
&lt;br /&gt;
==Cooking and packaging your level==&lt;br /&gt;
Once your level is complete (or you want to test it in Urban Terror 5), you have to package your project. Since the Unreal Editor is a tool to create entire games, not just levels, there is no single-click button to just export a single level. You'll have to create a complete packaged version of 'your game project' and tell the editor to package your level in a separate file. The package containing only your level and its assets can eventually be loaded by Urban Terror 5.&lt;br /&gt;
&lt;br /&gt;
In UE4, by default, the entire game project is packaged into a single .pak file. There are several methods to tell the engine to split up the content into multiple .paks. For this purpose, using a Primary Asset Label is the most sensible way to do it.&lt;br /&gt;
&lt;br /&gt;
*Create a new asset label in the root folder of your level in your project's folder by right-clicking in the content browser and choosing *Miscellaneous* → *Data Asset* and selecting *PrimaryAssetLabel* in the popup. &lt;br /&gt;
&lt;br /&gt;
[[File:PIC18.png|400px]]&lt;br /&gt;
&lt;br /&gt;
[[File:PIC19.png|400px]]&lt;br /&gt;
&lt;br /&gt;
*Open the asset label and adjust the settings&lt;br /&gt;
*Set the *Priority* to any value higher than 0 (for example 1000).&lt;br /&gt;
*Tick *Apply Recursively*.&lt;br /&gt;
*Set the *Chunk ID* to any value higher than 0 (for example 1).&lt;br /&gt;
*In the *Explicit Assets* array, add a new element and select your main level.  &lt;br /&gt;
&lt;br /&gt;
[[File:PIC20.png|400px]]&lt;br /&gt;
&lt;br /&gt;
By explicitly choosing your main level and applying the chunk ID recursively, your level and all assets referenced by it will be packaged into a separate .pak file (for example pak1), while the rest of your game project will by default end up in pak0.&lt;br /&gt;
&lt;br /&gt;
In addition to making sure that your level is packaged in a separate file, you also need to make sure that no unwanted content is included in your .pak file. Actors from the mapping plugin will get packaged in your .pak file unless you exclude the mapping plugin from getting packaged. To do that, open the project settings and add `/UrbanTerrorMapping` to *Project* → *Packaging* → (Show Advanced) → *Directories to never cook*.&lt;br /&gt;
While in this menu, also ensure that *Share Material Shader Code* is NOT ticked.&lt;br /&gt;
All the other packaging settings are irrelevant since we are going to set them up via the project launcher.  &lt;br /&gt;
&lt;br /&gt;
After correctly setting up the Primary Asset Label and the directories to never cook, you can now finally package your project.&lt;br /&gt;
If you are packaging on a Windows machine and also wish to cross-compile for Linux, Linux support can be added to the Unreal Engine by installing the appropriate toolchain; available here https://docs.unrealengine.com/en-US/Platforms/Linux/GettingStarted/index.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Open the Project Launcher via '''Window''' → '''Project Launcher''' &lt;br /&gt;
&lt;br /&gt;
[[File:PIC22.png|400px]]&lt;br /&gt;
 &lt;br /&gt;
*Create a new custom launch profile via the little + button. &lt;br /&gt;
&lt;br /&gt;
[[File:PIC23.png|400px]]&lt;br /&gt;
&lt;br /&gt;
*Double click on New Profile 0 to rename the profile (to for example ''MyProject Windows Shipping'').&lt;br /&gt;
*Under '''Project''', select your project as the project for this launch profile. If you browse, pick your '''MyProject.uproject''' file.&lt;br /&gt;
*Under '''Build''', on the right hand side, select '''Build'''.&lt;br /&gt;
*Choose '''Shipping''' as the build configuration.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC24.png|400px]]&lt;br /&gt;
&lt;br /&gt;
*Under '''Cook''', on the right side, choose '''By the book''' for ''How would you like to cook the content?''.&lt;br /&gt;
*Choose '''WindowsNoEditor''' for *Cooked Platforms*.&lt;br /&gt;
*Choose your main level file only for '''Cooked Maps''' (sub-levels will be included automatically).  &lt;br /&gt;
&lt;br /&gt;
[[File:PIC25.png|400px]]&lt;br /&gt;
&lt;br /&gt;
*For '''Advanced Settings''', tick '''Store all content in a single file (UnrealPak)'''.&lt;br /&gt;
*Under '''Advanced Settings''', tick '''Generate Chunks'''.&lt;br /&gt;
*Tick '''Don't include editor content in the build'''.&lt;br /&gt;
*Choose '''Shipping''' as the '''Cooker build configuration''' configuration.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC26.png|400px]]&lt;br /&gt;
&lt;br /&gt;
*Under '''Package''', choose '''Package and store locally''' for '''How would you like to package the build?'''.&lt;br /&gt;
*Adjust the '''Local Directory Path''' if you wish. That's the location where the packaged project will end up in. (Default is under you `/MyProject/Saved/StageBuilds/` folder)&lt;br /&gt;
*Under '''Deploy''', choose '''Do not deploy''' for '''How would you like to deploy the build?'''.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC27.png|400px]]&lt;br /&gt;
&lt;br /&gt;
When all your settings are adjusted, hit the *Back* button in the top right corner of the window. Now you can launch the profile via the button on the very right.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC28.png|400px]]&lt;br /&gt;
&lt;br /&gt;
The Project Launcher will show you the progress and the output logs. Depending on the size and complexity of your level, as well as your system specs, this can take anywhere from a few seconds to a few hours.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC29.png|400px]]&lt;br /&gt;
&lt;br /&gt;
When the process has finished, take a look at the directory where the build was saved. By default, it's in your project folder `\Saved\StagedBuilds`. For each platform you built, you'll find a separate folder like `WindowsNoEditor` and `LinuxNoEditor`. Navigate to `\WindowsNoEditor\MyProject\Content\Paks`, where you'll find several .pak files. Pakchunk0 is the base content of your packaged project. Your level is in a pakchunk with the number you specified in the primary asset label, for example *pakchunk1*.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC30.png]]&lt;br /&gt;
&lt;br /&gt;
You need to rename your .pak file to match the name of your level, for example *MyLevel.pak*. This is the file that needs to be distributed to any game server and any client that wants to play the level.&lt;br /&gt;
&lt;br /&gt;
There are many reasons why packaging your project might fail. It is not the purpose of this guide to help you understand and fix any errors you might get. Check the error messages in the log and refer to the Unreal Engine documentation, UE4 forums, UE4 Discord, Google or the CMM Discord.&lt;br /&gt;
&lt;br /&gt;
==Additional notes==&lt;br /&gt;
&lt;br /&gt;
===Performance Considerations===&lt;br /&gt;
You are responsible for the performance of your own level. Keep in mind that there might be 10+ players in your level at the same time, while you might only test alone.&lt;br /&gt;
Performance profiling and optimization is a very complex topic, you can read more about that here: https://docs.unrealengine.com/4.26/en-US/TestingAndOptimization/PerformanceAndProfiling/&lt;br /&gt;
&lt;br /&gt;
===Version/Source control===&lt;br /&gt;
&lt;br /&gt;
The Unreal Editor and Engine are very powerful and complex tools. While simply working on levels, the Editor is quite stable, but every once in a while there might be crashes. For your own benefit, it is advisable to use version/source control like Git, SVN or Perforce, even when working alone. Version control can be used completely offline, without the need to sync to a remote server, or online to enable collaboration.&lt;br /&gt;
Git + Git lfs, as well as SVN, are completely free.&lt;br /&gt;
Version/Source control can be used outside of the unreal Engine, or integrated with it, you can read more about that here: https://docs.unrealengine.com/4.26/en-US/Basics/SourceControl/&lt;br /&gt;
&lt;br /&gt;
===Runtime plugins===&lt;br /&gt;
Currently, the only supported runtime plugin is the Substance Painter plugin by Adobe. &lt;br /&gt;
&lt;br /&gt;
[https://www.unrealengine.com/marketplace/en-US/product/substance-plugin Substance UE4 plugin]&lt;br /&gt;
&lt;br /&gt;
==Happy Mapping :)==&lt;br /&gt;
For example maps, models, textures and materials, take a look at the [[JohnnyEnglish Urt5 Mapping Tutorials]]&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
Full credits should go to FS|CMM|HappyDay, he designed and coded most of the mapping plugin. Additional code by FS|Neon and FS|HolyCrap. Thanks to all the testers who took the time to test this plugin.&lt;/div&gt;</summary>
		<author><name>John</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=The_Urt5_Official_Mapping_plugin&amp;diff=2609</id>
		<title>The Urt5 Official Mapping plugin</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=The_Urt5_Official_Mapping_plugin&amp;diff=2609"/>
				<updated>2021-09-03T05:25:47Z</updated>
		
		<summary type="html">&lt;p&gt;John: /* Watch the video */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide explains the steps required to install the ''FrozenSand'' - '''Urban Terror Mapping Plugin''', and configure the Unreal Engine, to facilitate the creation of custom levels (maps) for '''Urban Terror 5: Resurgence'''.&lt;br /&gt;
&lt;br /&gt;
Be aware that the Engine takes a lot of disk space (G0 GB+), and maybe 5 to 10 GB for a Level. &lt;br /&gt;
&lt;br /&gt;
(This guide is for Windows. Some steps will vary on Linux.)&lt;br /&gt;
&lt;br /&gt;
==Getting Unreal Engine 4==&lt;br /&gt;
&lt;br /&gt;
'''Urban Terror''' is built upon '''Unreal Engine 4'''. To create a custom level you need to use the '''Unreal Editor'''. The first step is to download the editor. There are several ways to get the '''UE4 editor'''. The easiest is to download and install it through the '''Epic Games Launcher'''. &lt;br /&gt;
*Download the Epic Games Launcher: https://www.epicgames.com/store/download&lt;br /&gt;
*Start the Launcher.&lt;br /&gt;
*Log in with your existing Epic Games account or create a new account.&lt;br /&gt;
*Switch to the '''Library tab''' at the top of the launcher.&lt;br /&gt;
*Click the '''yellow plus sign''' to add a new engine version. &lt;br /&gt;
&lt;br /&gt;
[[File:PIC1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
*You need to use the same version that the '''Mapping Plugin''' was released for. That's currently 4.26.x (the patch version 'x' is not relevant for creating a custom levels, so use the latest).&lt;br /&gt;
&lt;br /&gt;
[[File:PIC2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
* Click '''Install'''. A new window should pop up that lets you choose the install location.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC3.png|600px]]&lt;br /&gt;
&lt;br /&gt;
*Click the '''Options''' button. Make sure to select Linux. Everything else doesn't matter and can be unchecked to save disk space. Click '''Apply''' to confirm your choices.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC4.png|600px]]&lt;br /&gt;
&lt;br /&gt;
*Click the '''Install''' button and wait for the Unreal Editor to download and install.&lt;br /&gt;
&lt;br /&gt;
==Setting up Your Project==&lt;br /&gt;
&lt;br /&gt;
===Creating a New Project===&lt;br /&gt;
Once you have the editor installed and ready to go, you need to create a new project.&lt;br /&gt;
&lt;br /&gt;
*Launch the editor by clicking on the '''launch''' button in the Epic Games Launcher, or using the desktop shortcut, and wait for the Unreal Project Browser to open.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC5.png|600px]]&lt;br /&gt;
&lt;br /&gt;
*Select '''Games category''' and click Next.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC6.png|600px]]&lt;br /&gt;
&lt;br /&gt;
*Select the '''Blank template''' and click Next.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC7.png|600px]]&lt;br /&gt;
&lt;br /&gt;
*Choose a path and a project name. The project name is not important for your level and won't appear anywhere once you have packaged your level. Choose something that makes sense to you. For this guide, we'll use ''MyProject''.&lt;br /&gt;
&lt;br /&gt;
*Adjust the project settings to be: '''Blueprint''', '''Maximum Quality''', '''Raytracing Disabled''', '''Desktop/Console''', '''No Starter Content'''.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC8.png|600px]]&lt;br /&gt;
&lt;br /&gt;
*Click the '''Create Project''' button and wait for the Editor to open your new project.&lt;br /&gt;
&lt;br /&gt;
==Downloading the Urban Terror Mapping Plugin==&lt;br /&gt;
&lt;br /&gt;
[http://www.custommapmakers.org/dl/downloads/UrbanTerrorMapping.zip Download the Official UrT5 Mapping Plugin from CMM]&lt;br /&gt;
&lt;br /&gt;
==Installing the Urban Terror Mapping Plugin==&lt;br /&gt;
Before started with your new project, there are some Urban Terror specific things to configure first. This includes the Urban Terror Mapping Plugin, some project settings, and the folder structure.&lt;br /&gt;
*Close the editor if you have it open.&lt;br /&gt;
*Download the '''Urban Terror Mapping Plugin''', see above.&lt;br /&gt;
*Open your file manager and navigate to '''your project''' folder.&lt;br /&gt;
*Check if there is a folder called '''Plugins''' in your project folder. If there isn't, create it.&lt;br /&gt;
*Unpack the '''UrbanTerrorMappingPlugin.zip''' file into the *Plugins* folder of your project.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC9.png]]&lt;br /&gt;
&lt;br /&gt;
The Unreal Engine has a lot of settings. When creating levels for Urban Terror, '''some of your settings should match the settings the game is using'''. You could go into the project settings in the editor and manually change them all, but there is a faster way to do that. Project settings are stored in ''MyProject/Config/DefaultEngine.ini''.&lt;br /&gt;
&lt;br /&gt;
*Navigate to ''MyProject/Config/'' folder and open the '''DefaultEngine.ini''' text file.&lt;br /&gt;
*Navigate to the ''MyProject/Plugins/UrbanTerrorMapping/'' folder and open the '''readMe.md''' text file.&lt;br /&gt;
*Copy the settings text from '''readMe.md''', and append it at the bottom of the '''DefaultEngine.ini''' file.&lt;br /&gt;
*Save and close the files.&lt;br /&gt;
&lt;br /&gt;
This will do a few things:&lt;br /&gt;
&lt;br /&gt;
* Override the default world settings class with the '''URTWorldSettings''' class from the Urban Terror Mapping plugin.  &lt;br /&gt;
This is required. Otherwise, the game will not load your level.&lt;br /&gt;
* Make your project use the forward rendering path. Urban Terror uses forward shading. In order for you to be able to correctly preview your assets and level the way they would be rendered in the actual game, you need to use forward shading for your project as well.&lt;br /&gt;
* Adjust some navigation settings. This allows you to preview any navmesh you might use the way it will be generated by the game at runtime.&lt;br /&gt;
* Add all the surface type definitions the game is using to your project. This enables you to correctly apply these surface types to the materials and meshes in your level.&lt;br /&gt;
* Add the custom collision pre-sets used in the game.&lt;br /&gt;
&lt;br /&gt;
==Folder Structure==&lt;br /&gt;
Now that your project settings are set up, it's time to open up your project again. This might take a while again. Most likely the engine needs to compile a lot of shaders because you switched to the forward renderer.&lt;br /&gt;
&lt;br /&gt;
Once your project is open, take a look at the content browser.&lt;br /&gt;
*Right-click on *Content* and create a new folder called *ThirdParty*.&lt;br /&gt;
*Inside the *ThirdParty* folder, create a new folder and give it a descriptive name. This is the folder that all the content of your custom level will be in. This name must also be used for your .pak file when you eventually package your level. So it is advised that you give it the name you intend to call your level. For this guide, we'll use **MyLevel**.&lt;br /&gt;
&lt;br /&gt;
How you structure your project inside your level folder is totally up to you. Here are just two common ways to organize the content of your level into subfolders:&lt;br /&gt;
&lt;br /&gt;
===Organizing by using a folder for each asset type===&lt;br /&gt;
&lt;br /&gt;
    |-- Content&lt;br /&gt;
        |-- ThirdParty&lt;br /&gt;
            |-- MyLevel&lt;br /&gt;
                |-- Audio        // contains all audio/sound files&lt;br /&gt;
                |-- Effects      // contains all particle/visual effects&lt;br /&gt;
                |-- Maps         // contains the map file(s)&lt;br /&gt;
                |-- Materials    // contains all materials used in the level by all art assets&lt;br /&gt;
                |-- Meshes       // contains all meshes used in the level&lt;br /&gt;
                |-- Textures     // contains all textures used in the level by all art assets&lt;br /&gt;
&lt;br /&gt;
===Organizing by creating a subfolder for each art asset. Meshes, materials, and textures are thrown together into the asset's folder.===&lt;br /&gt;
&lt;br /&gt;
    |-- Content&lt;br /&gt;
        |-- ThirdParty&lt;br /&gt;
            |-- MyLevel&lt;br /&gt;
                |-- Art                // contains all meshes, materials and textures in the level, sorted into meaningful subfolders for each asset&lt;br /&gt;
                |   |-- Industrial     &lt;br /&gt;
                |   |   |-- Buildings  // contains all wall, floor and other base building assets as well as their materials and textures&lt;br /&gt;
                |   |   |-- Machinery  // contains all machinery meshes and their materials and textures&lt;br /&gt;
                |   |   |-- Pipes      // contains all pipe meshes and their materials and textures&lt;br /&gt;
                |   |-- Nature&lt;br /&gt;
                |   |   |-- Rocks      // contains all rock meshes and their materials and textures&lt;br /&gt;
                |   |   |-- Trees      // contains all tree meshes and their materials and textures&lt;br /&gt;
                |-- Audio              // contains all audio/sound files&lt;br /&gt;
                |-- Effects            // contains all particle/visual effects&lt;br /&gt;
                |-- Maps               // contains the map file(s)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Keep in mind though, that there is a maximum file path length of 260 characters in UE4. So don't use too deeply nested folders, and keep your asset names reasonably short, otherwise, you won't be able to cook and package your level.&lt;br /&gt;
&lt;br /&gt;
==Working on Your Project==&lt;br /&gt;
&lt;br /&gt;
Creating a New level &lt;br /&gt;
&lt;br /&gt;
[[File:PIC10.png|600px]]&lt;br /&gt;
&lt;br /&gt;
With your project set up and ready to go, it's finally time to create your level.&lt;br /&gt;
*In the top menu bar select *File* → *New Level* → *Default*.&lt;br /&gt;
*Save the level in your *Maps* folder and give it the same name as you chose for the folder in the previous step.&lt;br /&gt;
&lt;br /&gt;
==Available and Restricted Features==&lt;br /&gt;
Now you can start importing assets and place them in your level. You can use almost all the tools and features that Unreal Engine offers, with a few exceptions. You can use static meshes, skeletal meshes, animations, particle systems, materials, material functions, material instances, landscapes, foliage actors, sound cues, attenuation classes, behaviour trees, etc.&lt;br /&gt;
&lt;br /&gt;
There is one major feature, which you cannot use though: Blueprints are a very powerful visual coding system that would allow you to alter almost any game logic and in a worst-case scenario also allows someone to run malicious code on the machines of other players who load their level. To keep the game experience consistent across all levels and to keep our players safe from harm, custom Blueprints have been disallowed. For the same reason, the Level Blueprint is disabled as well. If you package your level, and the pak file contains any Blueprint, the game will refuse to load your level. (more on the topic in *Cooking and packaging your level* later in this document). You are however allowed to use default engine Blueprints and Blueprints from the Urban Terror Mapping plugin, both of which will not actually be included in your packaged level file, but will reference content supplied with the game.&lt;br /&gt;
&lt;br /&gt;
==Working with the Urban Terror Mapping plugin==&lt;br /&gt;
The Urban Terror Mapping plugin provides you with all the necessary Blueprint classes specific to the game, for example: '''player starts''', '''location actors''', game mode specific actors, '''triggers for doors''', etc.&lt;br /&gt;
&lt;br /&gt;
To find the plugin in the Unreal Editor, you first need to enable the '''Show Plugin Content''' flag in the '''View options''' in the content browser. The plugin content is in '''UrbanTerrorMapping Content''' &lt;br /&gt;
&lt;br /&gt;
[[File:PIC11.png|600px]]&lt;br /&gt;
&lt;br /&gt;
There are three folders in the mapping plugin. All the actors you need to make your level a playable Urban Terror map are in the '''MappingTools''' folder. The assets folder contains all additional assets that the tools need. Finally, the DemoLevel folder contains the ''UrbanTerrorMappingDemo Level'' and all of the needed assets for that level. You can find a showcase of all the actors and features of the plugin in the demo level: ''/UrbanTerrorMapping/DemoLevel/UrbanTerrorMappingDemo''  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:PIC12.png|600px]]&lt;br /&gt;
&lt;br /&gt;
When dragging one of the mapping actors into the level, you will find an UrbanTerror section in the details panel that contains all the relevant variables for you to adjust. When you hover over the variable name, a tooltip will give some additional information.&lt;br /&gt;
&lt;br /&gt;
As mentioned above, most actors and features are covered by the demo level, but there is one class that needs to be mentioned here - the world settings class. If you recall, when setting up the project, we set the default world settings class name to UrbanTerrorMapping.URTWorldSettings. Open the world settings window via the menu bar in the UE4 Editor: *Window* → *World Settings*.&lt;br /&gt;
&lt;br /&gt;
If you do not see an UrbanTerror section in the world settings, your level is most likely not using the correct world settings class. Make sure the project uses the URTWorldSettings class by setting it via *Project Settings* → *Engine* → *General Settings* → *Default Classes* → *World Settings Class* (This should have been already set by adjusting the DefaultEngine.ini in a previous step). If the correct world settings class is set, you need to create a new level. The world settings class is assigned to a level asset when it is created. If you have already added actors to your level you can copy and paste them between levels by selecting them in the World Outliner and using the default copy/paste hotkeys (Ctrl+C, Ctrl+V).&lt;br /&gt;
&lt;br /&gt;
In the world settings, you'll find a few variables for information that will be shown in the game menu and loading screen about your level, like the map name, the author, etc. You'll also find game mode specifics. For each game mode that your level supports you need to add a new element and select the mode. Additionally, you can specify any number of sublevels per game mode. This allows you to have different map layouts, player starts, geometry or actors for each game mode.  &lt;br /&gt;
When adding additional levels via the *Levels* window, make sure their streaming method is set to *Blueprint*, which is the default. The name of sub-levels should start with you main level name, then something descriptive, for example *MyLevel_CTF*.&lt;br /&gt;
&lt;br /&gt;
(Work in progress) Level settings are being moved to a separate asset, in `/UrbanTerrorMapping/MappingTools/Game/` you will find *DA_MapData_MyMap*&lt;br /&gt;
&lt;br /&gt;
*Copy the *DA_MapData_MyMap* asset to your maps folder.&lt;br /&gt;
*Rename it to replace *MyMap* with the name of your Level.&lt;br /&gt;
*Open the asset and enter the same map details as used in WorldSettings.&lt;br /&gt;
*Save and close the MapData asset.&lt;br /&gt;
*Referenced *DA_MapData_MyMap* in the WorldSettings.&lt;br /&gt;
&lt;br /&gt;
==Cooking and packaging your level==&lt;br /&gt;
Once your level is complete (or you want to test it in Urban Terror 5), you have to package your project. Since the Unreal Editor is a tool to create entire games, not just levels, there is no single-click button to just export a single level. You'll have to create a complete packaged version of 'your game project' and tell the editor to package your level in a separate file. The package containing only your level and its assets can eventually be loaded by Urban Terror 5.&lt;br /&gt;
&lt;br /&gt;
In UE4, by default, the entire game project is packaged into a single .pak file. There are several methods to tell the engine to split up the content into multiple .paks. For this purpose, using a Primary Asset Label is the most sensible way to do it.&lt;br /&gt;
&lt;br /&gt;
*Create a new asset label in the root folder of your level in your project's folder by right-clicking in the content browser and choosing *Miscellaneous* → *Data Asset* and selecting *PrimaryAssetLabel* in the popup. &lt;br /&gt;
&lt;br /&gt;
[[File:PIC18.png|400px]]&lt;br /&gt;
&lt;br /&gt;
[[File:PIC19.png|400px]]&lt;br /&gt;
&lt;br /&gt;
*Open the asset label and adjust the settings&lt;br /&gt;
*Set the *Priority* to any value higher than 0 (for example 1000).&lt;br /&gt;
*Tick *Apply Recursively*.&lt;br /&gt;
*Set the *Chunk ID* to any value higher than 0 (for example 1).&lt;br /&gt;
*In the *Explicit Assets* array, add a new element and select your main level.  &lt;br /&gt;
&lt;br /&gt;
[[File:PIC20.png|400px]]&lt;br /&gt;
&lt;br /&gt;
By explicitly choosing your main level and applying the chunk ID recursively, your level and all assets referenced by it will be packaged into a separate .pak file (for example pak1), while the rest of your game project will by default end up in pak0.&lt;br /&gt;
&lt;br /&gt;
In addition to making sure that your level is packaged in a separate file, you also need to make sure that no unwanted content is included in your .pak file. Actors from the mapping plugin will get packaged in your .pak file unless you exclude the mapping plugin from getting packaged. To do that, open the project settings and add `/UrbanTerrorMapping` to *Project* → *Packaging* → (Show Advanced) → *Directories to never cook*.&lt;br /&gt;
While in this menu, also ensure that *Share Material Shader Code* is NOT ticked.&lt;br /&gt;
All the other packaging settings are irrelevant since we are going to set them up via the project launcher.  &lt;br /&gt;
&lt;br /&gt;
After correctly setting up the Primary Asset Label and the directories to never cook, you can now finally package your project.&lt;br /&gt;
If you are packaging on a Windows machine and also wish to cross-compile for Linux, Linux support can be added to the Unreal Engine by installing the appropriate toolchain; available here https://docs.unrealengine.com/en-US/Platforms/Linux/GettingStarted/index.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Open the Project Launcher via '''Window''' → '''Project Launcher''' &lt;br /&gt;
&lt;br /&gt;
[[File:PIC22.png|400px]]&lt;br /&gt;
 &lt;br /&gt;
*Create a new custom launch profile via the little + button. &lt;br /&gt;
&lt;br /&gt;
[[File:PIC23.png|400px]]&lt;br /&gt;
&lt;br /&gt;
*Double click on New Profile 0 to rename the profile (to for example ''MyProject Windows Shipping'').&lt;br /&gt;
*Under '''Project''', select your project as the project for this launch profile. If you browse, pick your '''MyProject.uproject''' file.&lt;br /&gt;
*Under '''Build''', on the right hand side, select '''Build'''.&lt;br /&gt;
*Choose '''Shipping''' as the build configuration.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC24.png|400px]]&lt;br /&gt;
&lt;br /&gt;
*Under '''Cook''', on the right side, choose '''By the book''' for ''How would you like to cook the content?''.&lt;br /&gt;
*Choose '''WindowsNoEditor''' for *Cooked Platforms*.&lt;br /&gt;
*Choose your main level file only for '''Cooked Maps''' (sub-levels will be included automatically).  &lt;br /&gt;
&lt;br /&gt;
[[File:PIC25.png|400px]]&lt;br /&gt;
&lt;br /&gt;
*For '''Advanced Settings''', tick '''Store all content in a single file (UnrealPak)'''.&lt;br /&gt;
*Under '''Advanced Settings''', tick '''Generate Chunks'''.&lt;br /&gt;
*Tick '''Don't include editor content in the build'''.&lt;br /&gt;
*Choose '''Shipping''' as the '''Cooker build configuration''' configuration.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC26.png|400px]]&lt;br /&gt;
&lt;br /&gt;
*Under '''Package''', choose '''Package and store locally''' for '''How would you like to package the build?'''.&lt;br /&gt;
*Adjust the '''Local Directory Path''' if you wish. That's the location where the packaged project will end up in. (Default is under you `/MyProject/Saved/StageBuilds/` folder)&lt;br /&gt;
*Under '''Deploy''', choose '''Do not deploy''' for '''How would you like to deploy the build?'''.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC27.png|400px]]&lt;br /&gt;
&lt;br /&gt;
When all your settings are adjusted, hit the *Back* button in the top right corner of the window. Now you can launch the profile via the button on the very right.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC28.png|400px]]&lt;br /&gt;
&lt;br /&gt;
The Project Launcher will show you the progress and the output logs. Depending on the size and complexity of your level, as well as your system specs, this can take anywhere from a few seconds to a few hours.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC29.png|400px]]&lt;br /&gt;
&lt;br /&gt;
When the process has finished, take a look at the directory where the build was saved. By default, it's in your project folder `\Saved\StagedBuilds`. For each platform you built, you'll find a separate folder like `WindowsNoEditor` and `LinuxNoEditor`. Navigate to `\WindowsNoEditor\MyProject\Content\Paks`, where you'll find several .pak files. Pakchunk0 is the base content of your packaged project. Your level is in a pakchunk with the number you specified in the primary asset label, for example *pakchunk1*.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC30.png]]&lt;br /&gt;
&lt;br /&gt;
You need to rename your .pak file to match the name of your level, for example *MyLevel.pak*. This is the file that needs to be distributed to any game server and any client that wants to play the level.&lt;br /&gt;
&lt;br /&gt;
There are many reasons why packaging your project might fail. It is not the purpose of this guide to help you understand and fix any errors you might get. Check the error messages in the log and refer to the Unreal Engine documentation, UE4 forums, UE4 Discord, Google or the CMM Discord.&lt;br /&gt;
&lt;br /&gt;
==Additional notes==&lt;br /&gt;
&lt;br /&gt;
===Performance Considerations===&lt;br /&gt;
You are responsible for the performance of your own level. Keep in mind that there might be 10+ players in your level at the same time, while you might only test alone.&lt;br /&gt;
Performance profiling and optimization is a very complex topic, you can read more about that here: https://docs.unrealengine.com/4.26/en-US/TestingAndOptimization/PerformanceAndProfiling/&lt;br /&gt;
&lt;br /&gt;
===Version/Source control===&lt;br /&gt;
&lt;br /&gt;
The Unreal Editor and Engine are very powerful and complex tools. While simply working on levels, the Editor is quite stable, but every once in a while there might be crashes. For your own benefit, it is advisable to use version/source control like Git, SVN or Perforce, even when working alone. Version control can be used completely offline, without the need to sync to a remote server, or online to enable collaboration.&lt;br /&gt;
Git + Git lfs, as well as SVN, are completely free.&lt;br /&gt;
Version/Source control can be used outside of the unreal Engine, or integrated with it, you can read more about that here: https://docs.unrealengine.com/4.26/en-US/Basics/SourceControl/&lt;br /&gt;
&lt;br /&gt;
===Runtime plugins===&lt;br /&gt;
Currently, the only supported runtime plugin is the Substance Painter plugin by Adobe. &lt;br /&gt;
&lt;br /&gt;
[https://www.unrealengine.com/marketplace/en-US/product/substance-plugin Substance UE4 plugin]&lt;br /&gt;
&lt;br /&gt;
==Happy Mapping :)==&lt;br /&gt;
For example maps, models, textures and materials, take a look at the [[JohnnyEnglish Urt5 Mapping Tutorials]]&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
Full credits should go to FS|CMM|HappyDay, he designed and coded most of the mapping plugin. Additional code by FS|Neon and FS|HolyCrap. Thanks to all the testers who took the time to test this plugin.&lt;/div&gt;</summary>
		<author><name>John</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=The_Urt5_Official_Mapping_plugin&amp;diff=2608</id>
		<title>The Urt5 Official Mapping plugin</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=The_Urt5_Official_Mapping_plugin&amp;diff=2608"/>
				<updated>2021-09-03T05:25:39Z</updated>
		
		<summary type="html">&lt;p&gt;John: /* Credits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide explains the steps required to install the ''FrozenSand'' - '''Urban Terror Mapping Plugin''', and configure the Unreal Engine, to facilitate the creation of custom levels (maps) for '''Urban Terror 5: Resurgence'''.&lt;br /&gt;
&lt;br /&gt;
Be aware that the Engine takes a lot of disk space (G0 GB+), and maybe 5 to 10 GB for a Level. &lt;br /&gt;
&lt;br /&gt;
(This guide is for Windows. Some steps will vary on Linux.)&lt;br /&gt;
&lt;br /&gt;
==Getting Unreal Engine 4==&lt;br /&gt;
&lt;br /&gt;
'''Urban Terror''' is built upon '''Unreal Engine 4'''. To create a custom level you need to use the '''Unreal Editor'''. The first step is to download the editor. There are several ways to get the '''UE4 editor'''. The easiest is to download and install it through the '''Epic Games Launcher'''. &lt;br /&gt;
*Download the Epic Games Launcher: https://www.epicgames.com/store/download&lt;br /&gt;
*Start the Launcher.&lt;br /&gt;
*Log in with your existing Epic Games account or create a new account.&lt;br /&gt;
*Switch to the '''Library tab''' at the top of the launcher.&lt;br /&gt;
*Click the '''yellow plus sign''' to add a new engine version. &lt;br /&gt;
&lt;br /&gt;
[[File:PIC1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
*You need to use the same version that the '''Mapping Plugin''' was released for. That's currently 4.26.x (the patch version 'x' is not relevant for creating a custom levels, so use the latest).&lt;br /&gt;
&lt;br /&gt;
[[File:PIC2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
* Click '''Install'''. A new window should pop up that lets you choose the install location.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC3.png|600px]]&lt;br /&gt;
&lt;br /&gt;
*Click the '''Options''' button. Make sure to select Linux. Everything else doesn't matter and can be unchecked to save disk space. Click '''Apply''' to confirm your choices.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC4.png|600px]]&lt;br /&gt;
&lt;br /&gt;
*Click the '''Install''' button and wait for the Unreal Editor to download and install.&lt;br /&gt;
&lt;br /&gt;
==Setting up Your Project==&lt;br /&gt;
&lt;br /&gt;
===Creating a New Project===&lt;br /&gt;
Once you have the editor installed and ready to go, you need to create a new project.&lt;br /&gt;
&lt;br /&gt;
*Launch the editor by clicking on the '''launch''' button in the Epic Games Launcher, or using the desktop shortcut, and wait for the Unreal Project Browser to open.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC5.png|600px]]&lt;br /&gt;
&lt;br /&gt;
*Select '''Games category''' and click Next.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC6.png|600px]]&lt;br /&gt;
&lt;br /&gt;
*Select the '''Blank template''' and click Next.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC7.png|600px]]&lt;br /&gt;
&lt;br /&gt;
*Choose a path and a project name. The project name is not important for your level and won't appear anywhere once you have packaged your level. Choose something that makes sense to you. For this guide, we'll use ''MyProject''.&lt;br /&gt;
&lt;br /&gt;
*Adjust the project settings to be: '''Blueprint''', '''Maximum Quality''', '''Raytracing Disabled''', '''Desktop/Console''', '''No Starter Content'''.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC8.png|600px]]&lt;br /&gt;
&lt;br /&gt;
*Click the '''Create Project''' button and wait for the Editor to open your new project.&lt;br /&gt;
&lt;br /&gt;
==Downloading the Urban Terror Mapping Plugin==&lt;br /&gt;
&lt;br /&gt;
[http://www.custommapmakers.org/dl/downloads/UrbanTerrorMapping.zip Download the Official UrT5 Mapping Plugin from CMM]&lt;br /&gt;
&lt;br /&gt;
==Installing the Urban Terror Mapping Plugin==&lt;br /&gt;
Before started with your new project, there are some Urban Terror specific things to configure first. This includes the Urban Terror Mapping Plugin, some project settings, and the folder structure.&lt;br /&gt;
*Close the editor if you have it open.&lt;br /&gt;
*Download the '''Urban Terror Mapping Plugin''', see above.&lt;br /&gt;
*Open your file manager and navigate to '''your project''' folder.&lt;br /&gt;
*Check if there is a folder called '''Plugins''' in your project folder. If there isn't, create it.&lt;br /&gt;
*Unpack the '''UrbanTerrorMappingPlugin.zip''' file into the *Plugins* folder of your project.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC9.png]]&lt;br /&gt;
&lt;br /&gt;
The Unreal Engine has a lot of settings. When creating levels for Urban Terror, '''some of your settings should match the settings the game is using'''. You could go into the project settings in the editor and manually change them all, but there is a faster way to do that. Project settings are stored in ''MyProject/Config/DefaultEngine.ini''.&lt;br /&gt;
&lt;br /&gt;
*Navigate to ''MyProject/Config/'' folder and open the '''DefaultEngine.ini''' text file.&lt;br /&gt;
*Navigate to the ''MyProject/Plugins/UrbanTerrorMapping/'' folder and open the '''readMe.md''' text file.&lt;br /&gt;
*Copy the settings text from '''readMe.md''', and append it at the bottom of the '''DefaultEngine.ini''' file.&lt;br /&gt;
*Save and close the files.&lt;br /&gt;
&lt;br /&gt;
This will do a few things:&lt;br /&gt;
&lt;br /&gt;
* Override the default world settings class with the '''URTWorldSettings''' class from the Urban Terror Mapping plugin.  &lt;br /&gt;
This is required. Otherwise, the game will not load your level.&lt;br /&gt;
* Make your project use the forward rendering path. Urban Terror uses forward shading. In order for you to be able to correctly preview your assets and level the way they would be rendered in the actual game, you need to use forward shading for your project as well.&lt;br /&gt;
* Adjust some navigation settings. This allows you to preview any navmesh you might use the way it will be generated by the game at runtime.&lt;br /&gt;
* Add all the surface type definitions the game is using to your project. This enables you to correctly apply these surface types to the materials and meshes in your level.&lt;br /&gt;
* Add the custom collision pre-sets used in the game.&lt;br /&gt;
&lt;br /&gt;
==Folder Structure==&lt;br /&gt;
Now that your project settings are set up, it's time to open up your project again. This might take a while again. Most likely the engine needs to compile a lot of shaders because you switched to the forward renderer.&lt;br /&gt;
&lt;br /&gt;
Once your project is open, take a look at the content browser.&lt;br /&gt;
*Right-click on *Content* and create a new folder called *ThirdParty*.&lt;br /&gt;
*Inside the *ThirdParty* folder, create a new folder and give it a descriptive name. This is the folder that all the content of your custom level will be in. This name must also be used for your .pak file when you eventually package your level. So it is advised that you give it the name you intend to call your level. For this guide, we'll use **MyLevel**.&lt;br /&gt;
&lt;br /&gt;
How you structure your project inside your level folder is totally up to you. Here are just two common ways to organize the content of your level into subfolders:&lt;br /&gt;
&lt;br /&gt;
===Organizing by using a folder for each asset type===&lt;br /&gt;
&lt;br /&gt;
    |-- Content&lt;br /&gt;
        |-- ThirdParty&lt;br /&gt;
            |-- MyLevel&lt;br /&gt;
                |-- Audio        // contains all audio/sound files&lt;br /&gt;
                |-- Effects      // contains all particle/visual effects&lt;br /&gt;
                |-- Maps         // contains the map file(s)&lt;br /&gt;
                |-- Materials    // contains all materials used in the level by all art assets&lt;br /&gt;
                |-- Meshes       // contains all meshes used in the level&lt;br /&gt;
                |-- Textures     // contains all textures used in the level by all art assets&lt;br /&gt;
&lt;br /&gt;
===Organizing by creating a subfolder for each art asset. Meshes, materials, and textures are thrown together into the asset's folder.===&lt;br /&gt;
&lt;br /&gt;
    |-- Content&lt;br /&gt;
        |-- ThirdParty&lt;br /&gt;
            |-- MyLevel&lt;br /&gt;
                |-- Art                // contains all meshes, materials and textures in the level, sorted into meaningful subfolders for each asset&lt;br /&gt;
                |   |-- Industrial     &lt;br /&gt;
                |   |   |-- Buildings  // contains all wall, floor and other base building assets as well as their materials and textures&lt;br /&gt;
                |   |   |-- Machinery  // contains all machinery meshes and their materials and textures&lt;br /&gt;
                |   |   |-- Pipes      // contains all pipe meshes and their materials and textures&lt;br /&gt;
                |   |-- Nature&lt;br /&gt;
                |   |   |-- Rocks      // contains all rock meshes and their materials and textures&lt;br /&gt;
                |   |   |-- Trees      // contains all tree meshes and their materials and textures&lt;br /&gt;
                |-- Audio              // contains all audio/sound files&lt;br /&gt;
                |-- Effects            // contains all particle/visual effects&lt;br /&gt;
                |-- Maps               // contains the map file(s)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Keep in mind though, that there is a maximum file path length of 260 characters in UE4. So don't use too deeply nested folders, and keep your asset names reasonably short, otherwise, you won't be able to cook and package your level.&lt;br /&gt;
&lt;br /&gt;
==Working on Your Project==&lt;br /&gt;
&lt;br /&gt;
Creating a New level &lt;br /&gt;
&lt;br /&gt;
[[File:PIC10.png|600px]]&lt;br /&gt;
&lt;br /&gt;
With your project set up and ready to go, it's finally time to create your level.&lt;br /&gt;
*In the top menu bar select *File* → *New Level* → *Default*.&lt;br /&gt;
*Save the level in your *Maps* folder and give it the same name as you chose for the folder in the previous step.&lt;br /&gt;
&lt;br /&gt;
==Available and Restricted Features==&lt;br /&gt;
Now you can start importing assets and place them in your level. You can use almost all the tools and features that Unreal Engine offers, with a few exceptions. You can use static meshes, skeletal meshes, animations, particle systems, materials, material functions, material instances, landscapes, foliage actors, sound cues, attenuation classes, behaviour trees, etc.&lt;br /&gt;
&lt;br /&gt;
There is one major feature, which you cannot use though: Blueprints are a very powerful visual coding system that would allow you to alter almost any game logic and in a worst-case scenario also allows someone to run malicious code on the machines of other players who load their level. To keep the game experience consistent across all levels and to keep our players safe from harm, custom Blueprints have been disallowed. For the same reason, the Level Blueprint is disabled as well. If you package your level, and the pak file contains any Blueprint, the game will refuse to load your level. (more on the topic in *Cooking and packaging your level* later in this document). You are however allowed to use default engine Blueprints and Blueprints from the Urban Terror Mapping plugin, both of which will not actually be included in your packaged level file, but will reference content supplied with the game.&lt;br /&gt;
&lt;br /&gt;
==Working with the Urban Terror Mapping plugin==&lt;br /&gt;
The Urban Terror Mapping plugin provides you with all the necessary Blueprint classes specific to the game, for example: '''player starts''', '''location actors''', game mode specific actors, '''triggers for doors''', etc.&lt;br /&gt;
&lt;br /&gt;
To find the plugin in the Unreal Editor, you first need to enable the '''Show Plugin Content''' flag in the '''View options''' in the content browser. The plugin content is in '''UrbanTerrorMapping Content''' &lt;br /&gt;
&lt;br /&gt;
[[File:PIC11.png|600px]]&lt;br /&gt;
&lt;br /&gt;
There are three folders in the mapping plugin. All the actors you need to make your level a playable Urban Terror map are in the '''MappingTools''' folder. The assets folder contains all additional assets that the tools need. Finally, the DemoLevel folder contains the ''UrbanTerrorMappingDemo Level'' and all of the needed assets for that level. You can find a showcase of all the actors and features of the plugin in the demo level: ''/UrbanTerrorMapping/DemoLevel/UrbanTerrorMappingDemo''  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:PIC12.png|600px]]&lt;br /&gt;
&lt;br /&gt;
When dragging one of the mapping actors into the level, you will find an UrbanTerror section in the details panel that contains all the relevant variables for you to adjust. When you hover over the variable name, a tooltip will give some additional information.&lt;br /&gt;
&lt;br /&gt;
As mentioned above, most actors and features are covered by the demo level, but there is one class that needs to be mentioned here - the world settings class. If you recall, when setting up the project, we set the default world settings class name to UrbanTerrorMapping.URTWorldSettings. Open the world settings window via the menu bar in the UE4 Editor: *Window* → *World Settings*.&lt;br /&gt;
&lt;br /&gt;
If you do not see an UrbanTerror section in the world settings, your level is most likely not using the correct world settings class. Make sure the project uses the URTWorldSettings class by setting it via *Project Settings* → *Engine* → *General Settings* → *Default Classes* → *World Settings Class* (This should have been already set by adjusting the DefaultEngine.ini in a previous step). If the correct world settings class is set, you need to create a new level. The world settings class is assigned to a level asset when it is created. If you have already added actors to your level you can copy and paste them between levels by selecting them in the World Outliner and using the default copy/paste hotkeys (Ctrl+C, Ctrl+V).&lt;br /&gt;
&lt;br /&gt;
In the world settings, you'll find a few variables for information that will be shown in the game menu and loading screen about your level, like the map name, the author, etc. You'll also find game mode specifics. For each game mode that your level supports you need to add a new element and select the mode. Additionally, you can specify any number of sublevels per game mode. This allows you to have different map layouts, player starts, geometry or actors for each game mode.  &lt;br /&gt;
When adding additional levels via the *Levels* window, make sure their streaming method is set to *Blueprint*, which is the default. The name of sub-levels should start with you main level name, then something descriptive, for example *MyLevel_CTF*.&lt;br /&gt;
&lt;br /&gt;
(Work in progress) Level settings are being moved to a separate asset, in `/UrbanTerrorMapping/MappingTools/Game/` you will find *DA_MapData_MyMap*&lt;br /&gt;
&lt;br /&gt;
*Copy the *DA_MapData_MyMap* asset to your maps folder.&lt;br /&gt;
*Rename it to replace *MyMap* with the name of your Level.&lt;br /&gt;
*Open the asset and enter the same map details as used in WorldSettings.&lt;br /&gt;
*Save and close the MapData asset.&lt;br /&gt;
*Referenced *DA_MapData_MyMap* in the WorldSettings.&lt;br /&gt;
&lt;br /&gt;
==Cooking and packaging your level==&lt;br /&gt;
Once your level is complete (or you want to test it in Urban Terror 5), you have to package your project. Since the Unreal Editor is a tool to create entire games, not just levels, there is no single-click button to just export a single level. You'll have to create a complete packaged version of 'your game project' and tell the editor to package your level in a separate file. The package containing only your level and its assets can eventually be loaded by Urban Terror 5.&lt;br /&gt;
&lt;br /&gt;
In UE4, by default, the entire game project is packaged into a single .pak file. There are several methods to tell the engine to split up the content into multiple .paks. For this purpose, using a Primary Asset Label is the most sensible way to do it.&lt;br /&gt;
&lt;br /&gt;
*Create a new asset label in the root folder of your level in your project's folder by right-clicking in the content browser and choosing *Miscellaneous* → *Data Asset* and selecting *PrimaryAssetLabel* in the popup. &lt;br /&gt;
&lt;br /&gt;
[[File:PIC18.png|400px]]&lt;br /&gt;
&lt;br /&gt;
[[File:PIC19.png|400px]]&lt;br /&gt;
&lt;br /&gt;
*Open the asset label and adjust the settings&lt;br /&gt;
*Set the *Priority* to any value higher than 0 (for example 1000).&lt;br /&gt;
*Tick *Apply Recursively*.&lt;br /&gt;
*Set the *Chunk ID* to any value higher than 0 (for example 1).&lt;br /&gt;
*In the *Explicit Assets* array, add a new element and select your main level.  &lt;br /&gt;
&lt;br /&gt;
[[File:PIC20.png|400px]]&lt;br /&gt;
&lt;br /&gt;
By explicitly choosing your main level and applying the chunk ID recursively, your level and all assets referenced by it will be packaged into a separate .pak file (for example pak1), while the rest of your game project will by default end up in pak0.&lt;br /&gt;
&lt;br /&gt;
In addition to making sure that your level is packaged in a separate file, you also need to make sure that no unwanted content is included in your .pak file. Actors from the mapping plugin will get packaged in your .pak file unless you exclude the mapping plugin from getting packaged. To do that, open the project settings and add `/UrbanTerrorMapping` to *Project* → *Packaging* → (Show Advanced) → *Directories to never cook*.&lt;br /&gt;
While in this menu, also ensure that *Share Material Shader Code* is NOT ticked.&lt;br /&gt;
All the other packaging settings are irrelevant since we are going to set them up via the project launcher.  &lt;br /&gt;
&lt;br /&gt;
After correctly setting up the Primary Asset Label and the directories to never cook, you can now finally package your project.&lt;br /&gt;
If you are packaging on a Windows machine and also wish to cross-compile for Linux, Linux support can be added to the Unreal Engine by installing the appropriate toolchain; available here https://docs.unrealengine.com/en-US/Platforms/Linux/GettingStarted/index.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Open the Project Launcher via '''Window''' → '''Project Launcher''' &lt;br /&gt;
&lt;br /&gt;
[[File:PIC22.png|400px]]&lt;br /&gt;
 &lt;br /&gt;
*Create a new custom launch profile via the little + button. &lt;br /&gt;
&lt;br /&gt;
[[File:PIC23.png|400px]]&lt;br /&gt;
&lt;br /&gt;
*Double click on New Profile 0 to rename the profile (to for example ''MyProject Windows Shipping'').&lt;br /&gt;
*Under '''Project''', select your project as the project for this launch profile. If you browse, pick your '''MyProject.uproject''' file.&lt;br /&gt;
*Under '''Build''', on the right hand side, select '''Build'''.&lt;br /&gt;
*Choose '''Shipping''' as the build configuration.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC24.png|400px]]&lt;br /&gt;
&lt;br /&gt;
*Under '''Cook''', on the right side, choose '''By the book''' for ''How would you like to cook the content?''.&lt;br /&gt;
*Choose '''WindowsNoEditor''' for *Cooked Platforms*.&lt;br /&gt;
*Choose your main level file only for '''Cooked Maps''' (sub-levels will be included automatically).  &lt;br /&gt;
&lt;br /&gt;
[[File:PIC25.png|400px]]&lt;br /&gt;
&lt;br /&gt;
*For '''Advanced Settings''', tick '''Store all content in a single file (UnrealPak)'''.&lt;br /&gt;
*Under '''Advanced Settings''', tick '''Generate Chunks'''.&lt;br /&gt;
*Tick '''Don't include editor content in the build'''.&lt;br /&gt;
*Choose '''Shipping''' as the '''Cooker build configuration''' configuration.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC26.png|400px]]&lt;br /&gt;
&lt;br /&gt;
*Under '''Package''', choose '''Package and store locally''' for '''How would you like to package the build?'''.&lt;br /&gt;
*Adjust the '''Local Directory Path''' if you wish. That's the location where the packaged project will end up in. (Default is under you `/MyProject/Saved/StageBuilds/` folder)&lt;br /&gt;
*Under '''Deploy''', choose '''Do not deploy''' for '''How would you like to deploy the build?'''.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC27.png|400px]]&lt;br /&gt;
&lt;br /&gt;
When all your settings are adjusted, hit the *Back* button in the top right corner of the window. Now you can launch the profile via the button on the very right.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC28.png|400px]]&lt;br /&gt;
&lt;br /&gt;
The Project Launcher will show you the progress and the output logs. Depending on the size and complexity of your level, as well as your system specs, this can take anywhere from a few seconds to a few hours.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC29.png|400px]]&lt;br /&gt;
&lt;br /&gt;
When the process has finished, take a look at the directory where the build was saved. By default, it's in your project folder `\Saved\StagedBuilds`. For each platform you built, you'll find a separate folder like `WindowsNoEditor` and `LinuxNoEditor`. Navigate to `\WindowsNoEditor\MyProject\Content\Paks`, where you'll find several .pak files. Pakchunk0 is the base content of your packaged project. Your level is in a pakchunk with the number you specified in the primary asset label, for example *pakchunk1*.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC30.png]]&lt;br /&gt;
&lt;br /&gt;
You need to rename your .pak file to match the name of your level, for example *MyLevel.pak*. This is the file that needs to be distributed to any game server and any client that wants to play the level.&lt;br /&gt;
&lt;br /&gt;
There are many reasons why packaging your project might fail. It is not the purpose of this guide to help you understand and fix any errors you might get. Check the error messages in the log and refer to the Unreal Engine documentation, UE4 forums, UE4 Discord, Google or the CMM Discord.&lt;br /&gt;
&lt;br /&gt;
==Additional notes==&lt;br /&gt;
&lt;br /&gt;
===Performance Considerations===&lt;br /&gt;
You are responsible for the performance of your own level. Keep in mind that there might be 10+ players in your level at the same time, while you might only test alone.&lt;br /&gt;
Performance profiling and optimization is a very complex topic, you can read more about that here: https://docs.unrealengine.com/4.26/en-US/TestingAndOptimization/PerformanceAndProfiling/&lt;br /&gt;
&lt;br /&gt;
===Version/Source control===&lt;br /&gt;
&lt;br /&gt;
The Unreal Editor and Engine are very powerful and complex tools. While simply working on levels, the Editor is quite stable, but every once in a while there might be crashes. For your own benefit, it is advisable to use version/source control like Git, SVN or Perforce, even when working alone. Version control can be used completely offline, without the need to sync to a remote server, or online to enable collaboration.&lt;br /&gt;
Git + Git lfs, as well as SVN, are completely free.&lt;br /&gt;
Version/Source control can be used outside of the unreal Engine, or integrated with it, you can read more about that here: https://docs.unrealengine.com/4.26/en-US/Basics/SourceControl/&lt;br /&gt;
&lt;br /&gt;
===Runtime plugins===&lt;br /&gt;
Currently, the only supported runtime plugin is the Substance Painter plugin by Adobe. &lt;br /&gt;
&lt;br /&gt;
[https://www.unrealengine.com/marketplace/en-US/product/substance-plugin Substance UE4 plugin]&lt;br /&gt;
&lt;br /&gt;
==Happy Mapping :)==&lt;br /&gt;
For example maps, models, textures and materials, take a look at the [[JohnnyEnglish Urt5 Mapping Tutorials]]&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
Full credits should go to FS|CMM|HappyDay, he designed and coded most of the mapping plugin. Additional code by FS|Neon and FS|HolyCrap. Thanks to all the testers who took the time to test this plugin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Watch the video==&lt;br /&gt;
&amp;lt;youtube&amp;gt;HmmEmfqoud0&amp;lt;/youtube&amp;gt;&lt;/div&gt;</summary>
		<author><name>John</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=JohnnyEnglish_tutorial_Icy_maps&amp;diff=2607</id>
		<title>JohnnyEnglish tutorial Icy maps</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=JohnnyEnglish_tutorial_Icy_maps&amp;diff=2607"/>
				<updated>2021-08-30T13:28:50Z</updated>
		
		<summary type="html">&lt;p&gt;John: Created page with &amp;quot;==Introduction==&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;/div&gt;</summary>
		<author><name>John</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=JohnnyEnglish_tutorial_Jump_maps&amp;diff=2606</id>
		<title>JohnnyEnglish tutorial Jump maps</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=JohnnyEnglish_tutorial_Jump_maps&amp;diff=2606"/>
				<updated>2021-08-30T13:24:49Z</updated>
		
		<summary type="html">&lt;p&gt;John: Created page with &amp;quot;==Introduction== If you intend to make a jump map for UrT5, there are no real limits. Previous entity limits may have prevented more ambitious UrT4 maps and certainly UrT4 map...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
If you intend to make a jump map for UrT5, there are no real limits. Previous entity limits may have prevented more ambitious UrT4 maps and certainly UrT4 maps had to respect limits.&lt;/div&gt;</summary>
		<author><name>John</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=JohnnyEnglish_Urt5_Mapping_Tutorials&amp;diff=2605</id>
		<title>JohnnyEnglish Urt5 Mapping Tutorials</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=JohnnyEnglish_Urt5_Mapping_Tutorials&amp;diff=2605"/>
				<updated>2021-08-30T13:22:32Z</updated>
		
		<summary type="html">&lt;p&gt;John: /* Where to start? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
These tutorials are based on my personal experiences of making maps for '''Urban Terror 5''' and the processes I've developed to make the task as efficient and enjoyable as possible. Like a lot of people I started making maps for Urban Terror using the radiant editor, so I understand that moving to a new tool set and way of working can be very challenging at first.&lt;br /&gt;
&lt;br /&gt;
The basic tool you will use to replace Radiant will be the [[https://www.unrealengine.com/en-US/unreal Unreal Editor 4]], this may soon be replaced by version 5, but not at the time of writing.&lt;br /&gt;
&lt;br /&gt;
Unreal editor has a very complete BSP brush editor, similar to Radiant and if you prefer to limit your mapping to using this system, that is fine. You will be able to make efficient maps in a similar fashion to Radiant, my tutorials will focus mostly on using Blender to construct first your '''grey box''' and later your final, detailed map.&lt;br /&gt;
&lt;br /&gt;
[https://docs.unrealengine.com/4.26/en-US/Basics/Actors/Brushes/ More information about using UE4 Brushes]&lt;br /&gt;
&lt;br /&gt;
==Tools that I use==&lt;br /&gt;
&lt;br /&gt;
To layout and construct a map for Urt5 you will need [[https://www.unrealengine.com/en-US/download Unreal Editor 4]], it's free and a very solid, feature rich editor that has pretty much everything you'll ever need to create great maps.&lt;br /&gt;
&lt;br /&gt;
Additionally you will need [[The Urt5 Official Mapping plugin]] for Urt5.&lt;br /&gt;
&lt;br /&gt;
For basic map construction, models and animations I would recommend taking the time to learn [[https://www.blender.org/ Blender]]. &lt;br /&gt;
&lt;br /&gt;
For texture work, if you can afford Photoshop, use that. A free alternative is [[https://www.gimp.org/ Gimp]], both have Normal Map generators and you'll use this feature quite often for materials (shaders) creation.&lt;br /&gt;
&lt;br /&gt;
==Where to start?==&lt;br /&gt;
&lt;br /&gt;
Once you have a working UE4/Urt5 mapping environment installed and configured (if not see the [[The Urt5 Official Mapping plugin]] documentation) and install Blender.&lt;br /&gt;
&lt;br /&gt;
The next step very much depends on whether you will be building a map from scratch, or converting an existing map. I'll try to cover both topics separately for the initial stages.&lt;br /&gt;
&lt;br /&gt;
These tutorial reflect my own personal workflow and the techniques I use may not be the best, I've learned mostly through experience, trial and error. At the time of writing these tutorials I've worked on the following Urt5 maps using Blender and UE4 daily for several years:&lt;br /&gt;
&lt;br /&gt;
*'''Tohunga''' Urt4 to Urt5 conversion with Krasus, Lizart, Delirium and others.&lt;br /&gt;
*'''Turnpike''' Urt4 to Urt5 conversion with Krasus, Lizart, |NV|S and others.&lt;br /&gt;
*'''Oaks''' Urt4 to Urt5 conversion.&lt;br /&gt;
*'''Uptown''' Urt4 to Urt5 conversion with Krasus, Lizart and others&lt;br /&gt;
*'''Orbital''' Urt4 to Urt5 conversion with Krasus, Markinho, Krotal and others.&lt;br /&gt;
*'''SkyLines''' a Urt5 jump training map for beginners.&lt;br /&gt;
*'''Chateau''' a new Urt5 map by Krasus&lt;br /&gt;
*'''Uranus''' Urt4 to Urt5 jump map conversion (interior only)&lt;br /&gt;
*'''SkeetTowers''' a Urt5 Skeet Competition map.&lt;br /&gt;
*'''BST-Jumps''' Urt4 to Urt5 conversion with Noxxty.&lt;br /&gt;
&lt;br /&gt;
And other unfinished projects. &lt;br /&gt;
&lt;br /&gt;
==The tutorials==&lt;br /&gt;
&lt;br /&gt;
These tutorials will step through the process I use to build a Urt5 3rd party map, they will not be not be tutorials on '''How to use UE4''' or '''How to use Blender''', you will need to learn that for yourself.&lt;br /&gt;
&lt;br /&gt;
I do however include everything you will need to build your version of the tutorial map if you want to follow along. &lt;br /&gt;
&lt;br /&gt;
*[[JohnnyEnglish tutorial Creating a new Urt5 map]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Converting an existing map to Urt5]]&lt;br /&gt;
&lt;br /&gt;
*[[JohnnyEnglish tutorial Working with UE4]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Working with UE4 Materials]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Working with UE4 More details]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Working with UE4 Improved lighting]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Make a Model for the Urt5 tutorial map]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Adding Models to the Urt5 tutorial map]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Detailing the Urt5 tutorial map]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Migrating projects]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Adding Urt5 mapping entities to the Urt5 tutorial map]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Packing the tutorial map]]&lt;br /&gt;
&lt;br /&gt;
*[[JohnnyEnglish tutorial Jump maps]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Icy maps]]&lt;br /&gt;
&lt;br /&gt;
*[[JohnnyEnglish tutorial downloads|Download the files you need to follow along with this project]]&lt;/div&gt;</summary>
		<author><name>John</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=JohnnyEnglish_Urt5_Mapping_Tutorials&amp;diff=2604</id>
		<title>JohnnyEnglish Urt5 Mapping Tutorials</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=JohnnyEnglish_Urt5_Mapping_Tutorials&amp;diff=2604"/>
				<updated>2021-08-22T06:44:23Z</updated>
		
		<summary type="html">&lt;p&gt;John: /* Where to start? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
These tutorials are based on my personal experiences of making maps for '''Urban Terror 5''' and the processes I've developed to make the task as efficient and enjoyable as possible. Like a lot of people I started making maps for Urban Terror using the radiant editor, so I understand that moving to a new tool set and way of working can be very challenging at first.&lt;br /&gt;
&lt;br /&gt;
The basic tool you will use to replace Radiant will be the [[https://www.unrealengine.com/en-US/unreal Unreal Editor 4]], this may soon be replaced by version 5, but not at the time of writing.&lt;br /&gt;
&lt;br /&gt;
Unreal editor has a very complete BSP brush editor, similar to Radiant and if you prefer to limit your mapping to using this system, that is fine. You will be able to make efficient maps in a similar fashion to Radiant, my tutorials will focus mostly on using Blender to construct first your '''grey box''' and later your final, detailed map.&lt;br /&gt;
&lt;br /&gt;
[https://docs.unrealengine.com/4.26/en-US/Basics/Actors/Brushes/ More information about using UE4 Brushes]&lt;br /&gt;
&lt;br /&gt;
==Tools that I use==&lt;br /&gt;
&lt;br /&gt;
To layout and construct a map for Urt5 you will need [[https://www.unrealengine.com/en-US/download Unreal Editor 4]], it's free and a very solid, feature rich editor that has pretty much everything you'll ever need to create great maps.&lt;br /&gt;
&lt;br /&gt;
Additionally you will need [[The Urt5 Official Mapping plugin]] for Urt5.&lt;br /&gt;
&lt;br /&gt;
For basic map construction, models and animations I would recommend taking the time to learn [[https://www.blender.org/ Blender]]. &lt;br /&gt;
&lt;br /&gt;
For texture work, if you can afford Photoshop, use that. A free alternative is [[https://www.gimp.org/ Gimp]], both have Normal Map generators and you'll use this feature quite often for materials (shaders) creation.&lt;br /&gt;
&lt;br /&gt;
==Where to start?==&lt;br /&gt;
&lt;br /&gt;
Once you have a working UE4/Urt5 mapping environment installed and configured (if not see the [[The Urt5 Official Mapping plugin]] documentation) and install Blender.&lt;br /&gt;
&lt;br /&gt;
The next step very much depends on whether you will be building a map from scratch, or converting an existing map. I'll try to cover both topics separately for the initial stages.&lt;br /&gt;
&lt;br /&gt;
These tutorial reflect my own personal workflow and the techniques I use may not be the best, I've learned mostly through experience, trial and error. At the time of writing these tutorials I've worked on the following Urt5 maps using Blender and UE4 daily for several years:&lt;br /&gt;
&lt;br /&gt;
*'''Tohunga''' Urt4 to Urt5 conversion with Krasus, Lizart, Delirium and others.&lt;br /&gt;
*'''Turnpike''' Urt4 to Urt5 conversion with Krasus, Lizart, |NV|S and others.&lt;br /&gt;
*'''Oaks''' Urt4 to Urt5 conversion.&lt;br /&gt;
*'''Uptown''' Urt4 to Urt5 conversion with Krasus, Lizart and others&lt;br /&gt;
*'''Orbital''' Urt4 to Urt5 conversion with Krasus, Markinho, Krotal and others.&lt;br /&gt;
*'''SkyLines''' a Urt5 jump training map for beginners.&lt;br /&gt;
*'''Chateau''' a new Urt5 map by Krasus&lt;br /&gt;
*'''Uranus''' Urt4 to Urt5 jump map conversion (interior only)&lt;br /&gt;
*'''SkeetTowers''' a Urt5 Skeet Competition map.&lt;br /&gt;
*'''BST-Jumps''' Urt4 to Urt5 conversion with Noxxty.&lt;br /&gt;
&lt;br /&gt;
And other unfinished projects. &lt;br /&gt;
&lt;br /&gt;
These tutorials will step through the process I use to build a Urt5 3rd party map, they will not be not be tutorials on '''How to use UE4''' or '''How to use Blender''', you will need to learn that for yourself.&lt;br /&gt;
&lt;br /&gt;
I do however include everything you will need to build your version of the tutorial map if you want to follow along. &lt;br /&gt;
&lt;br /&gt;
*[[JohnnyEnglish tutorial Creating a new Urt5 map]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Converting an existing map to Urt5]]&lt;br /&gt;
&lt;br /&gt;
*[[JohnnyEnglish tutorial Working with UE4]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Working with UE4 Materials]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Working with UE4 More details]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Working with UE4 Improved lighting]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Make a Model for the Urt5 tutorial map]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Adding Models to the Urt5 tutorial map]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Detailing the Urt5 tutorial map]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Migrating projects]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Adding Urt5 mapping entities to the Urt5 tutorial map]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Packing the tutorial map]]&lt;br /&gt;
&lt;br /&gt;
*[[JohnnyEnglish tutorial downloads|Download the files you need to follow along with this project]]&lt;/div&gt;</summary>
		<author><name>John</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=From_.pk3_to_.fbx_using_other_tools_and_Blender&amp;diff=2603</id>
		<title>From .pk3 to .fbx using other tools and Blender</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=From_.pk3_to_.fbx_using_other_tools_and_Blender&amp;diff=2603"/>
				<updated>2021-08-22T06:37:06Z</updated>
		
		<summary type="html">&lt;p&gt;John: /* Step 3 - Scale your new .fbx file */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
This process will quickly convert an existing map (pk3) to something suitable for use in UE4.&lt;br /&gt;
&lt;br /&gt;
==Kroniks method from FS Website==&lt;br /&gt;
&lt;br /&gt;
===Hello fellow UrT mappers!!===&lt;br /&gt;
&lt;br /&gt;
I'm here with a brand new way to get started mapping in UE4! With a converter tool I found, as well as a scaling tool I made myself, it now takes less than 10 minutes to export any UrT 4.x map and import it into UE4 and see how it looks (well it took 10 mins with an SSD and a 2017 i7. HappyDay said it took 3 hours on a standard HDD). &lt;br /&gt;
&lt;br /&gt;
For a proper conversion, there is still lots of work that is required to make the map load quickly and get decent FPS, however the conversion will provide an excellent basis for importing the map into whatever editor you decide to use for the cleanup.&lt;br /&gt;
&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
This process has a few system requirements and dependencies that will need to be installed first.&lt;br /&gt;
&lt;br /&gt;
*Windows 64 bit&lt;br /&gt;
*Python 3&lt;br /&gt;
&lt;br /&gt;
The conversion tool only runs on 64 bit windows, and you will need Python 3 installed to run my scaling tool.&lt;br /&gt;
&lt;br /&gt;
===Step 1 - Unzip your map files===&lt;br /&gt;
&lt;br /&gt;
The first step in this process is to remove all the map files from the pk3. First you need to rename the .pk3 to a .zip to be able to extract the map files. &lt;br /&gt;
&lt;br /&gt;
Then you must extract all the folders inside the .zip file to your q3ut4 directory.&lt;br /&gt;
&lt;br /&gt;
Once that is done, open up the 'map' folder inside the q3ut4 folder and get the name of the .bsp file. This may not be the same as the name of the .pk3 so you need to make sure you know the correct file name.&lt;br /&gt;
&lt;br /&gt;
===Step 2 - Download and run the q3converter tool===&lt;br /&gt;
Go ahead and download the converter tool [https://goo.gl/h7tDT1 here]&lt;br /&gt;
&lt;br /&gt;
Once you have the .zip file downloaded, extract the converter tool. &lt;br /&gt;
&lt;br /&gt;
Open up a command prompt (or Power Shell) window in the same folder as the q3converter_x64.exe. Then run the following command:&lt;br /&gt;
&lt;br /&gt;
q3converter_x64.exe -gamepath &amp;quot;C:/Path/To/UrbanTerror/&amp;quot; q3ut4 -outdir &amp;quot;C:/Path/to/store/converted/mapfiles/&amp;quot; -file &amp;quot;maps/mapname.bsp&amp;quot; -bsp_nosky&lt;br /&gt;
&lt;br /&gt;
The -bsp_nosky flag removes the skybox which is not usable in UE4.&lt;br /&gt;
&lt;br /&gt;
Now you should have some folders in &amp;quot;C:/Path/to/store/converted/mapfiles/&amp;quot;. One of them is the 'maps' folder which should now contain 'mapname.fbx'. FBX files are vary versatile and can be imported into just about any 3D editor. Now, do take note that it creates an ascii .fbx file. FBX files can either be ascii or they can be binary files. Blender, can only import binary files, so once you scale the map to UrT scale, then you will have to convert the fbx to a binary to import it into blender. The UE4 editor doesn't care though and can import the ascii .fbx files just fine.&lt;br /&gt;
&lt;br /&gt;
===Step 3 - Scale your new .fbx file===&lt;br /&gt;
&lt;br /&gt;
The .fbx file that the q3converter outputs is already scaled to the correct size for Quake 3 maps, however UrT maps are not the same scale as Quake 3 maps. In Quake 3 the player is 56 inches tall, however in UrT the player is 72 inches tall. So 56/72 gives us a scaling factor of 1.2857&lt;br /&gt;
&lt;br /&gt;
So to scale the entire map up by 1.2857 I created a tool using python that can scale ascii .fbx files by a given scale factor. You can download my python tool here: https://github.com/KroniK907/ScaleFBX&lt;br /&gt;
&lt;br /&gt;
Once you download the ScaleFBX.py, go ahead and run the following in command line or power shell:&lt;br /&gt;
&lt;br /&gt;
python ScaleFBX.py &amp;quot;C:/Path/to/mapname.fbx&amp;quot; &amp;quot;C:/Path/to/output/mapname_scaled.fbx&amp;quot; --scale 1.2857&lt;br /&gt;
&lt;br /&gt;
Note: ''This step may not be required if you prefer (like me) to process the model further in Blender, all rescaling can be performed there.''&lt;br /&gt;
&lt;br /&gt;
===Step 4 - The last one===&lt;br /&gt;
&lt;br /&gt;
Now that you have a properly scaled .fbx, you can do whatever you want with it. You can import it directly into UE4 and walk around in it and see how bad old textures look even in a new engine, you can import it into your favorite 3D modeling software and work on the rebuild process, or you could even open it in UE4 and use it as the basis for rebuilding it using UE4 brushes.&lt;br /&gt;
&lt;br /&gt;
Now, if you are going to use Blender as your map modeling tool of choice, then you will need to convert the .fbx into a binary format. Autodesk (the creators of the FBX format) have a neat little tool that you can use to convert the ascii fbx file to a binary fbx file. You can download that tool here: http://usa.autodesk....112&amp;amp;id=22694909&lt;br /&gt;
&lt;br /&gt;
Hope this helps streamline the conversion process for everyone!!&lt;/div&gt;</summary>
		<author><name>John</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=From_.pk3_to_.fbx_using_other_tools_and_Blender&amp;diff=2602</id>
		<title>From .pk3 to .fbx using other tools and Blender</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=From_.pk3_to_.fbx_using_other_tools_and_Blender&amp;diff=2602"/>
				<updated>2021-08-22T06:36:43Z</updated>
		
		<summary type="html">&lt;p&gt;John: /* Step 3 - Scale your new .fbx file */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
This process will quickly convert an existing map (pk3) to something suitable for use in UE4.&lt;br /&gt;
&lt;br /&gt;
==Kroniks method from FS Website==&lt;br /&gt;
&lt;br /&gt;
===Hello fellow UrT mappers!!===&lt;br /&gt;
&lt;br /&gt;
I'm here with a brand new way to get started mapping in UE4! With a converter tool I found, as well as a scaling tool I made myself, it now takes less than 10 minutes to export any UrT 4.x map and import it into UE4 and see how it looks (well it took 10 mins with an SSD and a 2017 i7. HappyDay said it took 3 hours on a standard HDD). &lt;br /&gt;
&lt;br /&gt;
For a proper conversion, there is still lots of work that is required to make the map load quickly and get decent FPS, however the conversion will provide an excellent basis for importing the map into whatever editor you decide to use for the cleanup.&lt;br /&gt;
&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
This process has a few system requirements and dependencies that will need to be installed first.&lt;br /&gt;
&lt;br /&gt;
*Windows 64 bit&lt;br /&gt;
*Python 3&lt;br /&gt;
&lt;br /&gt;
The conversion tool only runs on 64 bit windows, and you will need Python 3 installed to run my scaling tool.&lt;br /&gt;
&lt;br /&gt;
===Step 1 - Unzip your map files===&lt;br /&gt;
&lt;br /&gt;
The first step in this process is to remove all the map files from the pk3. First you need to rename the .pk3 to a .zip to be able to extract the map files. &lt;br /&gt;
&lt;br /&gt;
Then you must extract all the folders inside the .zip file to your q3ut4 directory.&lt;br /&gt;
&lt;br /&gt;
Once that is done, open up the 'map' folder inside the q3ut4 folder and get the name of the .bsp file. This may not be the same as the name of the .pk3 so you need to make sure you know the correct file name.&lt;br /&gt;
&lt;br /&gt;
===Step 2 - Download and run the q3converter tool===&lt;br /&gt;
Go ahead and download the converter tool [https://goo.gl/h7tDT1 here]&lt;br /&gt;
&lt;br /&gt;
Once you have the .zip file downloaded, extract the converter tool. &lt;br /&gt;
&lt;br /&gt;
Open up a command prompt (or Power Shell) window in the same folder as the q3converter_x64.exe. Then run the following command:&lt;br /&gt;
&lt;br /&gt;
q3converter_x64.exe -gamepath &amp;quot;C:/Path/To/UrbanTerror/&amp;quot; q3ut4 -outdir &amp;quot;C:/Path/to/store/converted/mapfiles/&amp;quot; -file &amp;quot;maps/mapname.bsp&amp;quot; -bsp_nosky&lt;br /&gt;
&lt;br /&gt;
The -bsp_nosky flag removes the skybox which is not usable in UE4.&lt;br /&gt;
&lt;br /&gt;
Now you should have some folders in &amp;quot;C:/Path/to/store/converted/mapfiles/&amp;quot;. One of them is the 'maps' folder which should now contain 'mapname.fbx'. FBX files are vary versatile and can be imported into just about any 3D editor. Now, do take note that it creates an ascii .fbx file. FBX files can either be ascii or they can be binary files. Blender, can only import binary files, so once you scale the map to UrT scale, then you will have to convert the fbx to a binary to import it into blender. The UE4 editor doesn't care though and can import the ascii .fbx files just fine.&lt;br /&gt;
&lt;br /&gt;
===Step 3 - Scale your new .fbx file===&lt;br /&gt;
&lt;br /&gt;
The .fbx file that the q3converter outputs is already scaled to the correct size for Quake 3 maps, however UrT maps are not the same scale as Quake 3 maps. In Quake 3 the player is 56 inches tall, however in UrT the player is 72 inches tall. So 56/72 gives us a scaling factor of 1.2857&lt;br /&gt;
&lt;br /&gt;
So to scale the entire map up by 1.2857 I created a tool using python that can scale ascii .fbx files by a given scale factor. You can download my python tool here: https://github.com/KroniK907/ScaleFBX&lt;br /&gt;
&lt;br /&gt;
Once you download the ScaleFBX.py, go ahead and run the following in command line or power shell:&lt;br /&gt;
&lt;br /&gt;
python ScaleFBX.py &amp;quot;C:/Path/to/mapname.fbx&amp;quot; &amp;quot;C:/Path/to/output/mapname_scaled.fbx&amp;quot; --scale 1.2857&lt;br /&gt;
&lt;br /&gt;
This step may not be required if you prefer (like me) to process the model further in Blender, all rescaling can be performed there.&lt;br /&gt;
&lt;br /&gt;
===Step 4 - The last one===&lt;br /&gt;
&lt;br /&gt;
Now that you have a properly scaled .fbx, you can do whatever you want with it. You can import it directly into UE4 and walk around in it and see how bad old textures look even in a new engine, you can import it into your favorite 3D modeling software and work on the rebuild process, or you could even open it in UE4 and use it as the basis for rebuilding it using UE4 brushes.&lt;br /&gt;
&lt;br /&gt;
Now, if you are going to use Blender as your map modeling tool of choice, then you will need to convert the .fbx into a binary format. Autodesk (the creators of the FBX format) have a neat little tool that you can use to convert the ascii fbx file to a binary fbx file. You can download that tool here: http://usa.autodesk....112&amp;amp;id=22694909&lt;br /&gt;
&lt;br /&gt;
Hope this helps streamline the conversion process for everyone!!&lt;/div&gt;</summary>
		<author><name>John</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=From_.pk3_to_.fbx_using_other_tools_and_Blender&amp;diff=2601</id>
		<title>From .pk3 to .fbx using other tools and Blender</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=From_.pk3_to_.fbx_using_other_tools_and_Blender&amp;diff=2601"/>
				<updated>2021-08-22T06:35:13Z</updated>
		
		<summary type="html">&lt;p&gt;John: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
This process will quickly convert an existing map (pk3) to something suitable for use in UE4.&lt;br /&gt;
&lt;br /&gt;
==Kroniks method from FS Website==&lt;br /&gt;
&lt;br /&gt;
===Hello fellow UrT mappers!!===&lt;br /&gt;
&lt;br /&gt;
I'm here with a brand new way to get started mapping in UE4! With a converter tool I found, as well as a scaling tool I made myself, it now takes less than 10 minutes to export any UrT 4.x map and import it into UE4 and see how it looks (well it took 10 mins with an SSD and a 2017 i7. HappyDay said it took 3 hours on a standard HDD). &lt;br /&gt;
&lt;br /&gt;
For a proper conversion, there is still lots of work that is required to make the map load quickly and get decent FPS, however the conversion will provide an excellent basis for importing the map into whatever editor you decide to use for the cleanup.&lt;br /&gt;
&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
This process has a few system requirements and dependencies that will need to be installed first.&lt;br /&gt;
&lt;br /&gt;
*Windows 64 bit&lt;br /&gt;
*Python 3&lt;br /&gt;
&lt;br /&gt;
The conversion tool only runs on 64 bit windows, and you will need Python 3 installed to run my scaling tool.&lt;br /&gt;
&lt;br /&gt;
===Step 1 - Unzip your map files===&lt;br /&gt;
&lt;br /&gt;
The first step in this process is to remove all the map files from the pk3. First you need to rename the .pk3 to a .zip to be able to extract the map files. &lt;br /&gt;
&lt;br /&gt;
Then you must extract all the folders inside the .zip file to your q3ut4 directory.&lt;br /&gt;
&lt;br /&gt;
Once that is done, open up the 'map' folder inside the q3ut4 folder and get the name of the .bsp file. This may not be the same as the name of the .pk3 so you need to make sure you know the correct file name.&lt;br /&gt;
&lt;br /&gt;
===Step 2 - Download and run the q3converter tool===&lt;br /&gt;
Go ahead and download the converter tool [https://goo.gl/h7tDT1 here]&lt;br /&gt;
&lt;br /&gt;
Once you have the .zip file downloaded, extract the converter tool. &lt;br /&gt;
&lt;br /&gt;
Open up a command prompt (or Power Shell) window in the same folder as the q3converter_x64.exe. Then run the following command:&lt;br /&gt;
&lt;br /&gt;
q3converter_x64.exe -gamepath &amp;quot;C:/Path/To/UrbanTerror/&amp;quot; q3ut4 -outdir &amp;quot;C:/Path/to/store/converted/mapfiles/&amp;quot; -file &amp;quot;maps/mapname.bsp&amp;quot; -bsp_nosky&lt;br /&gt;
&lt;br /&gt;
The -bsp_nosky flag removes the skybox which is not usable in UE4.&lt;br /&gt;
&lt;br /&gt;
Now you should have some folders in &amp;quot;C:/Path/to/store/converted/mapfiles/&amp;quot;. One of them is the 'maps' folder which should now contain 'mapname.fbx'. FBX files are vary versatile and can be imported into just about any 3D editor. Now, do take note that it creates an ascii .fbx file. FBX files can either be ascii or they can be binary files. Blender, can only import binary files, so once you scale the map to UrT scale, then you will have to convert the fbx to a binary to import it into blender. The UE4 editor doesn't care though and can import the ascii .fbx files just fine.&lt;br /&gt;
&lt;br /&gt;
===Step 3 - Scale your new .fbx file===&lt;br /&gt;
&lt;br /&gt;
The .fbx file that the q3converter outputs is already scaled to the correct size for Quake 3 maps, however UrT maps are not the same scale as Quake 3 maps. In Quake 3 the player is 56 inches tall, however in UrT the player is 72 inches tall. So 56/72 gives us a scaling factor of 1.2857&lt;br /&gt;
&lt;br /&gt;
So to scale the entire map up by 1.2857 I created a tool using python that can scale ascii .fbx files by a given scale factor. You can download my python tool here: https://github.com/KroniK907/ScaleFBX&lt;br /&gt;
&lt;br /&gt;
Once you download the ScaleFBX.py, go ahead and run the following in command line or power shell:&lt;br /&gt;
&lt;br /&gt;
python ScaleFBX.py &amp;quot;C:/Path/to/mapname.fbx&amp;quot; &amp;quot;C:/Path/to/output/mapname_scaled.fbx&amp;quot; --scale 1.2857&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Step 4 - The last one===&lt;br /&gt;
&lt;br /&gt;
Now that you have a properly scaled .fbx, you can do whatever you want with it. You can import it directly into UE4 and walk around in it and see how bad old textures look even in a new engine, you can import it into your favorite 3D modeling software and work on the rebuild process, or you could even open it in UE4 and use it as the basis for rebuilding it using UE4 brushes.&lt;br /&gt;
&lt;br /&gt;
Now, if you are going to use Blender as your map modeling tool of choice, then you will need to convert the .fbx into a binary format. Autodesk (the creators of the FBX format) have a neat little tool that you can use to convert the ascii fbx file to a binary fbx file. You can download that tool here: http://usa.autodesk....112&amp;amp;id=22694909&lt;br /&gt;
&lt;br /&gt;
Hope this helps streamline the conversion process for everyone!!&lt;/div&gt;</summary>
		<author><name>John</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=From_.pk3_to_.fbx_using_other_tools_and_Blender&amp;diff=2600</id>
		<title>From .pk3 to .fbx using other tools and Blender</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=From_.pk3_to_.fbx_using_other_tools_and_Blender&amp;diff=2600"/>
				<updated>2021-08-22T06:33:42Z</updated>
		
		<summary type="html">&lt;p&gt;John: /* Kroniks method from FS Website */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Kroniks method from FS Website==&lt;br /&gt;
&lt;br /&gt;
===Hello fellow UrT mappers!!===&lt;br /&gt;
&lt;br /&gt;
I'm here with a brand new way to get started mapping in UE4! With a converter tool I found, as well as a scaling tool I made myself, it now takes less than 10 minutes to export any UrT 4.x map and import it into UE4 and see how it looks (well it took 10 mins with an SSD and a 2017 i7. HappyDay said it took 3 hours on a standard HDD). &lt;br /&gt;
&lt;br /&gt;
For a proper conversion, there is still lots of work that is required to make the map load quickly and get decent FPS, however the conversion will provide an excellent basis for importing the map into whatever editor you decide to use for the cleanup.&lt;br /&gt;
&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
This process has a few system requirements and dependencies that will need to be installed first.&lt;br /&gt;
&lt;br /&gt;
*Windows 64 bit&lt;br /&gt;
*Python 3&lt;br /&gt;
&lt;br /&gt;
The conversion tool only runs on 64 bit windows, and you will need Python 3 installed to run my scaling tool.&lt;br /&gt;
&lt;br /&gt;
===Step 1 - Unzip your map files===&lt;br /&gt;
&lt;br /&gt;
The first step in this process is to remove all the map files from the pk3. First you need to rename the .pk3 to a .zip to be able to extract the map files. &lt;br /&gt;
&lt;br /&gt;
Then you must extract all the folders inside the .zip file to your q3ut4 directory.&lt;br /&gt;
&lt;br /&gt;
Once that is done, open up the 'map' folder inside the q3ut4 folder and get the name of the .bsp file. This may not be the same as the name of the .pk3 so you need to make sure you know the correct file name.&lt;br /&gt;
&lt;br /&gt;
===Step 2 - Download and run the q3converter tool===&lt;br /&gt;
Go ahead and download the converter tool [https://goo.gl/h7tDT1 here]&lt;br /&gt;
&lt;br /&gt;
Once you have the .zip file downloaded, extract the converter tool. &lt;br /&gt;
&lt;br /&gt;
Open up a command prompt (or Power Shell) window in the same folder as the q3converter_x64.exe. Then run the following command:&lt;br /&gt;
&lt;br /&gt;
q3converter_x64.exe -gamepath &amp;quot;C:/Path/To/UrbanTerror/&amp;quot; q3ut4 -outdir &amp;quot;C:/Path/to/store/converted/mapfiles/&amp;quot; -file &amp;quot;maps/mapname.bsp&amp;quot; -bsp_nosky&lt;br /&gt;
&lt;br /&gt;
The -bsp_nosky flag removes the skybox which is not usable in UE4.&lt;br /&gt;
&lt;br /&gt;
Now you should have some folders in &amp;quot;C:/Path/to/store/converted/mapfiles/&amp;quot;. One of them is the 'maps' folder which should now contain 'mapname.fbx'. FBX files are vary versatile and can be imported into just about any 3D editor. Now, do take note that it creates an ascii .fbx file. FBX files can either be ascii or they can be binary files. Blender, can only import binary files, so once you scale the map to UrT scale, then you will have to convert the fbx to a binary to import it into blender. The UE4 editor doesn't care though and can import the ascii .fbx files just fine.&lt;br /&gt;
&lt;br /&gt;
===Step 3 - Scale your new .fbx file===&lt;br /&gt;
&lt;br /&gt;
The .fbx file that the q3converter outputs is already scaled to the correct size for Quake 3 maps, however UrT maps are not the same scale as Quake 3 maps. In Quake 3 the player is 56 inches tall, however in UrT the player is 72 inches tall. So 56/72 gives us a scaling factor of 1.2857&lt;br /&gt;
&lt;br /&gt;
So to scale the entire map up by 1.2857 I created a tool using python that can scale ascii .fbx files by a given scale factor. You can download my python tool here: https://github.com/KroniK907/ScaleFBX&lt;br /&gt;
&lt;br /&gt;
Once you download the ScaleFBX.py, go ahead and run the following in command line or power shell:&lt;br /&gt;
&lt;br /&gt;
python ScaleFBX.py &amp;quot;C:/Path/to/mapname.fbx&amp;quot; &amp;quot;C:/Path/to/output/mapname_scaled.fbx&amp;quot; --scale 1.2857&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Step 4 - The last one===&lt;br /&gt;
&lt;br /&gt;
Now that you have a properly scaled .fbx, you can do whatever you want with it. You can import it directly into UE4 and walk around in it and see how bad old textures look even in a new engine, you can import it into your favorite 3D modeling software and work on the rebuild process, or you could even open it in UE4 and use it as the basis for rebuilding it using UE4 brushes.&lt;br /&gt;
&lt;br /&gt;
Now, if you are going to use Blender as your map modeling tool of choice, then you will need to convert the .fbx into a binary format. Autodesk (the creators of the FBX format) have a neat little tool that you can use to convert the ascii fbx file to a binary fbx file. You can download that tool here: http://usa.autodesk....112&amp;amp;id=22694909&lt;br /&gt;
&lt;br /&gt;
Hope this helps streamline the conversion process for everyone!!&lt;/div&gt;</summary>
		<author><name>John</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=From_.pk3_to_.fbx_using_other_tools_and_Blender&amp;diff=2599</id>
		<title>From .pk3 to .fbx using other tools and Blender</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=From_.pk3_to_.fbx_using_other_tools_and_Blender&amp;diff=2599"/>
				<updated>2021-08-22T06:29:30Z</updated>
		
		<summary type="html">&lt;p&gt;John: Created page with &amp;quot;==Introduction==     ==Kroniks method from FS Website==  Hello fellow UrT mappers!!  I'm here with a brand new way to get started mapping in UE4! With a converter tool I found...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Kroniks method from FS Website==&lt;br /&gt;
&lt;br /&gt;
Hello fellow UrT mappers!!&lt;br /&gt;
&lt;br /&gt;
I'm here with a brand new way to get started mapping in UE4! With a converter tool I found, as well as a scaling tool I made myself, it now takes less than 10 minutes to export any UrT 4.x map and import it into UE4 and see how it looks (well it took 10 mins with an SSD and a 2017 i7. HappyDay said it took 3 hours on a standard HDD) . For a proper conversion, there is still lots of work that is required to make the map load quickly and get decent FPS, however the conversion will provide an excellent basis for importing the map into whatever editor you decide to use for the cleanup.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prerequisites&lt;br /&gt;
This process has a few system requirements and dependencies that will need to be installed first.&lt;br /&gt;
&lt;br /&gt;
Windows 64 bit&lt;br /&gt;
Python 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The conversion tool only runs on 64 bit windows, and you will need Python 3 installed to run my scaling tool.&lt;br /&gt;
&lt;br /&gt;
Step 1 - Unzip your map files&lt;br /&gt;
&lt;br /&gt;
The first step in this process is to remove all the map files from the pk3. First you need to rename the .pk3 to a .zip to be able to extract the map files. Then you must extract all the folders inside the .zip file to your q3ut4 directory.&lt;br /&gt;
&lt;br /&gt;
Once that is done, open up the 'map' folder inside the q3ut4 folder and get the name of the .bsp file. This may not be the same as the name of the .pk3 so you need to make sure you know the correct file name.&lt;br /&gt;
&lt;br /&gt;
Step 2 - Download and run the q3converter tool&lt;br /&gt;
&lt;br /&gt;
Go ahead and download the converter tool here: https://goo.gl/h7tDT1&lt;br /&gt;
&lt;br /&gt;
Once you have the .zip file downloaded, extract the converter tool. Then open up a command prompt (or Power Shell) window in the same folder as the q3converter_x64.exe. Then run the following command:&lt;br /&gt;
&lt;br /&gt;
q3converter_x64.exe -gamepath &amp;quot;C:/Path/To/UrbanTerror/&amp;quot; q3ut4 -outdir &amp;quot;C:/Path/to/store/converted/mapfiles/&amp;quot; -file &amp;quot;maps/mapname.bsp&amp;quot; -bsp_nosky&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The -bsp_nosky flag removes the skybox which is not usable in UE4.&lt;br /&gt;
&lt;br /&gt;
Now you should have some folders in &amp;quot;C:/Path/to/store/converted/mapfiles/&amp;quot;. One of them is the 'maps' folder which should now contain 'mapname.fbx'. FBX files are vary versatile and can be imported into just about any 3D editor. Now, do take note that it creates an ascii .fbx file. FBX files can either be ascii or they can be binary files. Blender, can only import binary files, so once you scale the map to UrT scale, then you will have to convert the fbx to a binary to import it into blender. The UE4 editor doesn't care though and can import the ascii .fbx files just fine.&lt;br /&gt;
&lt;br /&gt;
Step 3 - Scale your new .fbx file&lt;br /&gt;
&lt;br /&gt;
The .fbx file that the q3converter outputs is already scaled to the correct size for Quake 3 maps, however UrT maps are not the same scale as Quake 3 maps. In Quake 3 the player is 56 inches tall, however in UrT the player is 72 inches tall. So 56/72 gives us a scaling factor of 1.2857&lt;br /&gt;
&lt;br /&gt;
So to scale the entire map up by 1.2857 I created a tool using python that can scale ascii .fbx files by a given scale factor. You can download my python tool here: https://github.com/KroniK907/ScaleFBX&lt;br /&gt;
&lt;br /&gt;
Once you download the ScaleFBX.py, go ahead and run the following in command line or power shell:&lt;br /&gt;
&lt;br /&gt;
python ScaleFBX.py &amp;quot;C:/Path/to/mapname.fbx&amp;quot; &amp;quot;C:/Path/to/output/mapname_scaled.fbx&amp;quot; --scale 1.2857&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 4 - The last one&lt;br /&gt;
&lt;br /&gt;
Now that you have a properly scaled .fbx, you can do whatever you want with it. You can import it directly into UE4 and walk around in it and see how bad old textures look even in a new engine, you can import it into your favorite 3D modeling software and work on the rebuild process, or you could even open it in UE4 and use it as the basis for rebuilding it using UE4 brushes.&lt;br /&gt;
&lt;br /&gt;
Now, if you are going to use Blender as your map modeling tool of choice, then you will need to convert the .fbx into a binary format. Autodesk (the creators of the FBX format) have a neat little tool that you can use to convert the ascii fbx file to a binary fbx file. You can download that tool here: http://usa.autodesk....112&amp;amp;id=22694909&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hope this helps streamline the conversion process for everyone!!&lt;/div&gt;</summary>
		<author><name>John</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=From_.map_to_.fbx_using_Blender&amp;diff=2598</id>
		<title>From .map to .fbx using Blender</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=From_.map_to_.fbx_using_Blender&amp;diff=2598"/>
				<updated>2021-08-22T06:28:27Z</updated>
		
		<summary type="html">&lt;p&gt;John: Created page with &amp;quot;==Introduction==  Before we start, understand that converting your existing UrT4 map to UrT5 is a long-term project. It's possible to convert a map very quickly using a set of...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
Before we start, understand that converting your existing UrT4 map to UrT5 is a long-term project. It's possible to convert a map very quickly using a set of tools provided by the community, see [https://www.urbanterror.info/forums/topic/35131-map-conversion-tool-and-conversion-process-windows-only/ Kroniks method on the UrbanTerror Forum]&lt;/div&gt;</summary>
		<author><name>John</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=JohnnyEnglish_Urt5_Mapping_Tutorials&amp;diff=2597</id>
		<title>JohnnyEnglish Urt5 Mapping Tutorials</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=JohnnyEnglish_Urt5_Mapping_Tutorials&amp;diff=2597"/>
				<updated>2021-08-22T06:24:21Z</updated>
		
		<summary type="html">&lt;p&gt;John: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
These tutorials are based on my personal experiences of making maps for '''Urban Terror 5''' and the processes I've developed to make the task as efficient and enjoyable as possible. Like a lot of people I started making maps for Urban Terror using the radiant editor, so I understand that moving to a new tool set and way of working can be very challenging at first.&lt;br /&gt;
&lt;br /&gt;
The basic tool you will use to replace Radiant will be the [[https://www.unrealengine.com/en-US/unreal Unreal Editor 4]], this may soon be replaced by version 5, but not at the time of writing.&lt;br /&gt;
&lt;br /&gt;
Unreal editor has a very complete BSP brush editor, similar to Radiant and if you prefer to limit your mapping to using this system, that is fine. You will be able to make efficient maps in a similar fashion to Radiant, my tutorials will focus mostly on using Blender to construct first your '''grey box''' and later your final, detailed map.&lt;br /&gt;
&lt;br /&gt;
[https://docs.unrealengine.com/4.26/en-US/Basics/Actors/Brushes/ More information about using UE4 Brushes]&lt;br /&gt;
&lt;br /&gt;
==Tools that I use==&lt;br /&gt;
&lt;br /&gt;
To layout and construct a map for Urt5 you will need [[https://www.unrealengine.com/en-US/download Unreal Editor 4]], it's free and a very solid, feature rich editor that has pretty much everything you'll ever need to create great maps.&lt;br /&gt;
&lt;br /&gt;
Additionally you will need [[The Urt5 Official Mapping plugin]] for Urt5.&lt;br /&gt;
&lt;br /&gt;
For basic map construction, models and animations I would recommend taking the time to learn [[https://www.blender.org/ Blender]]. &lt;br /&gt;
&lt;br /&gt;
For texture work, if you can afford Photoshop, use that. A free alternative is [[https://www.gimp.org/ Gimp]], both have Normal Map generators and you'll use this feature quite often for materials (shaders) creation.&lt;br /&gt;
&lt;br /&gt;
==Where to start?==&lt;br /&gt;
&lt;br /&gt;
Once you have a working UE4/Urt5 mapping environment installed and configured (if not see the [[The Urt5 Official Mapping plugin]] documentation) and install Blender.&lt;br /&gt;
&lt;br /&gt;
The next step very much depends on whether you will be building a map from scratch, or converting an existing map. I'll try to cover both topics separately for the initial stages.&lt;br /&gt;
&lt;br /&gt;
These tutorial reflect my own personal workflow and the techniques I use may not be the best, I've learned mostly through experience, trial and error. At the time of writing these tutorials I've worked on the following Urt5 maps using Blender and UE4 daily for several years:&lt;br /&gt;
&lt;br /&gt;
*Tohunga Urt4 to Urt5 conversion with Krasus, Lizart, Delirium and others.&lt;br /&gt;
*Turnpike Urt4 to Urt5 conversion with Krasus, Lizart, |NV|S and others.&lt;br /&gt;
*Oaks Urt4 to Urt5 conversion.&lt;br /&gt;
*Uptown Urt4 to Urt5 conversion with Krasus, Lizart and others&lt;br /&gt;
*Orbital Urt4 to Urt5 conversion with Krasus, Markinho, Krotal and others.&lt;br /&gt;
*SkyLines a Urt5 jump training map for beginners.&lt;br /&gt;
*Chateau a new Urt5 map by Krasus&lt;br /&gt;
*Uranus Urt4 to Urt5 jump map conversion (interior only)&lt;br /&gt;
*SkeetTowers a Urt5 Skeet Competition map.&lt;br /&gt;
*BST-Jumps Urt4 to Urt5 conversion with Noxxty.&lt;br /&gt;
&lt;br /&gt;
And other unfinished projects. &lt;br /&gt;
&lt;br /&gt;
These tutorials will step through the process I use to build a Urt5 3rd party map, they will not be not be tutorials on '''How to use UE4''' or '''How to use Blender''', you will need to learn that for yourself.&lt;br /&gt;
&lt;br /&gt;
I do however include everything you will need to build your version of the tutorial map if you want to follow along. &lt;br /&gt;
&lt;br /&gt;
*[[JohnnyEnglish tutorial Creating a new Urt5 map]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Converting an existing map to Urt5]]&lt;br /&gt;
&lt;br /&gt;
*[[JohnnyEnglish tutorial Working with UE4]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Working with UE4 Materials]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Working with UE4 More details]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Working with UE4 Improved lighting]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Make a Model for the Urt5 tutorial map]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Adding Models to the Urt5 tutorial map]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Detailing the Urt5 tutorial map]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Migrating projects]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Adding Urt5 mapping entities to the Urt5 tutorial map]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Packing the tutorial map]]&lt;br /&gt;
&lt;br /&gt;
*[[JohnnyEnglish tutorial downloads|Download the files you need to follow along with this project]]&lt;/div&gt;</summary>
		<author><name>John</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=JohnnyEnglish_Urt5_Mapping_Tutorials&amp;diff=2596</id>
		<title>JohnnyEnglish Urt5 Mapping Tutorials</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=JohnnyEnglish_Urt5_Mapping_Tutorials&amp;diff=2596"/>
				<updated>2021-08-22T06:24:05Z</updated>
		
		<summary type="html">&lt;p&gt;John: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
These tutorials are based on my personal experiences of making maps for '''Urban Terror 5''' and the processes I've developed to make the task as efficient and enjoyable as possible. Like a lot of people I started making maps for Urban Terror using the radiant editor, so I understand that moving to a new tool set and way of working can be very challenging at first.&lt;br /&gt;
&lt;br /&gt;
The basic tool you will use to replace Radiant will be the [[https://www.unrealengine.com/en-US/unreal Unreal Editor 4]], this may soon be replaced by version 5, but not at the time of writing.&lt;br /&gt;
&lt;br /&gt;
Unreal editor has a very complete BSP brush editor, similar to Radiant and if you prefer to limit your mapping to using this system, that is fine. You will be able to make efficient maps in a similar fashion to Radiant, my tutorials will focus mostly on using Blender to construct first your '''grey box''' and later your final, detailed map.&lt;br /&gt;
&lt;br /&gt;
[https://docs.unrealengine.com/4.26/en-US/Basics/Actors/Brushes/ For more information about using UE4 Brushes]&lt;br /&gt;
&lt;br /&gt;
==Tools that I use==&lt;br /&gt;
&lt;br /&gt;
To layout and construct a map for Urt5 you will need [[https://www.unrealengine.com/en-US/download Unreal Editor 4]], it's free and a very solid, feature rich editor that has pretty much everything you'll ever need to create great maps.&lt;br /&gt;
&lt;br /&gt;
Additionally you will need [[The Urt5 Official Mapping plugin]] for Urt5.&lt;br /&gt;
&lt;br /&gt;
For basic map construction, models and animations I would recommend taking the time to learn [[https://www.blender.org/ Blender]]. &lt;br /&gt;
&lt;br /&gt;
For texture work, if you can afford Photoshop, use that. A free alternative is [[https://www.gimp.org/ Gimp]], both have Normal Map generators and you'll use this feature quite often for materials (shaders) creation.&lt;br /&gt;
&lt;br /&gt;
==Where to start?==&lt;br /&gt;
&lt;br /&gt;
Once you have a working UE4/Urt5 mapping environment installed and configured (if not see the [[The Urt5 Official Mapping plugin]] documentation) and install Blender.&lt;br /&gt;
&lt;br /&gt;
The next step very much depends on whether you will be building a map from scratch, or converting an existing map. I'll try to cover both topics separately for the initial stages.&lt;br /&gt;
&lt;br /&gt;
These tutorial reflect my own personal workflow and the techniques I use may not be the best, I've learned mostly through experience, trial and error. At the time of writing these tutorials I've worked on the following Urt5 maps using Blender and UE4 daily for several years:&lt;br /&gt;
&lt;br /&gt;
*Tohunga Urt4 to Urt5 conversion with Krasus, Lizart, Delirium and others.&lt;br /&gt;
*Turnpike Urt4 to Urt5 conversion with Krasus, Lizart, |NV|S and others.&lt;br /&gt;
*Oaks Urt4 to Urt5 conversion.&lt;br /&gt;
*Uptown Urt4 to Urt5 conversion with Krasus, Lizart and others&lt;br /&gt;
*Orbital Urt4 to Urt5 conversion with Krasus, Markinho, Krotal and others.&lt;br /&gt;
*SkyLines a Urt5 jump training map for beginners.&lt;br /&gt;
*Chateau a new Urt5 map by Krasus&lt;br /&gt;
*Uranus Urt4 to Urt5 jump map conversion (interior only)&lt;br /&gt;
*SkeetTowers a Urt5 Skeet Competition map.&lt;br /&gt;
*BST-Jumps Urt4 to Urt5 conversion with Noxxty.&lt;br /&gt;
&lt;br /&gt;
And other unfinished projects. &lt;br /&gt;
&lt;br /&gt;
These tutorials will step through the process I use to build a Urt5 3rd party map, they will not be not be tutorials on '''How to use UE4''' or '''How to use Blender''', you will need to learn that for yourself.&lt;br /&gt;
&lt;br /&gt;
I do however include everything you will need to build your version of the tutorial map if you want to follow along. &lt;br /&gt;
&lt;br /&gt;
*[[JohnnyEnglish tutorial Creating a new Urt5 map]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Converting an existing map to Urt5]]&lt;br /&gt;
&lt;br /&gt;
*[[JohnnyEnglish tutorial Working with UE4]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Working with UE4 Materials]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Working with UE4 More details]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Working with UE4 Improved lighting]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Make a Model for the Urt5 tutorial map]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Adding Models to the Urt5 tutorial map]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Detailing the Urt5 tutorial map]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Migrating projects]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Adding Urt5 mapping entities to the Urt5 tutorial map]]&lt;br /&gt;
*[[JohnnyEnglish tutorial Packing the tutorial map]]&lt;br /&gt;
&lt;br /&gt;
*[[JohnnyEnglish tutorial downloads|Download the files you need to follow along with this project]]&lt;/div&gt;</summary>
		<author><name>John</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=JohnnyEnglish_tutorial_Packing_the_tutorial_map&amp;diff=2595</id>
		<title>JohnnyEnglish tutorial Packing the tutorial map</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=JohnnyEnglish_tutorial_Packing_the_tutorial_map&amp;diff=2595"/>
				<updated>2021-08-22T06:02:00Z</updated>
		
		<summary type="html">&lt;p&gt;John: Created page with &amp;quot;==Introduction==  If you want to use your map in the real world, you will first have to cook and pack it, this is similar to packing your UrT4 maps, but different.  ==Cooking...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
If you want to use your map in the real world, you will first have to cook and pack it, this is similar to packing your UrT4 maps, but different.&lt;br /&gt;
&lt;br /&gt;
==Cooking and packaging your level==&lt;br /&gt;
Once your level is complete (or you want to test it in Urban Terror 5), you have to package your project. Since the Unreal Editor is a tool to create entire games, not just levels, there is no single-click button to just export a single level. You'll have to create a complete packaged version of 'your game project' and tell the editor to package your level in a separate file. The package containing only your level and its assets can eventually be loaded by Urban Terror 5.&lt;br /&gt;
&lt;br /&gt;
In UE4, by default, the entire game project is packaged into a single .pak file. There are several methods to tell the engine to split up the content into multiple .paks. For this purpose, using a Primary Asset Label is the most sensible way to do it.&lt;br /&gt;
&lt;br /&gt;
*Create a new asset label in the root folder of your level in your project's folder by right-clicking in the content browser and choosing *Miscellaneous* → *Data Asset* and selecting *PrimaryAssetLabel* in the popup. &lt;br /&gt;
&lt;br /&gt;
[[File:PIC18.png|400px]]&lt;br /&gt;
&lt;br /&gt;
[[File:PIC19.png|400px]]&lt;br /&gt;
&lt;br /&gt;
*Open the asset label and adjust the settings&lt;br /&gt;
*Set the *Priority* to any value higher than 0 (for example 1000).&lt;br /&gt;
*Tick *Apply Recursively*.&lt;br /&gt;
*Set the *Chunk ID* to any value higher than 0 (for example 1).&lt;br /&gt;
*In the *Explicit Assets* array, add a new element and select your main level.  &lt;br /&gt;
&lt;br /&gt;
[[File:PIC20.png|400px]]&lt;br /&gt;
&lt;br /&gt;
By explicitly choosing your main level and applying the chunk ID recursively, your level and all assets referenced by it will be packaged into a separate .pak file (for example pak1), while the rest of your game project will by default end up in pak0.&lt;br /&gt;
&lt;br /&gt;
In addition to making sure that your level is packaged in a separate file, you also need to make sure that no unwanted content is included in your .pak file. Actors from the mapping plugin will get packaged in your .pak file unless you exclude the mapping plugin from getting packaged. To do that, open the project settings and add `/UrbanTerrorMapping` to *Project* → *Packaging* → (Show Advanced) → *Directories to never cook*.&lt;br /&gt;
While in this menu, also ensure that *Share Material Shader Code* is NOT ticked.&lt;br /&gt;
All the other packaging settings are irrelevant since we are going to set them up via the project launcher.  &lt;br /&gt;
&lt;br /&gt;
After correctly setting up the Primary Asset Label and the directories to never cook, you can now finally package your project.&lt;br /&gt;
If you are packaging on a Windows machine and also wish to cross-compile for Linux, Linux support can be added to the Unreal Engine by installing the appropriate toolchain; available here https://docs.unrealengine.com/en-US/Platforms/Linux/GettingStarted/index.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Open the Project Launcher via '''Window''' → '''Project Launcher''' &lt;br /&gt;
&lt;br /&gt;
[[File:PIC22.png|400px]]&lt;br /&gt;
 &lt;br /&gt;
*Create a new custom launch profile via the little + button. &lt;br /&gt;
&lt;br /&gt;
[[File:PIC23.png|400px]]&lt;br /&gt;
&lt;br /&gt;
*Double click on New Profile 0 to rename the profile (to for example ''TrainingRooms Windows Shipping'').&lt;br /&gt;
*Under '''Project''', select your project as the project for this launch profile. If you browse, pick your '''TrainingRooms.uproject''' file.&lt;br /&gt;
*Under '''Build''', on the right hand side, select '''Build'''.&lt;br /&gt;
*Choose '''Shipping''' as the build configuration.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC24.png|400px]]&lt;br /&gt;
&lt;br /&gt;
*Under '''Cook''', on the right side, choose '''By the book''' for ''How would you like to cook the content?''.&lt;br /&gt;
*Choose '''WindowsNoEditor''' for *Cooked Platforms*.&lt;br /&gt;
*Choose your main level file only for '''Cooked Maps''' (sub-levels will be included automatically).  &lt;br /&gt;
&lt;br /&gt;
[[File:PIC25.png|400px]]&lt;br /&gt;
&lt;br /&gt;
*For '''Advanced Settings''', tick '''Store all content in a single file (UnrealPak)'''.&lt;br /&gt;
*Under '''Advanced Settings''', tick '''Generate Chunks'''.&lt;br /&gt;
*Tick '''Don't include editor content in the build'''.&lt;br /&gt;
*Choose '''Shipping''' as the '''Cooker build configuration''' configuration.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC26.png|400px]]&lt;br /&gt;
&lt;br /&gt;
*Under '''Package''', choose '''Package and store locally''' for '''How would you like to package the build?'''.&lt;br /&gt;
*Adjust the '''Local Directory Path''' if you wish. That's the location where the packaged project will end up in. (Default is under you `/TrainingRooms/Saved/StageBuilds/` folder)&lt;br /&gt;
*Under '''Deploy''', choose '''Do not deploy''' for '''How would you like to deploy the build?'''.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC27.png|400px]]&lt;br /&gt;
&lt;br /&gt;
When all your settings are adjusted, hit the *Back* button in the top right corner of the window. Now you can launch the profile via the button on the very right.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC28.png|400px]]&lt;br /&gt;
&lt;br /&gt;
The Project Launcher will show you the progress and the output logs. Depending on the size and complexity of your level, as well as your system specs, this can take anywhere from a few seconds to a few hours.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC29.png|400px]]&lt;br /&gt;
&lt;br /&gt;
When the process has finished, take a look at the directory where the build was saved. By default, it's in your project folder `\Saved\StagedBuilds`. For each platform you built, you'll find a separate folder like `WindowsNoEditor` and `LinuxNoEditor`. Navigate to `\WindowsNoEditor\TrainingRooms\Content\Paks`, where you'll find several .pak files. Pakchunk0 is the base content of your packaged project. Your level is in a pakchunk with the number you specified in the primary asset label, for example *pakchunk1*.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC30.png]]&lt;br /&gt;
&lt;br /&gt;
You need to rename your .pak file to match the name of your level, for example *TrainingRooms.pak*. This is the file that needs to be distributed to any game server and any client that wants to play the level.&lt;br /&gt;
&lt;br /&gt;
There are many reasons why packaging your project might fail. It is not the purpose of this guide to help you understand and fix any errors you might get. Check the error messages in the log and refer to the Unreal Engine documentation, UE4 forums, UE4 Discord, Google or the CMM Discord.&lt;/div&gt;</summary>
		<author><name>John</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=JohnnyEnglish_tutorial_downloads&amp;diff=2594</id>
		<title>JohnnyEnglish tutorial downloads</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=JohnnyEnglish_tutorial_downloads&amp;diff=2594"/>
				<updated>2021-08-22T05:49:59Z</updated>
		
		<summary type="html">&lt;p&gt;John: /* Tutorial Blender Files */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
I've included everything you need to follow along with this tutorial in 3 separate files.&lt;br /&gt;
&lt;br /&gt;
==Tutorial Blender Files==&lt;br /&gt;
&lt;br /&gt;
I've included the Blender (2.93) files I've used to make the tutorial map and some of the tutorial models. &lt;br /&gt;
&lt;br /&gt;
These will be available to download soon.&lt;br /&gt;
&lt;br /&gt;
==Tutorial models and textures==&lt;br /&gt;
This pack contains all the models (.FBX) and several sets of textures (BC, N, M and R), feel free to use these in any way you like.&lt;br /&gt;
&lt;br /&gt;
==Tutorial UE4 Project (1)==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tutorial UE4 Project (final)==&lt;br /&gt;
This is the complete and final version of the CMM TrainingRooms tutorial map.&lt;br /&gt;
&lt;br /&gt;
==CMM Blender to UE4 helper==&lt;br /&gt;
&lt;br /&gt;
[http://www.custommapmakers.org/dl/downloads/addon_CMMUE4.zip CMM UE4 helper tool for Blender]&lt;br /&gt;
&lt;br /&gt;
For more information about this tool see the topic [[CMM UE4 helper tool for Blender]]&lt;br /&gt;
&lt;br /&gt;
==CMM Player proxy models==&lt;br /&gt;
&lt;br /&gt;
Download the CMM Player proxy models for Blender and UE4 mapping&lt;br /&gt;
&lt;br /&gt;
[http://www.custommapmakers.org/dl/downloads/CMMUrt5MappingHelpers.zip CMM Player Proxy Models]&lt;br /&gt;
&lt;br /&gt;
==The Official UrT5 Mapping Plugin==&lt;br /&gt;
To add UrT5 entities to your maps (player start, flags, etc) you will need to download the [http://www.custommapmakers.org/dl/downloads/UrbanTerrorMapping.zip Official UrT5 Mapping Plugin]&lt;/div&gt;</summary>
		<author><name>John</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=JohnnyEnglish_tutorial_downloads&amp;diff=2593</id>
		<title>JohnnyEnglish tutorial downloads</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=JohnnyEnglish_tutorial_downloads&amp;diff=2593"/>
				<updated>2021-08-22T05:47:18Z</updated>
		
		<summary type="html">&lt;p&gt;John: /* CMM Player proxy models */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
I've included everything you need to follow along with this tutorial in 3 separate files.&lt;br /&gt;
&lt;br /&gt;
==Tutorial Blender Files==&lt;br /&gt;
&lt;br /&gt;
I've included the Blender (2.93) files I've used to make the tutorial map and some of the tutorial models. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DOWNLOAD HERE&lt;br /&gt;
&lt;br /&gt;
==Tutorial models and textures==&lt;br /&gt;
This pack contains all the models (.FBX) and several sets of textures (BC, N, M and R), feel free to use these in any way you like.&lt;br /&gt;
&lt;br /&gt;
==Tutorial UE4 Project (1)==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tutorial UE4 Project (final)==&lt;br /&gt;
This is the complete and final version of the CMM TrainingRooms tutorial map.&lt;br /&gt;
&lt;br /&gt;
==CMM Blender to UE4 helper==&lt;br /&gt;
&lt;br /&gt;
[http://www.custommapmakers.org/dl/downloads/addon_CMMUE4.zip CMM UE4 helper tool for Blender]&lt;br /&gt;
&lt;br /&gt;
For more information about this tool see the topic [[CMM UE4 helper tool for Blender]]&lt;br /&gt;
&lt;br /&gt;
==CMM Player proxy models==&lt;br /&gt;
&lt;br /&gt;
Download the CMM Player proxy models for Blender and UE4 mapping&lt;br /&gt;
&lt;br /&gt;
[http://www.custommapmakers.org/dl/downloads/CMMUrt5MappingHelpers.zip CMM Player Proxy Models]&lt;br /&gt;
&lt;br /&gt;
==The Official UrT5 Mapping Plugin==&lt;br /&gt;
To add UrT5 entities to your maps (player start, flags, etc) you will need to download the [http://www.custommapmakers.org/dl/downloads/UrbanTerrorMapping.zip Official UrT5 Mapping Plugin]&lt;/div&gt;</summary>
		<author><name>John</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=JohnnyEnglish_tutorial_downloads&amp;diff=2592</id>
		<title>JohnnyEnglish tutorial downloads</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=JohnnyEnglish_tutorial_downloads&amp;diff=2592"/>
				<updated>2021-08-22T05:45:56Z</updated>
		
		<summary type="html">&lt;p&gt;John: /* CMM Blender to UE4 helper */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
I've included everything you need to follow along with this tutorial in 3 separate files.&lt;br /&gt;
&lt;br /&gt;
==Tutorial Blender Files==&lt;br /&gt;
&lt;br /&gt;
I've included the Blender (2.93) files I've used to make the tutorial map and some of the tutorial models. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DOWNLOAD HERE&lt;br /&gt;
&lt;br /&gt;
==Tutorial models and textures==&lt;br /&gt;
This pack contains all the models (.FBX) and several sets of textures (BC, N, M and R), feel free to use these in any way you like.&lt;br /&gt;
&lt;br /&gt;
==Tutorial UE4 Project (1)==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tutorial UE4 Project (final)==&lt;br /&gt;
This is the complete and final version of the CMM TrainingRooms tutorial map.&lt;br /&gt;
&lt;br /&gt;
==CMM Blender to UE4 helper==&lt;br /&gt;
&lt;br /&gt;
[http://www.custommapmakers.org/dl/downloads/addon_CMMUE4.zip CMM UE4 helper tool for Blender]&lt;br /&gt;
&lt;br /&gt;
For more information about this tool see the topic [[CMM UE4 helper tool for Blender]]&lt;br /&gt;
&lt;br /&gt;
==CMM Player proxy models==&lt;br /&gt;
&lt;br /&gt;
CMMUrt5MappingHelpers.zip&lt;br /&gt;
&lt;br /&gt;
==The Official UrT5 Mapping Plugin==&lt;br /&gt;
To add UrT5 entities to your maps (player start, flags, etc) you will need to download the [http://www.custommapmakers.org/dl/downloads/UrbanTerrorMapping.zip Official UrT5 Mapping Plugin]&lt;/div&gt;</summary>
		<author><name>John</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=JohnnyEnglish_tutorial_downloads&amp;diff=2591</id>
		<title>JohnnyEnglish tutorial downloads</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=JohnnyEnglish_tutorial_downloads&amp;diff=2591"/>
				<updated>2021-08-22T05:45:32Z</updated>
		
		<summary type="html">&lt;p&gt;John: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
I've included everything you need to follow along with this tutorial in 3 separate files.&lt;br /&gt;
&lt;br /&gt;
==Tutorial Blender Files==&lt;br /&gt;
&lt;br /&gt;
I've included the Blender (2.93) files I've used to make the tutorial map and some of the tutorial models. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DOWNLOAD HERE&lt;br /&gt;
&lt;br /&gt;
==Tutorial models and textures==&lt;br /&gt;
This pack contains all the models (.FBX) and several sets of textures (BC, N, M and R), feel free to use these in any way you like.&lt;br /&gt;
&lt;br /&gt;
==Tutorial UE4 Project (1)==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tutorial UE4 Project (final)==&lt;br /&gt;
This is the complete and final version of the CMM TrainingRooms tutorial map.&lt;br /&gt;
&lt;br /&gt;
==CMM Blender to UE4 helper==&lt;br /&gt;
&lt;br /&gt;
[http://www.custommapmakers.org/dl/downloads/addon_CMMUE4.zip CMM UE4 helper tool for Blender]&lt;br /&gt;
&lt;br /&gt;
[[CMM UE4 helper tool for Blender]]&lt;br /&gt;
&lt;br /&gt;
==CMM Player proxy models==&lt;br /&gt;
&lt;br /&gt;
CMMUrt5MappingHelpers.zip&lt;br /&gt;
&lt;br /&gt;
==The Official UrT5 Mapping Plugin==&lt;br /&gt;
To add UrT5 entities to your maps (player start, flags, etc) you will need to download the [http://www.custommapmakers.org/dl/downloads/UrbanTerrorMapping.zip Official UrT5 Mapping Plugin]&lt;/div&gt;</summary>
		<author><name>John</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=The_Urt5_Official_Mapping_plugin&amp;diff=2590</id>
		<title>The Urt5 Official Mapping plugin</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=The_Urt5_Official_Mapping_plugin&amp;diff=2590"/>
				<updated>2021-08-22T05:40:15Z</updated>
		
		<summary type="html">&lt;p&gt;John: /* Downloading the Urban Terror Mapping Plugin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide explains the steps required to install the ''FrozenSand'' - '''Urban Terror Mapping Plugin''', and configure the Unreal Engine, to facilitate the creation of custom levels (maps) for '''Urban Terror 5: Resurgence'''.&lt;br /&gt;
&lt;br /&gt;
Be aware that the Engine takes a lot of disk space (G0 GB+), and maybe 5 to 10 GB for a Level. &lt;br /&gt;
&lt;br /&gt;
(This guide is for Windows. Some steps will vary on Linux.)&lt;br /&gt;
&lt;br /&gt;
==Getting Unreal Engine 4==&lt;br /&gt;
&lt;br /&gt;
'''Urban Terror''' is built upon '''Unreal Engine 4'''. To create a custom level you need to use the '''Unreal Editor'''. The first step is to download the editor. There are several ways to get the '''UE4 editor'''. The easiest is to download and install it through the '''Epic Games Launcher'''. &lt;br /&gt;
*Download the Epic Games Launcher: https://www.epicgames.com/store/download&lt;br /&gt;
*Start the Launcher.&lt;br /&gt;
*Log in with your existing Epic Games account or create a new account.&lt;br /&gt;
*Switch to the '''Library tab''' at the top of the launcher.&lt;br /&gt;
*Click the '''yellow plus sign''' to add a new engine version. &lt;br /&gt;
&lt;br /&gt;
[[File:PIC1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
*You need to use the same version that the '''Mapping Plugin''' was released for. That's currently 4.26.x (the patch version 'x' is not relevant for creating a custom levels, so use the latest).&lt;br /&gt;
&lt;br /&gt;
[[File:PIC2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
* Click '''Install'''. A new window should pop up that lets you choose the install location.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC3.png|600px]]&lt;br /&gt;
&lt;br /&gt;
*Click the '''Options''' button. Make sure to select Linux. Everything else doesn't matter and can be unchecked to save disk space. Click '''Apply''' to confirm your choices.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC4.png|600px]]&lt;br /&gt;
&lt;br /&gt;
*Click the '''Install''' button and wait for the Unreal Editor to download and install.&lt;br /&gt;
&lt;br /&gt;
==Setting up Your Project==&lt;br /&gt;
&lt;br /&gt;
===Creating a New Project===&lt;br /&gt;
Once you have the editor installed and ready to go, you need to create a new project.&lt;br /&gt;
&lt;br /&gt;
*Launch the editor by clicking on the '''launch''' button in the Epic Games Launcher, or using the desktop shortcut, and wait for the Unreal Project Browser to open.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC5.png|600px]]&lt;br /&gt;
&lt;br /&gt;
*Select '''Games category''' and click Next.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC6.png|600px]]&lt;br /&gt;
&lt;br /&gt;
*Select the '''Blank template''' and click Next.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC7.png|600px]]&lt;br /&gt;
&lt;br /&gt;
*Choose a path and a project name. The project name is not important for your level and won't appear anywhere once you have packaged your level. Choose something that makes sense to you. For this guide, we'll use ''MyProject''.&lt;br /&gt;
&lt;br /&gt;
*Adjust the project settings to be: '''Blueprint''', '''Maximum Quality''', '''Raytracing Disabled''', '''Desktop/Console''', '''No Starter Content'''.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC8.png|600px]]&lt;br /&gt;
&lt;br /&gt;
*Click the '''Create Project''' button and wait for the Editor to open your new project.&lt;br /&gt;
&lt;br /&gt;
==Downloading the Urban Terror Mapping Plugin==&lt;br /&gt;
&lt;br /&gt;
[http://www.custommapmakers.org/dl/downloads/UrbanTerrorMapping.zip Download the Official UrT5 Mapping Plugin from CMM]&lt;br /&gt;
&lt;br /&gt;
==Installing the Urban Terror Mapping Plugin==&lt;br /&gt;
Before started with your new project, there are some Urban Terror specific things to configure first. This includes the Urban Terror Mapping Plugin, some project settings, and the folder structure.&lt;br /&gt;
*Close the editor if you have it open.&lt;br /&gt;
*Download the '''Urban Terror Mapping Plugin''', see above.&lt;br /&gt;
*Open your file manager and navigate to '''your project''' folder.&lt;br /&gt;
*Check if there is a folder called '''Plugins''' in your project folder. If there isn't, create it.&lt;br /&gt;
*Unpack the '''UrbanTerrorMappingPlugin.zip''' file into the *Plugins* folder of your project.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC9.png]]&lt;br /&gt;
&lt;br /&gt;
The Unreal Engine has a lot of settings. When creating levels for Urban Terror, '''some of your settings should match the settings the game is using'''. You could go into the project settings in the editor and manually change them all, but there is a faster way to do that. Project settings are stored in ''MyProject/Config/DefaultEngine.ini''.&lt;br /&gt;
&lt;br /&gt;
*Navigate to ''MyProject/Config/'' folder and open the '''DefaultEngine.ini''' text file.&lt;br /&gt;
*Navigate to the ''MyProject/Plugins/UrbanTerrorMapping/'' folder and open the '''readMe.md''' text file.&lt;br /&gt;
*Copy the settings text from '''readMe.md''', and append it at the bottom of the '''DefaultEngine.ini''' file.&lt;br /&gt;
*Save and close the files.&lt;br /&gt;
&lt;br /&gt;
This will do a few things:&lt;br /&gt;
&lt;br /&gt;
* Override the default world settings class with the '''URTWorldSettings''' class from the Urban Terror Mapping plugin.  &lt;br /&gt;
This is required. Otherwise, the game will not load your level.&lt;br /&gt;
* Make your project use the forward rendering path. Urban Terror uses forward shading. In order for you to be able to correctly preview your assets and level the way they would be rendered in the actual game, you need to use forward shading for your project as well.&lt;br /&gt;
* Adjust some navigation settings. This allows you to preview any navmesh you might use the way it will be generated by the game at runtime.&lt;br /&gt;
* Add all the surface type definitions the game is using to your project. This enables you to correctly apply these surface types to the materials and meshes in your level.&lt;br /&gt;
* Add the custom collision pre-sets used in the game.&lt;br /&gt;
&lt;br /&gt;
==Folder Structure==&lt;br /&gt;
Now that your project settings are set up, it's time to open up your project again. This might take a while again. Most likely the engine needs to compile a lot of shaders because you switched to the forward renderer.&lt;br /&gt;
&lt;br /&gt;
Once your project is open, take a look at the content browser.&lt;br /&gt;
*Right-click on *Content* and create a new folder called *ThirdParty*.&lt;br /&gt;
*Inside the *ThirdParty* folder, create a new folder and give it a descriptive name. This is the folder that all the content of your custom level will be in. This name must also be used for your .pak file when you eventually package your level. So it is advised that you give it the name you intend to call your level. For this guide, we'll use **MyLevel**.&lt;br /&gt;
&lt;br /&gt;
How you structure your project inside your level folder is totally up to you. Here are just two common ways to organize the content of your level into subfolders:&lt;br /&gt;
&lt;br /&gt;
===Organizing by using a folder for each asset type===&lt;br /&gt;
&lt;br /&gt;
    |-- Content&lt;br /&gt;
        |-- ThirdParty&lt;br /&gt;
            |-- MyLevel&lt;br /&gt;
                |-- Audio        // contains all audio/sound files&lt;br /&gt;
                |-- Effects      // contains all particle/visual effects&lt;br /&gt;
                |-- Maps         // contains the map file(s)&lt;br /&gt;
                |-- Materials    // contains all materials used in the level by all art assets&lt;br /&gt;
                |-- Meshes       // contains all meshes used in the level&lt;br /&gt;
                |-- Textures     // contains all textures used in the level by all art assets&lt;br /&gt;
&lt;br /&gt;
===Organizing by creating a subfolder for each art asset. Meshes, materials, and textures are thrown together into the asset's folder.===&lt;br /&gt;
&lt;br /&gt;
    |-- Content&lt;br /&gt;
        |-- ThirdParty&lt;br /&gt;
            |-- MyLevel&lt;br /&gt;
                |-- Art                // contains all meshes, materials and textures in the level, sorted into meaningful subfolders for each asset&lt;br /&gt;
                |   |-- Industrial     &lt;br /&gt;
                |   |   |-- Buildings  // contains all wall, floor and other base building assets as well as their materials and textures&lt;br /&gt;
                |   |   |-- Machinery  // contains all machinery meshes and their materials and textures&lt;br /&gt;
                |   |   |-- Pipes      // contains all pipe meshes and their materials and textures&lt;br /&gt;
                |   |-- Nature&lt;br /&gt;
                |   |   |-- Rocks      // contains all rock meshes and their materials and textures&lt;br /&gt;
                |   |   |-- Trees      // contains all tree meshes and their materials and textures&lt;br /&gt;
                |-- Audio              // contains all audio/sound files&lt;br /&gt;
                |-- Effects            // contains all particle/visual effects&lt;br /&gt;
                |-- Maps               // contains the map file(s)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Keep in mind though, that there is a maximum file path length of 260 characters in UE4. So don't use too deeply nested folders, and keep your asset names reasonably short, otherwise, you won't be able to cook and package your level.&lt;br /&gt;
&lt;br /&gt;
==Working on Your Project==&lt;br /&gt;
&lt;br /&gt;
Creating a New level &lt;br /&gt;
&lt;br /&gt;
[[File:PIC10.png|600px]]&lt;br /&gt;
&lt;br /&gt;
With your project set up and ready to go, it's finally time to create your level.&lt;br /&gt;
*In the top menu bar select *File* → *New Level* → *Default*.&lt;br /&gt;
*Save the level in your *Maps* folder and give it the same name as you chose for the folder in the previous step.&lt;br /&gt;
&lt;br /&gt;
==Available and Restricted Features==&lt;br /&gt;
Now you can start importing assets and place them in your level. You can use almost all the tools and features that Unreal Engine offers, with a few exceptions. You can use static meshes, skeletal meshes, animations, particle systems, materials, material functions, material instances, landscapes, foliage actors, sound cues, attenuation classes, behaviour trees, etc.&lt;br /&gt;
&lt;br /&gt;
There is one major feature, which you cannot use though: Blueprints are a very powerful visual coding system that would allow you to alter almost any game logic and in a worst-case scenario also allows someone to run malicious code on the machines of other players who load their level. To keep the game experience consistent across all levels and to keep our players safe from harm, custom Blueprints have been disallowed. For the same reason, the Level Blueprint is disabled as well. If you package your level, and the pak file contains any Blueprint, the game will refuse to load your level. (more on the topic in *Cooking and packaging your level* later in this document). You are however allowed to use default engine Blueprints and Blueprints from the Urban Terror Mapping plugin, both of which will not actually be included in your packaged level file, but will reference content supplied with the game.&lt;br /&gt;
&lt;br /&gt;
==Working with the Urban Terror Mapping plugin==&lt;br /&gt;
The Urban Terror Mapping plugin provides you with all the necessary Blueprint classes specific to the game, for example: '''player starts''', '''location actors''', game mode specific actors, '''triggers for doors''', etc.&lt;br /&gt;
&lt;br /&gt;
To find the plugin in the Unreal Editor, you first need to enable the '''Show Plugin Content''' flag in the '''View options''' in the content browser. The plugin content is in '''UrbanTerrorMapping Content''' &lt;br /&gt;
&lt;br /&gt;
[[File:PIC11.png|600px]]&lt;br /&gt;
&lt;br /&gt;
There are three folders in the mapping plugin. All the actors you need to make your level a playable Urban Terror map are in the '''MappingTools''' folder. The assets folder contains all additional assets that the tools need. Finally, the DemoLevel folder contains the ''UrbanTerrorMappingDemo Level'' and all of the needed assets for that level. You can find a showcase of all the actors and features of the plugin in the demo level: ''/UrbanTerrorMapping/DemoLevel/UrbanTerrorMappingDemo''  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:PIC12.png|600px]]&lt;br /&gt;
&lt;br /&gt;
When dragging one of the mapping actors into the level, you will find an UrbanTerror section in the details panel that contains all the relevant variables for you to adjust. When you hover over the variable name, a tooltip will give some additional information.&lt;br /&gt;
&lt;br /&gt;
As mentioned above, most actors and features are covered by the demo level, but there is one class that needs to be mentioned here - the world settings class. If you recall, when setting up the project, we set the default world settings class name to UrbanTerrorMapping.URTWorldSettings. Open the world settings window via the menu bar in the UE4 Editor: *Window* → *World Settings*.&lt;br /&gt;
&lt;br /&gt;
If you do not see an UrbanTerror section in the world settings, your level is most likely not using the correct world settings class. Make sure the project uses the URTWorldSettings class by setting it via *Project Settings* → *Engine* → *General Settings* → *Default Classes* → *World Settings Class* (This should have been already set by adjusting the DefaultEngine.ini in a previous step). If the correct world settings class is set, you need to create a new level. The world settings class is assigned to a level asset when it is created. If you have already added actors to your level you can copy and paste them between levels by selecting them in the World Outliner and using the default copy/paste hotkeys (Ctrl+C, Ctrl+V).&lt;br /&gt;
&lt;br /&gt;
In the world settings, you'll find a few variables for information that will be shown in the game menu and loading screen about your level, like the map name, the author, etc. You'll also find game mode specifics. For each game mode that your level supports you need to add a new element and select the mode. Additionally, you can specify any number of sublevels per game mode. This allows you to have different map layouts, player starts, geometry or actors for each game mode.  &lt;br /&gt;
When adding additional levels via the *Levels* window, make sure their streaming method is set to *Blueprint*, which is the default. The name of sub-levels should start with you main level name, then something descriptive, for example *MyLevel_CTF*.&lt;br /&gt;
&lt;br /&gt;
(Work in progress) Level settings are being moved to a separate asset, in `/UrbanTerrorMapping/MappingTools/Game/` you will find *DA_MapData_MyMap*&lt;br /&gt;
&lt;br /&gt;
*Copy the *DA_MapData_MyMap* asset to your maps folder.&lt;br /&gt;
*Rename it to replace *MyMap* with the name of your Level.&lt;br /&gt;
*Open the asset and enter the same map details as used in WorldSettings.&lt;br /&gt;
*Save and close the MapData asset.&lt;br /&gt;
*Referenced *DA_MapData_MyMap* in the WorldSettings.&lt;br /&gt;
&lt;br /&gt;
==Cooking and packaging your level==&lt;br /&gt;
Once your level is complete (or you want to test it in Urban Terror 5), you have to package your project. Since the Unreal Editor is a tool to create entire games, not just levels, there is no single-click button to just export a single level. You'll have to create a complete packaged version of 'your game project' and tell the editor to package your level in a separate file. The package containing only your level and its assets can eventually be loaded by Urban Terror 5.&lt;br /&gt;
&lt;br /&gt;
In UE4, by default, the entire game project is packaged into a single .pak file. There are several methods to tell the engine to split up the content into multiple .paks. For this purpose, using a Primary Asset Label is the most sensible way to do it.&lt;br /&gt;
&lt;br /&gt;
*Create a new asset label in the root folder of your level in your project's folder by right-clicking in the content browser and choosing *Miscellaneous* → *Data Asset* and selecting *PrimaryAssetLabel* in the popup. &lt;br /&gt;
&lt;br /&gt;
[[File:PIC18.png|400px]]&lt;br /&gt;
&lt;br /&gt;
[[File:PIC19.png|400px]]&lt;br /&gt;
&lt;br /&gt;
*Open the asset label and adjust the settings&lt;br /&gt;
*Set the *Priority* to any value higher than 0 (for example 1000).&lt;br /&gt;
*Tick *Apply Recursively*.&lt;br /&gt;
*Set the *Chunk ID* to any value higher than 0 (for example 1).&lt;br /&gt;
*In the *Explicit Assets* array, add a new element and select your main level.  &lt;br /&gt;
&lt;br /&gt;
[[File:PIC20.png|400px]]&lt;br /&gt;
&lt;br /&gt;
By explicitly choosing your main level and applying the chunk ID recursively, your level and all assets referenced by it will be packaged into a separate .pak file (for example pak1), while the rest of your game project will by default end up in pak0.&lt;br /&gt;
&lt;br /&gt;
In addition to making sure that your level is packaged in a separate file, you also need to make sure that no unwanted content is included in your .pak file. Actors from the mapping plugin will get packaged in your .pak file unless you exclude the mapping plugin from getting packaged. To do that, open the project settings and add `/UrbanTerrorMapping` to *Project* → *Packaging* → (Show Advanced) → *Directories to never cook*.&lt;br /&gt;
While in this menu, also ensure that *Share Material Shader Code* is NOT ticked.&lt;br /&gt;
All the other packaging settings are irrelevant since we are going to set them up via the project launcher.  &lt;br /&gt;
&lt;br /&gt;
After correctly setting up the Primary Asset Label and the directories to never cook, you can now finally package your project.&lt;br /&gt;
If you are packaging on a Windows machine and also wish to cross-compile for Linux, Linux support can be added to the Unreal Engine by installing the appropriate toolchain; available here https://docs.unrealengine.com/en-US/Platforms/Linux/GettingStarted/index.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Open the Project Launcher via '''Window''' → '''Project Launcher''' &lt;br /&gt;
&lt;br /&gt;
[[File:PIC22.png|400px]]&lt;br /&gt;
 &lt;br /&gt;
*Create a new custom launch profile via the little + button. &lt;br /&gt;
&lt;br /&gt;
[[File:PIC23.png|400px]]&lt;br /&gt;
&lt;br /&gt;
*Double click on New Profile 0 to rename the profile (to for example ''MyProject Windows Shipping'').&lt;br /&gt;
*Under '''Project''', select your project as the project for this launch profile. If you browse, pick your '''MyProject.uproject''' file.&lt;br /&gt;
*Under '''Build''', on the right hand side, select '''Build'''.&lt;br /&gt;
*Choose '''Shipping''' as the build configuration.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC24.png|400px]]&lt;br /&gt;
&lt;br /&gt;
*Under '''Cook''', on the right side, choose '''By the book''' for ''How would you like to cook the content?''.&lt;br /&gt;
*Choose '''WindowsNoEditor''' for *Cooked Platforms*.&lt;br /&gt;
*Choose your main level file only for '''Cooked Maps''' (sub-levels will be included automatically).  &lt;br /&gt;
&lt;br /&gt;
[[File:PIC25.png|400px]]&lt;br /&gt;
&lt;br /&gt;
*For '''Advanced Settings''', tick '''Store all content in a single file (UnrealPak)'''.&lt;br /&gt;
*Under '''Advanced Settings''', tick '''Generate Chunks'''.&lt;br /&gt;
*Tick '''Don't include editor content in the build'''.&lt;br /&gt;
*Choose '''Shipping''' as the '''Cooker build configuration''' configuration.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC26.png|400px]]&lt;br /&gt;
&lt;br /&gt;
*Under '''Package''', choose '''Package and store locally''' for '''How would you like to package the build?'''.&lt;br /&gt;
*Adjust the '''Local Directory Path''' if you wish. That's the location where the packaged project will end up in. (Default is under you `/MyProject/Saved/StageBuilds/` folder)&lt;br /&gt;
*Under '''Deploy''', choose '''Do not deploy''' for '''How would you like to deploy the build?'''.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC27.png|400px]]&lt;br /&gt;
&lt;br /&gt;
When all your settings are adjusted, hit the *Back* button in the top right corner of the window. Now you can launch the profile via the button on the very right.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC28.png|400px]]&lt;br /&gt;
&lt;br /&gt;
The Project Launcher will show you the progress and the output logs. Depending on the size and complexity of your level, as well as your system specs, this can take anywhere from a few seconds to a few hours.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC29.png|400px]]&lt;br /&gt;
&lt;br /&gt;
When the process has finished, take a look at the directory where the build was saved. By default, it's in your project folder `\Saved\StagedBuilds`. For each platform you built, you'll find a separate folder like `WindowsNoEditor` and `LinuxNoEditor`. Navigate to `\WindowsNoEditor\MyProject\Content\Paks`, where you'll find several .pak files. Pakchunk0 is the base content of your packaged project. Your level is in a pakchunk with the number you specified in the primary asset label, for example *pakchunk1*.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC30.png]]&lt;br /&gt;
&lt;br /&gt;
You need to rename your .pak file to match the name of your level, for example *MyLevel.pak*. This is the file that needs to be distributed to any game server and any client that wants to play the level.&lt;br /&gt;
&lt;br /&gt;
There are many reasons why packaging your project might fail. It is not the purpose of this guide to help you understand and fix any errors you might get. Check the error messages in the log and refer to the Unreal Engine documentation, UE4 forums, UE4 Discord, Google or the CMM Discord.&lt;br /&gt;
&lt;br /&gt;
==Additional notes==&lt;br /&gt;
&lt;br /&gt;
===Performance Considerations===&lt;br /&gt;
You are responsible for the performance of your own level. Keep in mind that there might be 10+ players in your level at the same time, while you might only test alone.&lt;br /&gt;
Performance profiling and optimization is a very complex topic, you can read more about that here: https://docs.unrealengine.com/4.26/en-US/TestingAndOptimization/PerformanceAndProfiling/&lt;br /&gt;
&lt;br /&gt;
===Version/Source control===&lt;br /&gt;
&lt;br /&gt;
The Unreal Editor and Engine are very powerful and complex tools. While simply working on levels, the Editor is quite stable, but every once in a while there might be crashes. For your own benefit, it is advisable to use version/source control like Git, SVN or Perforce, even when working alone. Version control can be used completely offline, without the need to sync to a remote server, or online to enable collaboration.&lt;br /&gt;
Git + Git lfs, as well as SVN, are completely free.&lt;br /&gt;
Version/Source control can be used outside of the unreal Engine, or integrated with it, you can read more about that here: https://docs.unrealengine.com/4.26/en-US/Basics/SourceControl/&lt;br /&gt;
&lt;br /&gt;
===Runtime plugins===&lt;br /&gt;
Currently, the only supported runtime plugin is the Substance Painter plugin by Adobe. &lt;br /&gt;
&lt;br /&gt;
[https://www.unrealengine.com/marketplace/en-US/product/substance-plugin Substance UE4 plugin]&lt;br /&gt;
&lt;br /&gt;
==Happy Mapping :)==&lt;br /&gt;
For example maps, models, textures and materials, take a look at the [[JohnnyEnglish Urt5 Mapping Tutorials]]&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
Full credits should go to FS|CMM|HappyDay, he designed and coded most of the mapping plugin. Additional code by FS|Neon and FS|HolyCrap. Thanks to all the testers who took the time to test this plugin.&lt;/div&gt;</summary>
		<author><name>John</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=JohnnyEnglish_tutorial_Adding_Urt5_mapping_entities_to_the_Urt5_tutorial_map&amp;diff=2589</id>
		<title>JohnnyEnglish tutorial Adding Urt5 mapping entities to the Urt5 tutorial map</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=JohnnyEnglish_tutorial_Adding_Urt5_mapping_entities_to_the_Urt5_tutorial_map&amp;diff=2589"/>
				<updated>2021-08-21T13:27:49Z</updated>
		
		<summary type="html">&lt;p&gt;John: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
If you previously made maps for UrT4 using Radiant you will be familiar with the Q3 entities, these are listed in full here if you're interested. &lt;br /&gt;
&lt;br /&gt;
The Urt5 Mapping Plugin provides those entities as UE4 blueprints which can be added to your UE4 map so that Urt5 recognises it as a compatible map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Hap01.PNG]]&lt;br /&gt;
&lt;br /&gt;
[[File:Hap02.PNG]]&lt;br /&gt;
&lt;br /&gt;
[[File:Hap03.PNG]]&lt;br /&gt;
&lt;br /&gt;
[[File:Hap04.PNG]]&lt;br /&gt;
&lt;br /&gt;
[[File:Hap05.PNG]]&lt;br /&gt;
&lt;br /&gt;
[[File:Hap06.PNG]]&lt;/div&gt;</summary>
		<author><name>John</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=File:Hap06.PNG&amp;diff=2588</id>
		<title>File:Hap06.PNG</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=File:Hap06.PNG&amp;diff=2588"/>
				<updated>2021-08-21T13:27:31Z</updated>
		
		<summary type="html">&lt;p&gt;John: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>John</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=File:Hap05.PNG&amp;diff=2587</id>
		<title>File:Hap05.PNG</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=File:Hap05.PNG&amp;diff=2587"/>
				<updated>2021-08-21T13:27:19Z</updated>
		
		<summary type="html">&lt;p&gt;John: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>John</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=File:Hap04.PNG&amp;diff=2586</id>
		<title>File:Hap04.PNG</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=File:Hap04.PNG&amp;diff=2586"/>
				<updated>2021-08-21T13:27:08Z</updated>
		
		<summary type="html">&lt;p&gt;John: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>John</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=JohnnyEnglish_tutorial_Adding_Urt5_mapping_entities_to_the_Urt5_tutorial_map&amp;diff=2585</id>
		<title>JohnnyEnglish tutorial Adding Urt5 mapping entities to the Urt5 tutorial map</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=JohnnyEnglish_tutorial_Adding_Urt5_mapping_entities_to_the_Urt5_tutorial_map&amp;diff=2585"/>
				<updated>2021-08-21T13:26:47Z</updated>
		
		<summary type="html">&lt;p&gt;John: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
If you previously made maps for UrT4 using Radiant you will be familiar with the Q3 entities, these are listed in full here if you're interested. &lt;br /&gt;
&lt;br /&gt;
The Urt5 Mapping Plugin provides those entities as UE4 blueprints which can be added to your UE4 map so that Urt5 recognises it as a compatible map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Hap01.PNG]]&lt;br /&gt;
&lt;br /&gt;
[[File:Hap02.PNG]]&lt;br /&gt;
&lt;br /&gt;
[[File:Hap03.PNG]]&lt;/div&gt;</summary>
		<author><name>John</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=File:Hap03.PNG&amp;diff=2584</id>
		<title>File:Hap03.PNG</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=File:Hap03.PNG&amp;diff=2584"/>
				<updated>2021-08-21T13:26:29Z</updated>
		
		<summary type="html">&lt;p&gt;John: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>John</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=File:Hap02.PNG&amp;diff=2583</id>
		<title>File:Hap02.PNG</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=File:Hap02.PNG&amp;diff=2583"/>
				<updated>2021-08-21T13:26:03Z</updated>
		
		<summary type="html">&lt;p&gt;John: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>John</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=File:Hap01.PNG&amp;diff=2582</id>
		<title>File:Hap01.PNG</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=File:Hap01.PNG&amp;diff=2582"/>
				<updated>2021-08-21T13:25:17Z</updated>
		
		<summary type="html">&lt;p&gt;John: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>John</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=The_Urt5_Official_Mapping_plugin&amp;diff=2581</id>
		<title>The Urt5 Official Mapping plugin</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=The_Urt5_Official_Mapping_plugin&amp;diff=2581"/>
				<updated>2021-08-21T12:59:40Z</updated>
		
		<summary type="html">&lt;p&gt;John: /* Working with the Urban Terror Mapping plugin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide explains the steps required to install the ''FrozenSand'' - '''Urban Terror Mapping Plugin''', and configure the Unreal Engine, to facilitate the creation of custom levels (maps) for '''Urban Terror 5: Resurgence'''.&lt;br /&gt;
&lt;br /&gt;
Be aware that the Engine takes a lot of disk space (G0 GB+), and maybe 5 to 10 GB for a Level. &lt;br /&gt;
&lt;br /&gt;
(This guide is for Windows. Some steps will vary on Linux.)&lt;br /&gt;
&lt;br /&gt;
==Getting Unreal Engine 4==&lt;br /&gt;
&lt;br /&gt;
'''Urban Terror''' is built upon '''Unreal Engine 4'''. To create a custom level you need to use the '''Unreal Editor'''. The first step is to download the editor. There are several ways to get the '''UE4 editor'''. The easiest is to download and install it through the '''Epic Games Launcher'''. &lt;br /&gt;
*Download the Epic Games Launcher: https://www.epicgames.com/store/download&lt;br /&gt;
*Start the Launcher.&lt;br /&gt;
*Log in with your existing Epic Games account or create a new account.&lt;br /&gt;
*Switch to the '''Library tab''' at the top of the launcher.&lt;br /&gt;
*Click the '''yellow plus sign''' to add a new engine version. &lt;br /&gt;
&lt;br /&gt;
[[File:PIC1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
*You need to use the same version that the '''Mapping Plugin''' was released for. That's currently 4.26.x (the patch version 'x' is not relevant for creating a custom levels, so use the latest).&lt;br /&gt;
&lt;br /&gt;
[[File:PIC2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
* Click '''Install'''. A new window should pop up that lets you choose the install location.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC3.png|600px]]&lt;br /&gt;
&lt;br /&gt;
*Click the '''Options''' button. Make sure to select Linux. Everything else doesn't matter and can be unchecked to save disk space. Click '''Apply''' to confirm your choices.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC4.png|600px]]&lt;br /&gt;
&lt;br /&gt;
*Click the '''Install''' button and wait for the Unreal Editor to download and install.&lt;br /&gt;
&lt;br /&gt;
==Setting up Your Project==&lt;br /&gt;
&lt;br /&gt;
===Creating a New Project===&lt;br /&gt;
Once you have the editor installed and ready to go, you need to create a new project.&lt;br /&gt;
&lt;br /&gt;
*Launch the editor by clicking on the '''launch''' button in the Epic Games Launcher, or using the desktop shortcut, and wait for the Unreal Project Browser to open.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC5.png|600px]]&lt;br /&gt;
&lt;br /&gt;
*Select '''Games category''' and click Next.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC6.png|600px]]&lt;br /&gt;
&lt;br /&gt;
*Select the '''Blank template''' and click Next.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC7.png|600px]]&lt;br /&gt;
&lt;br /&gt;
*Choose a path and a project name. The project name is not important for your level and won't appear anywhere once you have packaged your level. Choose something that makes sense to you. For this guide, we'll use ''MyProject''.&lt;br /&gt;
&lt;br /&gt;
*Adjust the project settings to be: '''Blueprint''', '''Maximum Quality''', '''Raytracing Disabled''', '''Desktop/Console''', '''No Starter Content'''.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC8.png|600px]]&lt;br /&gt;
&lt;br /&gt;
*Click the '''Create Project''' button and wait for the Editor to open your new project.&lt;br /&gt;
&lt;br /&gt;
==Downloading the Urban Terror Mapping Plugin==&lt;br /&gt;
&lt;br /&gt;
Not yet, but soon&lt;br /&gt;
&lt;br /&gt;
==Installing the Urban Terror Mapping Plugin==&lt;br /&gt;
Before started with your new project, there are some Urban Terror specific things to configure first. This includes the Urban Terror Mapping Plugin, some project settings, and the folder structure.&lt;br /&gt;
*Close the editor if you have it open.&lt;br /&gt;
*Download the '''Urban Terror Mapping Plugin''', see above.&lt;br /&gt;
*Open your file manager and navigate to '''your project''' folder.&lt;br /&gt;
*Check if there is a folder called '''Plugins''' in your project folder. If there isn't, create it.&lt;br /&gt;
*Unpack the '''UrbanTerrorMappingPlugin.zip''' file into the *Plugins* folder of your project.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC9.png]]&lt;br /&gt;
&lt;br /&gt;
The Unreal Engine has a lot of settings. When creating levels for Urban Terror, '''some of your settings should match the settings the game is using'''. You could go into the project settings in the editor and manually change them all, but there is a faster way to do that. Project settings are stored in ''MyProject/Config/DefaultEngine.ini''.&lt;br /&gt;
&lt;br /&gt;
*Navigate to ''MyProject/Config/'' folder and open the '''DefaultEngine.ini''' text file.&lt;br /&gt;
*Navigate to the ''MyProject/Plugins/UrbanTerrorMapping/'' folder and open the '''readMe.md''' text file.&lt;br /&gt;
*Copy the settings text from '''readMe.md''', and append it at the bottom of the '''DefaultEngine.ini''' file.&lt;br /&gt;
*Save and close the files.&lt;br /&gt;
&lt;br /&gt;
This will do a few things:&lt;br /&gt;
&lt;br /&gt;
* Override the default world settings class with the '''URTWorldSettings''' class from the Urban Terror Mapping plugin.  &lt;br /&gt;
This is required. Otherwise, the game will not load your level.&lt;br /&gt;
* Make your project use the forward rendering path. Urban Terror uses forward shading. In order for you to be able to correctly preview your assets and level the way they would be rendered in the actual game, you need to use forward shading for your project as well.&lt;br /&gt;
* Adjust some navigation settings. This allows you to preview any navmesh you might use the way it will be generated by the game at runtime.&lt;br /&gt;
* Add all the surface type definitions the game is using to your project. This enables you to correctly apply these surface types to the materials and meshes in your level.&lt;br /&gt;
* Add the custom collision pre-sets used in the game.&lt;br /&gt;
&lt;br /&gt;
==Folder Structure==&lt;br /&gt;
Now that your project settings are set up, it's time to open up your project again. This might take a while again. Most likely the engine needs to compile a lot of shaders because you switched to the forward renderer.&lt;br /&gt;
&lt;br /&gt;
Once your project is open, take a look at the content browser.&lt;br /&gt;
*Right-click on *Content* and create a new folder called *ThirdParty*.&lt;br /&gt;
*Inside the *ThirdParty* folder, create a new folder and give it a descriptive name. This is the folder that all the content of your custom level will be in. This name must also be used for your .pak file when you eventually package your level. So it is advised that you give it the name you intend to call your level. For this guide, we'll use **MyLevel**.&lt;br /&gt;
&lt;br /&gt;
How you structure your project inside your level folder is totally up to you. Here are just two common ways to organize the content of your level into subfolders:&lt;br /&gt;
&lt;br /&gt;
===Organizing by using a folder for each asset type===&lt;br /&gt;
&lt;br /&gt;
    |-- Content&lt;br /&gt;
        |-- ThirdParty&lt;br /&gt;
            |-- MyLevel&lt;br /&gt;
                |-- Audio        // contains all audio/sound files&lt;br /&gt;
                |-- Effects      // contains all particle/visual effects&lt;br /&gt;
                |-- Maps         // contains the map file(s)&lt;br /&gt;
                |-- Materials    // contains all materials used in the level by all art assets&lt;br /&gt;
                |-- Meshes       // contains all meshes used in the level&lt;br /&gt;
                |-- Textures     // contains all textures used in the level by all art assets&lt;br /&gt;
&lt;br /&gt;
===Organizing by creating a subfolder for each art asset. Meshes, materials, and textures are thrown together into the asset's folder.===&lt;br /&gt;
&lt;br /&gt;
    |-- Content&lt;br /&gt;
        |-- ThirdParty&lt;br /&gt;
            |-- MyLevel&lt;br /&gt;
                |-- Art                // contains all meshes, materials and textures in the level, sorted into meaningful subfolders for each asset&lt;br /&gt;
                |   |-- Industrial     &lt;br /&gt;
                |   |   |-- Buildings  // contains all wall, floor and other base building assets as well as their materials and textures&lt;br /&gt;
                |   |   |-- Machinery  // contains all machinery meshes and their materials and textures&lt;br /&gt;
                |   |   |-- Pipes      // contains all pipe meshes and their materials and textures&lt;br /&gt;
                |   |-- Nature&lt;br /&gt;
                |   |   |-- Rocks      // contains all rock meshes and their materials and textures&lt;br /&gt;
                |   |   |-- Trees      // contains all tree meshes and their materials and textures&lt;br /&gt;
                |-- Audio              // contains all audio/sound files&lt;br /&gt;
                |-- Effects            // contains all particle/visual effects&lt;br /&gt;
                |-- Maps               // contains the map file(s)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Keep in mind though, that there is a maximum file path length of 260 characters in UE4. So don't use too deeply nested folders, and keep your asset names reasonably short, otherwise, you won't be able to cook and package your level.&lt;br /&gt;
&lt;br /&gt;
==Working on Your Project==&lt;br /&gt;
&lt;br /&gt;
Creating a New level &lt;br /&gt;
&lt;br /&gt;
[[File:PIC10.png|600px]]&lt;br /&gt;
&lt;br /&gt;
With your project set up and ready to go, it's finally time to create your level.&lt;br /&gt;
*In the top menu bar select *File* → *New Level* → *Default*.&lt;br /&gt;
*Save the level in your *Maps* folder and give it the same name as you chose for the folder in the previous step.&lt;br /&gt;
&lt;br /&gt;
==Available and Restricted Features==&lt;br /&gt;
Now you can start importing assets and place them in your level. You can use almost all the tools and features that Unreal Engine offers, with a few exceptions. You can use static meshes, skeletal meshes, animations, particle systems, materials, material functions, material instances, landscapes, foliage actors, sound cues, attenuation classes, behaviour trees, etc.&lt;br /&gt;
&lt;br /&gt;
There is one major feature, which you cannot use though: Blueprints are a very powerful visual coding system that would allow you to alter almost any game logic and in a worst-case scenario also allows someone to run malicious code on the machines of other players who load their level. To keep the game experience consistent across all levels and to keep our players safe from harm, custom Blueprints have been disallowed. For the same reason, the Level Blueprint is disabled as well. If you package your level, and the pak file contains any Blueprint, the game will refuse to load your level. (more on the topic in *Cooking and packaging your level* later in this document). You are however allowed to use default engine Blueprints and Blueprints from the Urban Terror Mapping plugin, both of which will not actually be included in your packaged level file, but will reference content supplied with the game.&lt;br /&gt;
&lt;br /&gt;
==Working with the Urban Terror Mapping plugin==&lt;br /&gt;
The Urban Terror Mapping plugin provides you with all the necessary Blueprint classes specific to the game, for example: '''player starts''', '''location actors''', game mode specific actors, '''triggers for doors''', etc.&lt;br /&gt;
&lt;br /&gt;
To find the plugin in the Unreal Editor, you first need to enable the '''Show Plugin Content''' flag in the '''View options''' in the content browser. The plugin content is in '''UrbanTerrorMapping Content''' &lt;br /&gt;
&lt;br /&gt;
[[File:PIC11.png|600px]]&lt;br /&gt;
&lt;br /&gt;
There are three folders in the mapping plugin. All the actors you need to make your level a playable Urban Terror map are in the '''MappingTools''' folder. The assets folder contains all additional assets that the tools need. Finally, the DemoLevel folder contains the ''UrbanTerrorMappingDemo Level'' and all of the needed assets for that level. You can find a showcase of all the actors and features of the plugin in the demo level: ''/UrbanTerrorMapping/DemoLevel/UrbanTerrorMappingDemo''  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:PIC12.png|600px]]&lt;br /&gt;
&lt;br /&gt;
When dragging one of the mapping actors into the level, you will find an UrbanTerror section in the details panel that contains all the relevant variables for you to adjust. When you hover over the variable name, a tooltip will give some additional information.&lt;br /&gt;
&lt;br /&gt;
As mentioned above, most actors and features are covered by the demo level, but there is one class that needs to be mentioned here - the world settings class. If you recall, when setting up the project, we set the default world settings class name to UrbanTerrorMapping.URTWorldSettings. Open the world settings window via the menu bar in the UE4 Editor: *Window* → *World Settings*.&lt;br /&gt;
&lt;br /&gt;
If you do not see an UrbanTerror section in the world settings, your level is most likely not using the correct world settings class. Make sure the project uses the URTWorldSettings class by setting it via *Project Settings* → *Engine* → *General Settings* → *Default Classes* → *World Settings Class* (This should have been already set by adjusting the DefaultEngine.ini in a previous step). If the correct world settings class is set, you need to create a new level. The world settings class is assigned to a level asset when it is created. If you have already added actors to your level you can copy and paste them between levels by selecting them in the World Outliner and using the default copy/paste hotkeys (Ctrl+C, Ctrl+V).&lt;br /&gt;
&lt;br /&gt;
In the world settings, you'll find a few variables for information that will be shown in the game menu and loading screen about your level, like the map name, the author, etc. You'll also find game mode specifics. For each game mode that your level supports you need to add a new element and select the mode. Additionally, you can specify any number of sublevels per game mode. This allows you to have different map layouts, player starts, geometry or actors for each game mode.  &lt;br /&gt;
When adding additional levels via the *Levels* window, make sure their streaming method is set to *Blueprint*, which is the default. The name of sub-levels should start with you main level name, then something descriptive, for example *MyLevel_CTF*.&lt;br /&gt;
&lt;br /&gt;
(Work in progress) Level settings are being moved to a separate asset, in `/UrbanTerrorMapping/MappingTools/Game/` you will find *DA_MapData_MyMap*&lt;br /&gt;
&lt;br /&gt;
*Copy the *DA_MapData_MyMap* asset to your maps folder.&lt;br /&gt;
*Rename it to replace *MyMap* with the name of your Level.&lt;br /&gt;
*Open the asset and enter the same map details as used in WorldSettings.&lt;br /&gt;
*Save and close the MapData asset.&lt;br /&gt;
*Referenced *DA_MapData_MyMap* in the WorldSettings.&lt;br /&gt;
&lt;br /&gt;
==Cooking and packaging your level==&lt;br /&gt;
Once your level is complete (or you want to test it in Urban Terror 5), you have to package your project. Since the Unreal Editor is a tool to create entire games, not just levels, there is no single-click button to just export a single level. You'll have to create a complete packaged version of 'your game project' and tell the editor to package your level in a separate file. The package containing only your level and its assets can eventually be loaded by Urban Terror 5.&lt;br /&gt;
&lt;br /&gt;
In UE4, by default, the entire game project is packaged into a single .pak file. There are several methods to tell the engine to split up the content into multiple .paks. For this purpose, using a Primary Asset Label is the most sensible way to do it.&lt;br /&gt;
&lt;br /&gt;
*Create a new asset label in the root folder of your level in your project's folder by right-clicking in the content browser and choosing *Miscellaneous* → *Data Asset* and selecting *PrimaryAssetLabel* in the popup. &lt;br /&gt;
&lt;br /&gt;
[[File:PIC18.png|400px]]&lt;br /&gt;
&lt;br /&gt;
[[File:PIC19.png|400px]]&lt;br /&gt;
&lt;br /&gt;
*Open the asset label and adjust the settings&lt;br /&gt;
*Set the *Priority* to any value higher than 0 (for example 1000).&lt;br /&gt;
*Tick *Apply Recursively*.&lt;br /&gt;
*Set the *Chunk ID* to any value higher than 0 (for example 1).&lt;br /&gt;
*In the *Explicit Assets* array, add a new element and select your main level.  &lt;br /&gt;
&lt;br /&gt;
[[File:PIC20.png|400px]]&lt;br /&gt;
&lt;br /&gt;
By explicitly choosing your main level and applying the chunk ID recursively, your level and all assets referenced by it will be packaged into a separate .pak file (for example pak1), while the rest of your game project will by default end up in pak0.&lt;br /&gt;
&lt;br /&gt;
In addition to making sure that your level is packaged in a separate file, you also need to make sure that no unwanted content is included in your .pak file. Actors from the mapping plugin will get packaged in your .pak file unless you exclude the mapping plugin from getting packaged. To do that, open the project settings and add `/UrbanTerrorMapping` to *Project* → *Packaging* → (Show Advanced) → *Directories to never cook*.&lt;br /&gt;
While in this menu, also ensure that *Share Material Shader Code* is NOT ticked.&lt;br /&gt;
All the other packaging settings are irrelevant since we are going to set them up via the project launcher.  &lt;br /&gt;
&lt;br /&gt;
After correctly setting up the Primary Asset Label and the directories to never cook, you can now finally package your project.&lt;br /&gt;
If you are packaging on a Windows machine and also wish to cross-compile for Linux, Linux support can be added to the Unreal Engine by installing the appropriate toolchain; available here https://docs.unrealengine.com/en-US/Platforms/Linux/GettingStarted/index.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Open the Project Launcher via '''Window''' → '''Project Launcher''' &lt;br /&gt;
&lt;br /&gt;
[[File:PIC22.png|400px]]&lt;br /&gt;
 &lt;br /&gt;
*Create a new custom launch profile via the little + button. &lt;br /&gt;
&lt;br /&gt;
[[File:PIC23.png|400px]]&lt;br /&gt;
&lt;br /&gt;
*Double click on New Profile 0 to rename the profile (to for example ''MyProject Windows Shipping'').&lt;br /&gt;
*Under '''Project''', select your project as the project for this launch profile. If you browse, pick your '''MyProject.uproject''' file.&lt;br /&gt;
*Under '''Build''', on the right hand side, select '''Build'''.&lt;br /&gt;
*Choose '''Shipping''' as the build configuration.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC24.png|400px]]&lt;br /&gt;
&lt;br /&gt;
*Under '''Cook''', on the right side, choose '''By the book''' for ''How would you like to cook the content?''.&lt;br /&gt;
*Choose '''WindowsNoEditor''' for *Cooked Platforms*.&lt;br /&gt;
*Choose your main level file only for '''Cooked Maps''' (sub-levels will be included automatically).  &lt;br /&gt;
&lt;br /&gt;
[[File:PIC25.png|400px]]&lt;br /&gt;
&lt;br /&gt;
*For '''Advanced Settings''', tick '''Store all content in a single file (UnrealPak)'''.&lt;br /&gt;
*Under '''Advanced Settings''', tick '''Generate Chunks'''.&lt;br /&gt;
*Tick '''Don't include editor content in the build'''.&lt;br /&gt;
*Choose '''Shipping''' as the '''Cooker build configuration''' configuration.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC26.png|400px]]&lt;br /&gt;
&lt;br /&gt;
*Under '''Package''', choose '''Package and store locally''' for '''How would you like to package the build?'''.&lt;br /&gt;
*Adjust the '''Local Directory Path''' if you wish. That's the location where the packaged project will end up in. (Default is under you `/MyProject/Saved/StageBuilds/` folder)&lt;br /&gt;
*Under '''Deploy''', choose '''Do not deploy''' for '''How would you like to deploy the build?'''.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC27.png|400px]]&lt;br /&gt;
&lt;br /&gt;
When all your settings are adjusted, hit the *Back* button in the top right corner of the window. Now you can launch the profile via the button on the very right.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC28.png|400px]]&lt;br /&gt;
&lt;br /&gt;
The Project Launcher will show you the progress and the output logs. Depending on the size and complexity of your level, as well as your system specs, this can take anywhere from a few seconds to a few hours.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC29.png|400px]]&lt;br /&gt;
&lt;br /&gt;
When the process has finished, take a look at the directory where the build was saved. By default, it's in your project folder `\Saved\StagedBuilds`. For each platform you built, you'll find a separate folder like `WindowsNoEditor` and `LinuxNoEditor`. Navigate to `\WindowsNoEditor\MyProject\Content\Paks`, where you'll find several .pak files. Pakchunk0 is the base content of your packaged project. Your level is in a pakchunk with the number you specified in the primary asset label, for example *pakchunk1*.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC30.png]]&lt;br /&gt;
&lt;br /&gt;
You need to rename your .pak file to match the name of your level, for example *MyLevel.pak*. This is the file that needs to be distributed to any game server and any client that wants to play the level.&lt;br /&gt;
&lt;br /&gt;
There are many reasons why packaging your project might fail. It is not the purpose of this guide to help you understand and fix any errors you might get. Check the error messages in the log and refer to the Unreal Engine documentation, UE4 forums, UE4 Discord, Google or the CMM Discord.&lt;br /&gt;
&lt;br /&gt;
==Additional notes==&lt;br /&gt;
&lt;br /&gt;
===Performance Considerations===&lt;br /&gt;
You are responsible for the performance of your own level. Keep in mind that there might be 10+ players in your level at the same time, while you might only test alone.&lt;br /&gt;
Performance profiling and optimization is a very complex topic, you can read more about that here: https://docs.unrealengine.com/4.26/en-US/TestingAndOptimization/PerformanceAndProfiling/&lt;br /&gt;
&lt;br /&gt;
===Version/Source control===&lt;br /&gt;
&lt;br /&gt;
The Unreal Editor and Engine are very powerful and complex tools. While simply working on levels, the Editor is quite stable, but every once in a while there might be crashes. For your own benefit, it is advisable to use version/source control like Git, SVN or Perforce, even when working alone. Version control can be used completely offline, without the need to sync to a remote server, or online to enable collaboration.&lt;br /&gt;
Git + Git lfs, as well as SVN, are completely free.&lt;br /&gt;
Version/Source control can be used outside of the unreal Engine, or integrated with it, you can read more about that here: https://docs.unrealengine.com/4.26/en-US/Basics/SourceControl/&lt;br /&gt;
&lt;br /&gt;
===Runtime plugins===&lt;br /&gt;
Currently, the only supported runtime plugin is the Substance Painter plugin by Adobe. &lt;br /&gt;
&lt;br /&gt;
[https://www.unrealengine.com/marketplace/en-US/product/substance-plugin Substance UE4 plugin]&lt;br /&gt;
&lt;br /&gt;
==Happy Mapping :)==&lt;br /&gt;
For example maps, models, textures and materials, take a look at the [[JohnnyEnglish Urt5 Mapping Tutorials]]&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
Full credits should go to FS|CMM|HappyDay, he designed and coded most of the mapping plugin. Additional code by FS|Neon and FS|HolyCrap. Thanks to all the testers who took the time to test this plugin.&lt;/div&gt;</summary>
		<author><name>John</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=The_Urt5_Official_Mapping_plugin&amp;diff=2580</id>
		<title>The Urt5 Official Mapping plugin</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=The_Urt5_Official_Mapping_plugin&amp;diff=2580"/>
				<updated>2021-08-21T12:57:33Z</updated>
		
		<summary type="html">&lt;p&gt;John: /* Working with the Urban Terror Mapping plugin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide explains the steps required to install the ''FrozenSand'' - '''Urban Terror Mapping Plugin''', and configure the Unreal Engine, to facilitate the creation of custom levels (maps) for '''Urban Terror 5: Resurgence'''.&lt;br /&gt;
&lt;br /&gt;
Be aware that the Engine takes a lot of disk space (G0 GB+), and maybe 5 to 10 GB for a Level. &lt;br /&gt;
&lt;br /&gt;
(This guide is for Windows. Some steps will vary on Linux.)&lt;br /&gt;
&lt;br /&gt;
==Getting Unreal Engine 4==&lt;br /&gt;
&lt;br /&gt;
'''Urban Terror''' is built upon '''Unreal Engine 4'''. To create a custom level you need to use the '''Unreal Editor'''. The first step is to download the editor. There are several ways to get the '''UE4 editor'''. The easiest is to download and install it through the '''Epic Games Launcher'''. &lt;br /&gt;
*Download the Epic Games Launcher: https://www.epicgames.com/store/download&lt;br /&gt;
*Start the Launcher.&lt;br /&gt;
*Log in with your existing Epic Games account or create a new account.&lt;br /&gt;
*Switch to the '''Library tab''' at the top of the launcher.&lt;br /&gt;
*Click the '''yellow plus sign''' to add a new engine version. &lt;br /&gt;
&lt;br /&gt;
[[File:PIC1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
*You need to use the same version that the '''Mapping Plugin''' was released for. That's currently 4.26.x (the patch version 'x' is not relevant for creating a custom levels, so use the latest).&lt;br /&gt;
&lt;br /&gt;
[[File:PIC2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
* Click '''Install'''. A new window should pop up that lets you choose the install location.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC3.png|600px]]&lt;br /&gt;
&lt;br /&gt;
*Click the '''Options''' button. Make sure to select Linux. Everything else doesn't matter and can be unchecked to save disk space. Click '''Apply''' to confirm your choices.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC4.png|600px]]&lt;br /&gt;
&lt;br /&gt;
*Click the '''Install''' button and wait for the Unreal Editor to download and install.&lt;br /&gt;
&lt;br /&gt;
==Setting up Your Project==&lt;br /&gt;
&lt;br /&gt;
===Creating a New Project===&lt;br /&gt;
Once you have the editor installed and ready to go, you need to create a new project.&lt;br /&gt;
&lt;br /&gt;
*Launch the editor by clicking on the '''launch''' button in the Epic Games Launcher, or using the desktop shortcut, and wait for the Unreal Project Browser to open.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC5.png|600px]]&lt;br /&gt;
&lt;br /&gt;
*Select '''Games category''' and click Next.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC6.png|600px]]&lt;br /&gt;
&lt;br /&gt;
*Select the '''Blank template''' and click Next.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC7.png|600px]]&lt;br /&gt;
&lt;br /&gt;
*Choose a path and a project name. The project name is not important for your level and won't appear anywhere once you have packaged your level. Choose something that makes sense to you. For this guide, we'll use ''MyProject''.&lt;br /&gt;
&lt;br /&gt;
*Adjust the project settings to be: '''Blueprint''', '''Maximum Quality''', '''Raytracing Disabled''', '''Desktop/Console''', '''No Starter Content'''.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC8.png|600px]]&lt;br /&gt;
&lt;br /&gt;
*Click the '''Create Project''' button and wait for the Editor to open your new project.&lt;br /&gt;
&lt;br /&gt;
==Downloading the Urban Terror Mapping Plugin==&lt;br /&gt;
&lt;br /&gt;
Not yet, but soon&lt;br /&gt;
&lt;br /&gt;
==Installing the Urban Terror Mapping Plugin==&lt;br /&gt;
Before started with your new project, there are some Urban Terror specific things to configure first. This includes the Urban Terror Mapping Plugin, some project settings, and the folder structure.&lt;br /&gt;
*Close the editor if you have it open.&lt;br /&gt;
*Download the '''Urban Terror Mapping Plugin''', see above.&lt;br /&gt;
*Open your file manager and navigate to '''your project''' folder.&lt;br /&gt;
*Check if there is a folder called '''Plugins''' in your project folder. If there isn't, create it.&lt;br /&gt;
*Unpack the '''UrbanTerrorMappingPlugin.zip''' file into the *Plugins* folder of your project.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC9.png]]&lt;br /&gt;
&lt;br /&gt;
The Unreal Engine has a lot of settings. When creating levels for Urban Terror, '''some of your settings should match the settings the game is using'''. You could go into the project settings in the editor and manually change them all, but there is a faster way to do that. Project settings are stored in ''MyProject/Config/DefaultEngine.ini''.&lt;br /&gt;
&lt;br /&gt;
*Navigate to ''MyProject/Config/'' folder and open the '''DefaultEngine.ini''' text file.&lt;br /&gt;
*Navigate to the ''MyProject/Plugins/UrbanTerrorMapping/'' folder and open the '''readMe.md''' text file.&lt;br /&gt;
*Copy the settings text from '''readMe.md''', and append it at the bottom of the '''DefaultEngine.ini''' file.&lt;br /&gt;
*Save and close the files.&lt;br /&gt;
&lt;br /&gt;
This will do a few things:&lt;br /&gt;
&lt;br /&gt;
* Override the default world settings class with the '''URTWorldSettings''' class from the Urban Terror Mapping plugin.  &lt;br /&gt;
This is required. Otherwise, the game will not load your level.&lt;br /&gt;
* Make your project use the forward rendering path. Urban Terror uses forward shading. In order for you to be able to correctly preview your assets and level the way they would be rendered in the actual game, you need to use forward shading for your project as well.&lt;br /&gt;
* Adjust some navigation settings. This allows you to preview any navmesh you might use the way it will be generated by the game at runtime.&lt;br /&gt;
* Add all the surface type definitions the game is using to your project. This enables you to correctly apply these surface types to the materials and meshes in your level.&lt;br /&gt;
* Add the custom collision pre-sets used in the game.&lt;br /&gt;
&lt;br /&gt;
==Folder Structure==&lt;br /&gt;
Now that your project settings are set up, it's time to open up your project again. This might take a while again. Most likely the engine needs to compile a lot of shaders because you switched to the forward renderer.&lt;br /&gt;
&lt;br /&gt;
Once your project is open, take a look at the content browser.&lt;br /&gt;
*Right-click on *Content* and create a new folder called *ThirdParty*.&lt;br /&gt;
*Inside the *ThirdParty* folder, create a new folder and give it a descriptive name. This is the folder that all the content of your custom level will be in. This name must also be used for your .pak file when you eventually package your level. So it is advised that you give it the name you intend to call your level. For this guide, we'll use **MyLevel**.&lt;br /&gt;
&lt;br /&gt;
How you structure your project inside your level folder is totally up to you. Here are just two common ways to organize the content of your level into subfolders:&lt;br /&gt;
&lt;br /&gt;
===Organizing by using a folder for each asset type===&lt;br /&gt;
&lt;br /&gt;
    |-- Content&lt;br /&gt;
        |-- ThirdParty&lt;br /&gt;
            |-- MyLevel&lt;br /&gt;
                |-- Audio        // contains all audio/sound files&lt;br /&gt;
                |-- Effects      // contains all particle/visual effects&lt;br /&gt;
                |-- Maps         // contains the map file(s)&lt;br /&gt;
                |-- Materials    // contains all materials used in the level by all art assets&lt;br /&gt;
                |-- Meshes       // contains all meshes used in the level&lt;br /&gt;
                |-- Textures     // contains all textures used in the level by all art assets&lt;br /&gt;
&lt;br /&gt;
===Organizing by creating a subfolder for each art asset. Meshes, materials, and textures are thrown together into the asset's folder.===&lt;br /&gt;
&lt;br /&gt;
    |-- Content&lt;br /&gt;
        |-- ThirdParty&lt;br /&gt;
            |-- MyLevel&lt;br /&gt;
                |-- Art                // contains all meshes, materials and textures in the level, sorted into meaningful subfolders for each asset&lt;br /&gt;
                |   |-- Industrial     &lt;br /&gt;
                |   |   |-- Buildings  // contains all wall, floor and other base building assets as well as their materials and textures&lt;br /&gt;
                |   |   |-- Machinery  // contains all machinery meshes and their materials and textures&lt;br /&gt;
                |   |   |-- Pipes      // contains all pipe meshes and their materials and textures&lt;br /&gt;
                |   |-- Nature&lt;br /&gt;
                |   |   |-- Rocks      // contains all rock meshes and their materials and textures&lt;br /&gt;
                |   |   |-- Trees      // contains all tree meshes and their materials and textures&lt;br /&gt;
                |-- Audio              // contains all audio/sound files&lt;br /&gt;
                |-- Effects            // contains all particle/visual effects&lt;br /&gt;
                |-- Maps               // contains the map file(s)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Keep in mind though, that there is a maximum file path length of 260 characters in UE4. So don't use too deeply nested folders, and keep your asset names reasonably short, otherwise, you won't be able to cook and package your level.&lt;br /&gt;
&lt;br /&gt;
==Working on Your Project==&lt;br /&gt;
&lt;br /&gt;
Creating a New level &lt;br /&gt;
&lt;br /&gt;
[[File:PIC10.png|600px]]&lt;br /&gt;
&lt;br /&gt;
With your project set up and ready to go, it's finally time to create your level.&lt;br /&gt;
*In the top menu bar select *File* → *New Level* → *Default*.&lt;br /&gt;
*Save the level in your *Maps* folder and give it the same name as you chose for the folder in the previous step.&lt;br /&gt;
&lt;br /&gt;
==Available and Restricted Features==&lt;br /&gt;
Now you can start importing assets and place them in your level. You can use almost all the tools and features that Unreal Engine offers, with a few exceptions. You can use static meshes, skeletal meshes, animations, particle systems, materials, material functions, material instances, landscapes, foliage actors, sound cues, attenuation classes, behaviour trees, etc.&lt;br /&gt;
&lt;br /&gt;
There is one major feature, which you cannot use though: Blueprints are a very powerful visual coding system that would allow you to alter almost any game logic and in a worst-case scenario also allows someone to run malicious code on the machines of other players who load their level. To keep the game experience consistent across all levels and to keep our players safe from harm, custom Blueprints have been disallowed. For the same reason, the Level Blueprint is disabled as well. If you package your level, and the pak file contains any Blueprint, the game will refuse to load your level. (more on the topic in *Cooking and packaging your level* later in this document). You are however allowed to use default engine Blueprints and Blueprints from the Urban Terror Mapping plugin, both of which will not actually be included in your packaged level file, but will reference content supplied with the game.&lt;br /&gt;
&lt;br /&gt;
==Working with the Urban Terror Mapping plugin==&lt;br /&gt;
The Urban Terror Mapping plugin provides you with all the necessary Blueprint classes specific to the game, for example: '''player starts''', '''location actors''', game mode specific actors, '''triggers for doors''', etc.&lt;br /&gt;
&lt;br /&gt;
To find the plugin in the Unreal Editor, you first need to enable the '''Show Plugin Content''' flag in the '''View options''' in the content browser. The plugin content is in '''UrbanTerrorMapping Content''' &lt;br /&gt;
&lt;br /&gt;
[[File:PIC11.png|600px]]&lt;br /&gt;
&lt;br /&gt;
There are three folders in the mapping plugin. All the actors you need to make your level a playable Urban Terror map are in the '''MappingTools''' folder. The assets folder contains all additional assets that the tools need. Finally, the DemoLevel folder contains the ''UrbanTerrorMappingDemo Level'' and all of the needed assets for that level. You can find a showcase of all the actors and features of the plugin in the demo level: ''/UrbanTerrorMapping/DemoLevel/UrbanTerrorMappingDemo''  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
[/Script/Engine.Engine]&lt;br /&gt;
WorldSettingsClassName=/Script/UrbanTerrorMapping.URTWorldSettings&lt;br /&gt;
&lt;br /&gt;
[/Script/Engine.RendererSettings]&lt;br /&gt;
r.ForwardShading=True&lt;br /&gt;
r.allowglobalclipplane=true&lt;br /&gt;
&lt;br /&gt;
[/Script/NavigationSystem.RecastNavMesh]&lt;br /&gt;
RuntimeGeneration=Dynamic&lt;br /&gt;
CellSize=15.000000&lt;br /&gt;
&lt;br /&gt;
[/Script/NavigationSystem.NavigationSystemV1]&lt;br /&gt;
+SupportedAgents=(Name=&amp;quot;Default&amp;quot;,Color=(B=0,G=255,R=140,A=164),DefaultQueryExtent=(X=50.000000,Y=50.000000,Z=250.000000),NavigationDataClassName=/Script/NavigationSystem.RecastNavMesh,AgentRadius=38.000000,AgentHeight=175.000000,AgentStepHeight=45.700001,NavWalkingSearchHeightScale=0.500000,PreferredNavData=None,bCanCrouch=True,bCanJump=True,bCanWalk=True,bCanSwim=True,bCanFly=False)&lt;br /&gt;
+SupportedAgents=(Name=&amp;quot;SmallAI&amp;quot;,Color=(B=255,G=218,R=0,A=164),DefaultQueryExtent=(X=50.000000,Y=50.000000,Z=250.000000),NavigationDataClassName=/Script/NavigationSystem.RecastNavMesh,AgentRadius=3.300000,AgentHeight=3.000000,AgentStepHeight=3.000000,NavWalkingSearchHeightScale=0.500000,PreferredNavData=None,bCanCrouch=False,bCanJump=False,bCanWalk=True,bCanSwim=False,bCanFly=False)&lt;br /&gt;
DirtyAreasUpdateFreq=60.000000&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:PIC12.png|600px]]&lt;br /&gt;
&lt;br /&gt;
When dragging one of the mapping actors into the level, you will find an UrbanTerror section in the details panel that contains all the relevant variables for you to adjust. When you hover over the variable name, a tooltip will give some additional information.&lt;br /&gt;
&lt;br /&gt;
As mentioned above, most actors and features are covered by the demo level, but there is one class that needs to be mentioned here - the world settings class. If you recall, when setting up the project, we set the default world settings class name to UrbanTerrorMapping.URTWorldSettings. Open the world settings window via the menu bar in the UE4 Editor: *Window* → *World Settings*.&lt;br /&gt;
&lt;br /&gt;
If you do not see an UrbanTerror section in the world settings, your level is most likely not using the correct world settings class. Make sure the project uses the URTWorldSettings class by setting it via *Project Settings* → *Engine* → *General Settings* → *Default Classes* → *World Settings Class* (This should have been already set by adjusting the DefaultEngine.ini in a previous step). If the correct world settings class is set, you need to create a new level. The world settings class is assigned to a level asset when it is created. If you have already added actors to your level you can copy and paste them between levels by selecting them in the World Outliner and using the default copy/paste hotkeys (Ctrl+C, Ctrl+V).&lt;br /&gt;
&lt;br /&gt;
In the world settings, you'll find a few variables for information that will be shown in the game menu and loading screen about your level, like the map name, the author, etc. You'll also find game mode specifics. For each game mode that your level supports you need to add a new element and select the mode. Additionally, you can specify any number of sublevels per game mode. This allows you to have different map layouts, player starts, geometry or actors for each game mode.  &lt;br /&gt;
When adding additional levels via the *Levels* window, make sure their streaming method is set to *Blueprint*, which is the default. The name of sub-levels should start with you main level name, then something descriptive, for example *MyLevel_CTF*.&lt;br /&gt;
&lt;br /&gt;
(Work in progress) Level settings are being moved to a separate asset, in `/UrbanTerrorMapping/MappingTools/Game/` you will find *DA_MapData_MyMap*&lt;br /&gt;
&lt;br /&gt;
*Copy the *DA_MapData_MyMap* asset to your maps folder.&lt;br /&gt;
*Rename it to replace *MyMap* with the name of your Level.&lt;br /&gt;
*Open the asset and enter the same map details as used in WorldSettings.&lt;br /&gt;
*Save and close the MapData asset.&lt;br /&gt;
*Referenced *DA_MapData_MyMap* in the WorldSettings.&lt;br /&gt;
&lt;br /&gt;
==Cooking and packaging your level==&lt;br /&gt;
Once your level is complete (or you want to test it in Urban Terror 5), you have to package your project. Since the Unreal Editor is a tool to create entire games, not just levels, there is no single-click button to just export a single level. You'll have to create a complete packaged version of 'your game project' and tell the editor to package your level in a separate file. The package containing only your level and its assets can eventually be loaded by Urban Terror 5.&lt;br /&gt;
&lt;br /&gt;
In UE4, by default, the entire game project is packaged into a single .pak file. There are several methods to tell the engine to split up the content into multiple .paks. For this purpose, using a Primary Asset Label is the most sensible way to do it.&lt;br /&gt;
&lt;br /&gt;
*Create a new asset label in the root folder of your level in your project's folder by right-clicking in the content browser and choosing *Miscellaneous* → *Data Asset* and selecting *PrimaryAssetLabel* in the popup. &lt;br /&gt;
&lt;br /&gt;
[[File:PIC18.png|400px]]&lt;br /&gt;
&lt;br /&gt;
[[File:PIC19.png|400px]]&lt;br /&gt;
&lt;br /&gt;
*Open the asset label and adjust the settings&lt;br /&gt;
*Set the *Priority* to any value higher than 0 (for example 1000).&lt;br /&gt;
*Tick *Apply Recursively*.&lt;br /&gt;
*Set the *Chunk ID* to any value higher than 0 (for example 1).&lt;br /&gt;
*In the *Explicit Assets* array, add a new element and select your main level.  &lt;br /&gt;
&lt;br /&gt;
[[File:PIC20.png|400px]]&lt;br /&gt;
&lt;br /&gt;
By explicitly choosing your main level and applying the chunk ID recursively, your level and all assets referenced by it will be packaged into a separate .pak file (for example pak1), while the rest of your game project will by default end up in pak0.&lt;br /&gt;
&lt;br /&gt;
In addition to making sure that your level is packaged in a separate file, you also need to make sure that no unwanted content is included in your .pak file. Actors from the mapping plugin will get packaged in your .pak file unless you exclude the mapping plugin from getting packaged. To do that, open the project settings and add `/UrbanTerrorMapping` to *Project* → *Packaging* → (Show Advanced) → *Directories to never cook*.&lt;br /&gt;
While in this menu, also ensure that *Share Material Shader Code* is NOT ticked.&lt;br /&gt;
All the other packaging settings are irrelevant since we are going to set them up via the project launcher.  &lt;br /&gt;
&lt;br /&gt;
After correctly setting up the Primary Asset Label and the directories to never cook, you can now finally package your project.&lt;br /&gt;
If you are packaging on a Windows machine and also wish to cross-compile for Linux, Linux support can be added to the Unreal Engine by installing the appropriate toolchain; available here https://docs.unrealengine.com/en-US/Platforms/Linux/GettingStarted/index.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Open the Project Launcher via '''Window''' → '''Project Launcher''' &lt;br /&gt;
&lt;br /&gt;
[[File:PIC22.png|400px]]&lt;br /&gt;
 &lt;br /&gt;
*Create a new custom launch profile via the little + button. &lt;br /&gt;
&lt;br /&gt;
[[File:PIC23.png|400px]]&lt;br /&gt;
&lt;br /&gt;
*Double click on New Profile 0 to rename the profile (to for example ''MyProject Windows Shipping'').&lt;br /&gt;
*Under '''Project''', select your project as the project for this launch profile. If you browse, pick your '''MyProject.uproject''' file.&lt;br /&gt;
*Under '''Build''', on the right hand side, select '''Build'''.&lt;br /&gt;
*Choose '''Shipping''' as the build configuration.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC24.png|400px]]&lt;br /&gt;
&lt;br /&gt;
*Under '''Cook''', on the right side, choose '''By the book''' for ''How would you like to cook the content?''.&lt;br /&gt;
*Choose '''WindowsNoEditor''' for *Cooked Platforms*.&lt;br /&gt;
*Choose your main level file only for '''Cooked Maps''' (sub-levels will be included automatically).  &lt;br /&gt;
&lt;br /&gt;
[[File:PIC25.png|400px]]&lt;br /&gt;
&lt;br /&gt;
*For '''Advanced Settings''', tick '''Store all content in a single file (UnrealPak)'''.&lt;br /&gt;
*Under '''Advanced Settings''', tick '''Generate Chunks'''.&lt;br /&gt;
*Tick '''Don't include editor content in the build'''.&lt;br /&gt;
*Choose '''Shipping''' as the '''Cooker build configuration''' configuration.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC26.png|400px]]&lt;br /&gt;
&lt;br /&gt;
*Under '''Package''', choose '''Package and store locally''' for '''How would you like to package the build?'''.&lt;br /&gt;
*Adjust the '''Local Directory Path''' if you wish. That's the location where the packaged project will end up in. (Default is under you `/MyProject/Saved/StageBuilds/` folder)&lt;br /&gt;
*Under '''Deploy''', choose '''Do not deploy''' for '''How would you like to deploy the build?'''.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC27.png|400px]]&lt;br /&gt;
&lt;br /&gt;
When all your settings are adjusted, hit the *Back* button in the top right corner of the window. Now you can launch the profile via the button on the very right.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC28.png|400px]]&lt;br /&gt;
&lt;br /&gt;
The Project Launcher will show you the progress and the output logs. Depending on the size and complexity of your level, as well as your system specs, this can take anywhere from a few seconds to a few hours.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC29.png|400px]]&lt;br /&gt;
&lt;br /&gt;
When the process has finished, take a look at the directory where the build was saved. By default, it's in your project folder `\Saved\StagedBuilds`. For each platform you built, you'll find a separate folder like `WindowsNoEditor` and `LinuxNoEditor`. Navigate to `\WindowsNoEditor\MyProject\Content\Paks`, where you'll find several .pak files. Pakchunk0 is the base content of your packaged project. Your level is in a pakchunk with the number you specified in the primary asset label, for example *pakchunk1*.&lt;br /&gt;
&lt;br /&gt;
[[File:PIC30.png]]&lt;br /&gt;
&lt;br /&gt;
You need to rename your .pak file to match the name of your level, for example *MyLevel.pak*. This is the file that needs to be distributed to any game server and any client that wants to play the level.&lt;br /&gt;
&lt;br /&gt;
There are many reasons why packaging your project might fail. It is not the purpose of this guide to help you understand and fix any errors you might get. Check the error messages in the log and refer to the Unreal Engine documentation, UE4 forums, UE4 Discord, Google or the CMM Discord.&lt;br /&gt;
&lt;br /&gt;
==Additional notes==&lt;br /&gt;
&lt;br /&gt;
===Performance Considerations===&lt;br /&gt;
You are responsible for the performance of your own level. Keep in mind that there might be 10+ players in your level at the same time, while you might only test alone.&lt;br /&gt;
Performance profiling and optimization is a very complex topic, you can read more about that here: https://docs.unrealengine.com/4.26/en-US/TestingAndOptimization/PerformanceAndProfiling/&lt;br /&gt;
&lt;br /&gt;
===Version/Source control===&lt;br /&gt;
&lt;br /&gt;
The Unreal Editor and Engine are very powerful and complex tools. While simply working on levels, the Editor is quite stable, but every once in a while there might be crashes. For your own benefit, it is advisable to use version/source control like Git, SVN or Perforce, even when working alone. Version control can be used completely offline, without the need to sync to a remote server, or online to enable collaboration.&lt;br /&gt;
Git + Git lfs, as well as SVN, are completely free.&lt;br /&gt;
Version/Source control can be used outside of the unreal Engine, or integrated with it, you can read more about that here: https://docs.unrealengine.com/4.26/en-US/Basics/SourceControl/&lt;br /&gt;
&lt;br /&gt;
===Runtime plugins===&lt;br /&gt;
Currently, the only supported runtime plugin is the Substance Painter plugin by Adobe. &lt;br /&gt;
&lt;br /&gt;
[https://www.unrealengine.com/marketplace/en-US/product/substance-plugin Substance UE4 plugin]&lt;br /&gt;
&lt;br /&gt;
==Happy Mapping :)==&lt;br /&gt;
For example maps, models, textures and materials, take a look at the [[JohnnyEnglish Urt5 Mapping Tutorials]]&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
Full credits should go to FS|CMM|HappyDay, he designed and coded most of the mapping plugin. Additional code by FS|Neon and FS|HolyCrap. Thanks to all the testers who took the time to test this plugin.&lt;/div&gt;</summary>
		<author><name>John</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=JohnnyEnglish_tutorial_Adding_Urt5_mapping_entities_to_the_Urt5_tutorial_map&amp;diff=2579</id>
		<title>JohnnyEnglish tutorial Adding Urt5 mapping entities to the Urt5 tutorial map</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=JohnnyEnglish_tutorial_Adding_Urt5_mapping_entities_to_the_Urt5_tutorial_map&amp;diff=2579"/>
				<updated>2021-08-21T10:31:47Z</updated>
		
		<summary type="html">&lt;p&gt;John: Created page with &amp;quot;==Introduction==  If you previously made maps for UrT4 using Radiant you will be familiar with the Q3 entities, these are listed in full here if you're interested.   The Urt5...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
If you previously made maps for UrT4 using Radiant you will be familiar with the Q3 entities, these are listed in full here if you're interested. &lt;br /&gt;
&lt;br /&gt;
The Urt5 Mapping Plugin provides those entities as UE4 blueprints which can be added to your UE4 map so that Urt5 recognises it as a compatible map.&lt;/div&gt;</summary>
		<author><name>John</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=JohnnyEnglish_tutorial_Migrating_projects&amp;diff=2578</id>
		<title>JohnnyEnglish tutorial Migrating projects</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=JohnnyEnglish_tutorial_Migrating_projects&amp;diff=2578"/>
				<updated>2021-08-21T10:26:36Z</updated>
		
		<summary type="html">&lt;p&gt;John: /* Why do this stage, surely we can just copy a folder? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
Migrating your project to a new, clean blank project is a very effective way to clear out all the mess of a normal mapping project.&lt;br /&gt;
&lt;br /&gt;
If you've not already created a blank project, please follow the instructions [[The_Urt5_Official_Mapping_plugin#Setting_up_Your_Project|Setting up your project]]&lt;br /&gt;
&lt;br /&gt;
==Migrate your map==&lt;br /&gt;
&lt;br /&gt;
[[File:Migrate00.PNG|400px]]&lt;br /&gt;
&lt;br /&gt;
Navigate to your map level, right click to open the ''context menu'', '''Asset Actions''' and select '''Migrate''' &lt;br /&gt;
&lt;br /&gt;
[[File:Migrate01.png|400px]]&lt;br /&gt;
&lt;br /&gt;
The migration tool will try to migrate elements from the '''Third Person''' sections of the project, we don't want those, uncheck everything outside the '''thirdparty''' tree.&lt;br /&gt;
&lt;br /&gt;
[[File:Migrate02.PNG|400px]]&lt;br /&gt;
&lt;br /&gt;
Check the end of the tree, remember we only want content from the '''thirdparty/TrainingRooms''', if elements fall outside this path, move them so they're inside the '''thirdparty/TrainingRooms''' folder, use the '''Fix up redirectors''' option frequently.&lt;br /&gt;
&lt;br /&gt;
[[File:Migrate03.PNG|400px]]&lt;br /&gt;
&lt;br /&gt;
Choose the destination folder, this must be the '''Content''' folder of your '''Blank''' project. When the migration has finished, close the '''TrainingRoom''' project.&lt;br /&gt;
&lt;br /&gt;
==Why do this stage, surely we can just copy a folder?==&lt;br /&gt;
&lt;br /&gt;
True, kind of. UE4 projects become pretty messed up during development, files are copied, folders are created and deleted. Not all these file actions are tracked, instead UE4 creates virtual links called redirectors.&lt;br /&gt;
&lt;br /&gt;
[https://docs.unrealengine.com/4.26/en-US/ProductionPipelines/Redirectors/ Read more about redirectors in the UE4 documentation]&lt;br /&gt;
&lt;br /&gt;
==What next?==&lt;br /&gt;
&lt;br /&gt;
In the next section, we'll adding UrT5 mapping entities to our tutorial map.&lt;br /&gt;
&lt;br /&gt;
[[JohnnyEnglish tutorial Adding Urt5 mapping entities to the Urt5 tutorial map]]&lt;/div&gt;</summary>
		<author><name>John</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=JohnnyEnglish_tutorial_Migrating_projects&amp;diff=2577</id>
		<title>JohnnyEnglish tutorial Migrating projects</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=JohnnyEnglish_tutorial_Migrating_projects&amp;diff=2577"/>
				<updated>2021-08-21T10:26:17Z</updated>
		
		<summary type="html">&lt;p&gt;John: /* Why do this stage, surely we can just copy a folder? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
Migrating your project to a new, clean blank project is a very effective way to clear out all the mess of a normal mapping project.&lt;br /&gt;
&lt;br /&gt;
If you've not already created a blank project, please follow the instructions [[The_Urt5_Official_Mapping_plugin#Setting_up_Your_Project|Setting up your project]]&lt;br /&gt;
&lt;br /&gt;
==Migrate your map==&lt;br /&gt;
&lt;br /&gt;
[[File:Migrate00.PNG|400px]]&lt;br /&gt;
&lt;br /&gt;
Navigate to your map level, right click to open the ''context menu'', '''Asset Actions''' and select '''Migrate''' &lt;br /&gt;
&lt;br /&gt;
[[File:Migrate01.png|400px]]&lt;br /&gt;
&lt;br /&gt;
The migration tool will try to migrate elements from the '''Third Person''' sections of the project, we don't want those, uncheck everything outside the '''thirdparty''' tree.&lt;br /&gt;
&lt;br /&gt;
[[File:Migrate02.PNG|400px]]&lt;br /&gt;
&lt;br /&gt;
Check the end of the tree, remember we only want content from the '''thirdparty/TrainingRooms''', if elements fall outside this path, move them so they're inside the '''thirdparty/TrainingRooms''' folder, use the '''Fix up redirectors''' option frequently.&lt;br /&gt;
&lt;br /&gt;
[[File:Migrate03.PNG|400px]]&lt;br /&gt;
&lt;br /&gt;
Choose the destination folder, this must be the '''Content''' folder of your '''Blank''' project. When the migration has finished, close the '''TrainingRoom''' project.&lt;br /&gt;
&lt;br /&gt;
==Why do this stage, surely we can just copy a folder?==&lt;br /&gt;
&lt;br /&gt;
True, kind of. UE4 projects become pretty messed up during development, files are copied, folders are created and deleted. Not all these file actions are tracked, instead UE4 creates virtual links called redirectors.&lt;br /&gt;
&lt;br /&gt;
[https://docs.unrealengine.com/4.26/en-US/ProductionPipelines/Redirectors/|Read more about redirectors in the UE4 documentation]&lt;br /&gt;
&lt;br /&gt;
==What next?==&lt;br /&gt;
&lt;br /&gt;
In the next section, we'll adding UrT5 mapping entities to our tutorial map.&lt;br /&gt;
&lt;br /&gt;
[[JohnnyEnglish tutorial Adding Urt5 mapping entities to the Urt5 tutorial map]]&lt;/div&gt;</summary>
		<author><name>John</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=JohnnyEnglish_tutorial_Migrating_projects&amp;diff=2576</id>
		<title>JohnnyEnglish tutorial Migrating projects</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=JohnnyEnglish_tutorial_Migrating_projects&amp;diff=2576"/>
				<updated>2021-08-21T10:25:56Z</updated>
		
		<summary type="html">&lt;p&gt;John: /* Migrate your map */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
Migrating your project to a new, clean blank project is a very effective way to clear out all the mess of a normal mapping project.&lt;br /&gt;
&lt;br /&gt;
If you've not already created a blank project, please follow the instructions [[The_Urt5_Official_Mapping_plugin#Setting_up_Your_Project|Setting up your project]]&lt;br /&gt;
&lt;br /&gt;
==Migrate your map==&lt;br /&gt;
&lt;br /&gt;
[[File:Migrate00.PNG|400px]]&lt;br /&gt;
&lt;br /&gt;
Navigate to your map level, right click to open the ''context menu'', '''Asset Actions''' and select '''Migrate''' &lt;br /&gt;
&lt;br /&gt;
[[File:Migrate01.png|400px]]&lt;br /&gt;
&lt;br /&gt;
The migration tool will try to migrate elements from the '''Third Person''' sections of the project, we don't want those, uncheck everything outside the '''thirdparty''' tree.&lt;br /&gt;
&lt;br /&gt;
[[File:Migrate02.PNG|400px]]&lt;br /&gt;
&lt;br /&gt;
Check the end of the tree, remember we only want content from the '''thirdparty/TrainingRooms''', if elements fall outside this path, move them so they're inside the '''thirdparty/TrainingRooms''' folder, use the '''Fix up redirectors''' option frequently.&lt;br /&gt;
&lt;br /&gt;
[[File:Migrate03.PNG|400px]]&lt;br /&gt;
&lt;br /&gt;
Choose the destination folder, this must be the '''Content''' folder of your '''Blank''' project. When the migration has finished, close the '''TrainingRoom''' project.&lt;br /&gt;
&lt;br /&gt;
==Why do this stage, surely we can just copy a folder?==&lt;br /&gt;
&lt;br /&gt;
True, kind of. UE4 projects become pretty messed up during development, files are copied, folders are created and deleted. Not all these file actions are tracked, instead UE4 creates virtual links called redirectors.&lt;br /&gt;
&lt;br /&gt;
[[https://docs.unrealengine.com/4.26/en-US/ProductionPipelines/Redirectors/|Read more about redirectors in the UE4 documentation]]&lt;br /&gt;
&lt;br /&gt;
==What next?==&lt;br /&gt;
&lt;br /&gt;
In the next section, we'll adding UrT5 mapping entities to our tutorial map.&lt;br /&gt;
&lt;br /&gt;
[[JohnnyEnglish tutorial Adding Urt5 mapping entities to the Urt5 tutorial map]]&lt;/div&gt;</summary>
		<author><name>John</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=JohnnyEnglish_tutorial_Migrating_projects&amp;diff=2575</id>
		<title>JohnnyEnglish tutorial Migrating projects</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=JohnnyEnglish_tutorial_Migrating_projects&amp;diff=2575"/>
				<updated>2021-08-21T10:21:48Z</updated>
		
		<summary type="html">&lt;p&gt;John: /* What next? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
Migrating your project to a new, clean blank project is a very effective way to clear out all the mess of a normal mapping project.&lt;br /&gt;
&lt;br /&gt;
If you've not already created a blank project, please follow the instructions [[The_Urt5_Official_Mapping_plugin#Setting_up_Your_Project|Setting up your project]]&lt;br /&gt;
&lt;br /&gt;
==Migrate your map==&lt;br /&gt;
&lt;br /&gt;
[[File:Migrate00.PNG|400px]]&lt;br /&gt;
&lt;br /&gt;
Navigate to your map level, right click to open the ''context menu'', '''Asset Actions''' and select '''Migrate''' &lt;br /&gt;
&lt;br /&gt;
[[File:Migrate01.png|400px]]&lt;br /&gt;
&lt;br /&gt;
The migration tool will try to migrate elements from the '''Third Person''' sections of the project, we don't want those, uncheck everything outside the '''thirdparty''' tree.&lt;br /&gt;
&lt;br /&gt;
[[File:Migrate02.PNG|400px]]&lt;br /&gt;
&lt;br /&gt;
Check the end of the tree, remember we only want content from the '''thirdparty/TrainingRooms''', if elements fall outside this path, move them so they're inside the '''thirdparty/TrainingRooms''' folder, use the '''Fix up redirectors''' option frequently.&lt;br /&gt;
&lt;br /&gt;
[[File:Migrate03.PNG|400px]]&lt;br /&gt;
&lt;br /&gt;
Choose the destination folder, this must be the '''Content''' folder of your '''Blank''' project. When the migration has finished, close the '''TrainingRoom''' project.&lt;br /&gt;
&lt;br /&gt;
==What next?==&lt;br /&gt;
&lt;br /&gt;
In the next section, we'll adding UrT5 mapping entities to our tutorial map.&lt;br /&gt;
&lt;br /&gt;
[[JohnnyEnglish tutorial Adding Urt5 mapping entities to the Urt5 tutorial map]]&lt;/div&gt;</summary>
		<author><name>John</name></author>	</entry>

	</feed>