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Submitting Content For Unreal Tournament

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  • replied
    Originally posted by wARmAcH1n3 View Post

    I'm a litte confused about this, Unreal Engine 4 & UT4 is free so what is meant with "subscriber"? And where should I write this, maybe in the thread where I show my map (I didn't find any email-adress to submit the map)?
    Kinda shows how old the thread is. At one point it was $20 a month to use the engine, until they decided to remove the subscription and made the engine available for free.

    Not sure but the team may still look for that disclaimer. Most people just paste it into the thread for their map.

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  • replied
    Originally posted by Warren M View Post
    Legal (READ ME!)
    When you submit your work, you must include one of the following lines of text in your email or we cannot accept the submission. Just copy and paste and you're good to go:

    If you ARE an Unreal Engine 4 subscriber, include this line:
    “I agree that this content constitutes a Submission under the Unreal Engine EULA ( https://www.unrealengine.com/eula ).”

    If you are NOT an Unreal Engine 4 subscriber, include this line:
    “I agree that this content constitutes a User Contribution under the Epic Games Terms of Service ( http://epicgames.com/tou )."
    I'm a litte confused about this, Unreal Engine 4 & UT4 is free so what is meant with "subscriber"? And where should I write this, maybe in the thread where I show my map (I didn't find any email-adress to submit the map)?

    Leave a comment:


  • replied
    This thread is somewhat archaic now. There is no current method to submit content directly.

    Best thing to do is to post it on the forums and see if you can catch the attention the the dev team. If they like it they may contact you to see if you're interested in putting it on the marketplace. Normally they'll have a list of changes they would like you to make in order to reach the high level of quality they're aiming for. So far there are only 7 community maps on the marketplace however they're likely to start another round at some point.

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  • replied
    How do you submit a map? The OP mentions including lines in an email, but I haven't been able to find the email to submit too. I apologize for the oversight if it is obvious but I have not been able to find how to actually submit a map.

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  • replied
    https://forums.unrealtournament.com/...-Epic-s-builds should help.

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  • replied
    Are there any tutorials about on how to cook/publish a level so I can let other people play it? I've looked through the forums and not found a step by step one anywhere. Thanks.

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  • replied
    Note that there's been an important update to the submission process. I've updated the original post to reflect these changes.

    Keep making stuff, folks! Every day I find something new that impresses me!

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  • replied
    Seems to be the right place to ask this:

    - What do we do when we think our map is ready for testing ? Should we submit it to EPIC according to the procedure in the sticky, or else ?
    - Is there a quality guide that we should at least follow before any submission ?
    Last edited by Raste; 09-06-2014, 12:38 PM.

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  • replied
    I subcripted the UE4 to start to create some maps I later can play against my friends. So, I am completly new with the UE and the whole mapping thing. So I have some questions, but realy don't know if this is the right place for.

    1. Is there any specification or best practice how to store own meshes, materials etc.?
    2. What if I use assets that are already under the content directory? Can I use them without restrictions or is there something I should know about?
    3. How I extract my used content for submitting, later?

    Leave a comment:


  • replied
    UT its a very cool Computergame i hope there are many new and old maps
    My favorite of a new map is the cover version with windows and there where to find the Flak Cannon is to gaze out

    Please Take it the game

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  • replied
    I have some questions about characters. Is it ok to send you unrigged characters ? I guess that you have some sort of UT global rig, which you use for all the game characters. A custom rig would not be good.

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  • replied
    Originally posted by KnightTechDev View Post
    Yeah WarrenM, reminds me, I made box and a previous operation created some extra vertices and they weren't fully welded together so edges weren't 100% straight and had unnoticeable open area, the edges were so close I didn't immediately notice it but noticed the increase in vertice count. I imagine you could probably just contact the artist if it was anything that needed majorly changed, and if it did slip through after extensive testing into the final product it would be noticed eventually.

    I wonder if you'd have something such as a 3D warehouse like Google had where you could submit and vote on the individual components that makeup the game, it wouldn't need to host the files, just provide option to link to the downloads, give basic option to vote, and basic description. The information could be organized into simple categories related to the content type, even including the Works In Progress. That way it can be more organized and easier for everyone to access and rate.
    Good input, thanks!

    Yes, this is something we'll need to figure out as we roll forward. I don't have anything definite to say on this yet but, I agree, it's a concern!

    Leave a comment:


  • replied
    Originally posted by Morkatog View Post
    Hey Warren,

    I read that once UT is released players can submit their own content in an upcomming market in which they can sell their own maps for which Epic will receive a modest fee. Would a similar system be used if user submitted content would be included in UT if we submit it now?
    Any content submitted before the game is finished will be included in the game for free. There will be a marketplace eventually for UT, yes, but the base game is totally free.

    Leave a comment:


  • replied
    Originally posted by WarrenM View Post
    jayoplus

    Excellent question! To be honest, I hadn't thought that far ahead. My gut feeling is that we'd do small changes/tweaks here and probably go back to the original artist if a larger change was needed. Hopefully by the time something is accepted for use in the game, any larger issues have already been worked out but the reality of level design is that large design changes can happen at any time. This is easier done with levels rather than something like character art, but I think the concept holds.
    Yeah WarrenM, reminds me, I made box and a previous operation created some extra vertices and they weren't fully welded together so edges weren't 100% straight and had unnoticeable open area, the edges were so close I didn't immediately notice it but noticed the increase in vertice count. I imagine you could probably just contact the artist if it was anything that needed majorly changed, and if it did slip through after extensive testing into the final product it would be noticed eventually.

    I wonder if you'd have something such as a 3D warehouse like Google had where you could submit and vote on the individual components that makeup the game, it wouldn't need to host the files, just provide option to link to the downloads, give basic option to vote, and basic description. The information could be organized into simple categories related to the content type, even including the Works In Progress. That way it can be more organized and easier for everyone to access and rate.
    Last edited by KnightTechDev; 06-29-2014, 09:32 AM.

    Leave a comment:


  • replied
    Hey Warren,

    I read that once UT is released players can submit their own content in an upcomming market in which they can sell their own maps for which Epic will receive a modest fee. Would a similar system be used if user submitted content would be included in UT if we submit it now?

    Leave a comment:

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