Step
Five: Import Skydome Into UnrealED
Open up your map within the editor and then the generic browser
by clicking 'View > Browser Windows > Generic'. In the top-left
of the browser, check Textures, Materials, and Static Meshes, and
uncheck anything else. Click 'File > Import', and select your
skydome texture.
Enter the following properties, and click 'OK';
Tick 'Defer Compression'
Package: Must be the name of your map (minus the
file extension) in order to embed the texture. For example WAR-Torlan.
Group: This may be left blank.
Name: A name for your skydome texture. For example,
MySky_Tex.
By now, your skydome texture should be visible in UnrealED as follows;

Before moving on, we need to ensure the texture isn't automatically
compressed, because this will degrade the quality of the sky. Right-click
on your imported texture, and select 'Texture Viewer'. Select the
following options;
Tick 'CompressionFullDynamicRange'
Compression Settings: 'TC_HighDynamicRange'
Don't worry if your texture turns bright or strange as a result
of this. Next, we need to create a material. In the generic browser
window, click 'File > New'.
Enter the following properties, and click 'OK';
Package: Must be the name of your map (minus the
file extension) in order to embed the texture. For example WAR-Torlan.
Group: This may be left blank.
Name: A name for your skydome material. For example,
MySky_Mat.
Factory: Material
A new material will appear in your browser window. Right click the
material, then select 'Material Editor'. A screen, similar to the
following will appear;

Right click an empty gray space, and add a 'New TextureSample'.
You can use the left mouse button to navigate around the material
editor, and middle mouse button to zoom in and out.
Back in your generic browser window, click onto your skybox texture
once to highlight it. Back in your material editor, add this texture
to your material by clicking the small green arrow, as shown below;

To complete the material, drag a line between the black square
on the left of your texture, to 'Diffuse'. Drag another line between
the black square and 'Emissive'. You should end up with something
like this:

You may now close the editing window, saving any changes.
Creating your SkyDome
Finally, we can now create our skydome.
• Open the 'UN_Sky' package from your
generic browser by clicking 'File > Open'. It's located in
X:\XXXX\UT3\UTGame\CookedPC\Environments - 'X' refers to your
game directory. Locate the package in the bottom-left section
of the generic browser, and click on it once to highlight its
content.
• Locate the static mesh named 'S_UN_Sky_SM_SkyDome03',
and select it once to highlight it.
• In the 3D view, navigate to the center
of your map, right-click, and select 'Add Actor > Add Static
Mesh'.
• Double click the static mesh (skydome)
which appears, to enter the properties screen.
• Navigate to the 'Materials' property,
then add a material by clicking on the green '+'. Select your
material in the generic browser, and add your material to the
static mesh using the green arrow.

Finally, resize the skydome to surround your level. Your skydome
is now visible in-game!

Special Thanks to Fenring for allowing me to update and expand
his original Battlefield 2 tutorial
for UnrealED.
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