and just in case, don't EVER save a package called myLevel when prompted. There should be no files or folders or packages with the word myLevel in them, anywhere in the UT2004 directory. If you find one, delete it or even better, rename it and then open it in the editor to see if some stuff you thought was in your level is actually there...
When you see myLevel in the editor, that's going to be replaced by the name of your map once it loads so the textures etc. are loaded from a package called by the same name as your map, because in UT2004 everything except OGG music are the same file format with different names. Try this: In the texture browser, hit File > Open and instead of choosing a texture package, go up and over a directory to Maps instead. Change the "Files of type:" box to "All Files" and open AS-RobotFactory.ut2. Now you have what looks like a texture package in the texture browser, but it has the map's name. Under AS-RobotFactory you have a bunch of textures the original mapper saved into the level instead of placing into a reusable package, even some that are already in external packages (Plutonic_BP2_Textures, gj Epic!). And every texture there appears in a package called myLevel instead
if you open AS-RobotFactory.ut2 as a map. Making sense now? In order to get stuff saved in myLevel, just make sure it's used somewhere in the level and it wasn't loaded from another package while you were editing. If you want to get some texture from a package to save in myLevel but it already exists in another package, DO NOT open that package and use it or else your level will store a reference to that package and it then becomes a dependency. Instead, in the menu go to View >> Log and you have a console. Type this:
Code: Select all
obj load file=somepackage.utx package=myLevel
Watch the log window for a line that looks like this:
Code: Select all
Log: New File, Existing Package (Package myLevel, Package somepackage)
If it doesn't appear at all, type it all again. I got used to typing it 2x, it's weird. Now you can find all the textures that were previously in somepackage.utx under myLevel and they will be saved inside the map,
when you save the map,
if you used them-- the rest will be automatically dropped when you close UnrealEd. Same thing works for actor classes, static meshes, etc. just type the full filename (.uax for sound, .u for code, .usx for smeshes, etc etc)
I used it to embed the PPC Tank-- just loaded the mutator's .u file with that command line and then found PPCTankFactory under ONSVehicleFactory in the Actor Class browser, placed a PPCTankFactory in my map, and when I saved the map it automagically saved the textures and all other actor classes that make up the PPC Tank because the original mutator package had all the dependencies worked out. IOW, they were mandatory for the dependency tree
even though I never put the PPC Tank's skin on a wall or anything! Also if you did find a real file named myLevel and you want what's in it, first rename it and then use the command line obj load trick to get it in without referencing any external package. Its contents will then go into the real myLevel. If you opened it in the browser already, close and reopen UnrealEd first, then obj-load it, and only then start using the stuff in your map.
Sorry if this is redundant in any way... most is a rewording of what I've read and some of it I've come to understand just lately. UnrealWiki has most of the answers... HTH.