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# Screenshot

A screenshot is just that: a saved picture taken from the monitor display. It also means the pictures you see in the game when you're choosing a map: screenshots of the map that are embedded in the map.

You might be looking for:

- Game screenshot – taking shots of the game; recommendations on how to clean up, present, etc.
- taking shots of UnrealEd – insert brain (hit PrtSc like in the rest of Windoze and paste into your favourite graphics application)
- Screenshot (UT) – adding a screenshot to a UT map

The rest of this page is for UT2003.

## Screenshots in UT2003

To add a screenshot to a UT2003 map:

1. Take your Game screenshots & clean them up. Resize them to 512x256 pixels.
2. Import The Textures:
   - Package: MyLevel
   - Group: (you can leave this blank)
   - Name: (anything you like; it's easiest if the screenshots are numbered for a material sequence)
   - Uncheck Generate Mipmaps
3. Apply texture compression: Do Material Context Menu → Compress → DXT1
4. Avoid ugliness at lower texture levels: Do Material Context Menu → Properties, and then expand Textures and set LODSet to LODSet_Interface
5. Create a new material:
   - Package: MyLevel
   - Group: (same group as the screenshots)
   - Name: (anything)
   - Class: Raw Material
   - MaterialClass: Class'Engine.MaterialSequence'
6. In the MaterialSequence properties do the following:
   - Click SequenceItems → Add
   - Minimize the properties window and select your first screenshot from the texture browser
   - Go back to properties and click SequncedItems → [0] → Material → Use
   - Set the time to 1.5
   - Add another Material under SequencedItems. This time, use your second screenshot, 1.0 for Time, and MSA_FadeToMaterial for Action.
   - Add another SequencedItem just like the first except with your second screenshot again.
   - Continue adding 2 SequencedItems for each of your following screenshots.
   - Once you have all of your screenshots set, add one final SequencedItem. Use you first screenshot, 1.0 for Time, and MSA_FadeToMaterial for Action.
   - Finally, set FallbackMaterial to your first screenshot.
7. Do UnrealEd Main Menu → View → Level Properties
8. Set The Resource Property LevelSummary → Screenshot to the new MaterialSequence.
9. Save your level and be sure not to save the MyLevel package. Just leave it and everything will work.

## Related Topics

- MyLevel pseudopackage
- MaterialSequence class

MadNad Shouldn't this title be Level Shots ?

MythOpus Nods In Agreement It Should Yes

Tarquin: interesting idea. Any further opinions?

Wormbo: It's a preview image of the map, which is a screenshot of the map in most cases. How about a redirect from [Level Shots]? to this page?

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