I'm a doctor, not a mechanic

Difference between revisions of "UE2:Using the UT2004 mod system"

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
m
m
Line 107: Line 107:
 
:*[[Legacy:Defining_SpeciesTypes|Defining_SpeciesTypes]]<br><br>
 
:*[[Legacy:Defining_SpeciesTypes|Defining_SpeciesTypes]]<br><br>
  
{{ambox|type=notice|text=For '''*.upl''' files Ive found if you have your mods system directory before your ut2004 one it will not use the files located in the ut2004\system directory, it instead uses only the ones found in the ''mod system directory''.}}
+
{{ambox|type=notice|text=For '''*.upl''' files Ive found if you have your mods system directory before your ut2004 one it will not use the files located in the ut2004\system directory, it instead uses only the ones found in the ''mod system directory''.<br>
 +
Ut2k4 will find karma(*.ka) and deafult player(*.upl) Files automatically when using the '''-mod=''' Switch.}}
  
 
==See Also==
 
==See Also==

Revision as of 19:42, 28 April 2008

These basic procedures will show you how the unreal engine works with directories and how to setup your modification so it will use the mod system. This will keep your modification seperate to UT2004 and allow you to work with greater ease and effiency on bigger mods. Personally I always use this as it keeps my base directory free from clutter although if you are working on something smaller like a mutator or gametype you may not need to use this. The best use for this is in total conversion situations where you modification will take up alot of room and have many package's.

Basic Setup

For all of the following we will assume your Base Directory is C:\ut2004\

Mod System Directory Structure

Engine Directory Structure - First we'll start with a rundown of the unreal engines directory structure.
your mod being the name of the modification, your mods directory structure would look like this:
C:\ut2004\YourMod\
C:\ut2004\YourMod\System
C:\ut2004\YourMod\Help
C:\ut2004\YourMod\Maps
C:\ut2004\YourMod\Textures
C:\ut2004\YourMod\Sounds
C:\ut2004\YourMod\Music

Running the game using YourMod

The mod system is accessed through the use of -mod= commandline switch
C:\ut2004\ut2004.exe -mod=YourMod
C:\ut2004\unrealed.exe -mod=your mod


Setting Up Package Folders

Set Up Package Folders - Then we examine how to setup package's so you can compile.
For Unreal Script Classes you will need to first make the package's folder and then the Classes folder. The following eg shows the package folders being YourModCode and YourModGUI:
C:\ut2004\YourMod\YourPackage\ <– UnrealScript package for your mod
C:\ut2004\YourMod\YourPackage\Classes <– put you source code here
C:\ut2004\YourMod\YourModCode\ <– another UnrealScript Package
C:\ut2004\YourMod\YourModCode\Classes

EXEC Directive

Using the Exec Directive you can also import assets such as sounds and textures into a package file. You do this using both the Exec Directive and the appropriate directories.
C:\ut2004\YourMod\YourModCode\Sounds <– put the sounds you wish to import into the package here
C:\ut2004\YourMod\YourModCode\Textures <– put the textures you wish to import into the package here

INI Files

UT2k4Mod.Ini - We start to get into how to setup your mod to be accessed from the community panel in UT2004.
This file should be place in the following directory:
C:\ut2004\YourMod
UT2004 Default.Ini - This will show you how to setup your mod's default.ini file so you can use it to compile.
This file should be place in the following directory:
C:\ut2004\YourMod\System

LOG Files

Log Warnings
Log File
When running with the -mod= commandline switch .log files will be place in the following directory:
C:\ut2004\YourMod\System
All other secondary log files (such as ucc.log) will still be created in:
C:\ut2004\System

Commandlet's

Commandlets can be very useful to UScripters, providing automated tasks so you dont have to repetativly do things by hand.

Make

Compiling With UCC - Lastly to round things off we take a look at how to compile using ucc.exe

Compiling YourMod

The mod system is accessed through the use of -mod= commandline switch
C:\ut2004\ucc.exe make -mod=YourMod
This will Compile all *.UC files found in your Package directories to:
C:\ut2004\YourMod\System

DumpInt

DumpIntCommandlet - will always create the new .int files in the game's System directory. This is an unfortunate outcome, but changing it would have proven difficult at this time.
INT Files are used for Localization, INT being an acronym for international english.

Dumping Int's for YourMod's Packages

The mod system is accessed through the use of -mod= commandline switch
C:\ut2004\ucc.exe dumpint -mod=YourMod C:\ut2004\YourMod\System\YourPackage.u
C:\ut2004\ucc.exe dumpint -mod=YourMod C:\ut2004\YourMod\System\YourModCode.u

ExportCache

ExportCacheCommandlet - will create the .ucl files in the first directory found in the CacheRecordPath array. Using the trick above, you can force it to use your directory, but that’s un supported. As a general rule, you will have to hand copy these files in to their proper place. Sorry.

Exporting Cache for YourMod's Packages

The mod system is accessed through the use of -mod= commandline switch
C:\ut2004\ucc.exe exportcache -v -mod=YourMod C:\ut2004\YourMod\System\YourPackage.u
C:\ut2004\ucc.exe exportcache -v -mod=YourMod C:\ut2004\YourMod\System\YourModCode.u

Custom Characters

You may want to add custom characters or even custom species type to your total conversion, lucky there is a simple way to set it up. Its called the Unreal Player List.

See Also