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Difference between revisions of "UE2:Using the UT2004 mod system"
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:The mod system is accessed through the use of '''-mod=''' commandline switch<br> | :The mod system is accessed through the use of '''-mod=''' commandline switch<br> | ||
::C:\ut2004\ut2004.exe -mod='''YourMod'''<br> | ::C:\ut2004\ut2004.exe -mod='''YourMod'''<br> | ||
− | ::C:\ut2004\unrealed.exe -mod=''' | + | ::C:\ut2004\unrealed.exe -mod='''YourMod'''<br> |
{{ambox|type=notice|text=I have found that in unreal ed it does not default to '''your mod's''' directories, so keep an eye on that when saving anything from maps or packages. If there is a way to fix this please let me know.}}<br> | {{ambox|type=notice|text=I have found that in unreal ed it does not default to '''your mod's''' directories, so keep an eye on that when saving anything from maps or packages. If there is a way to fix this please let me know.}}<br> | ||
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:For Unreal Script [[Legacy:Class|Classes]] you will need to first make the [[Legacy:Package|package]]'s folder and then the [[Legacy:Class|Classes]] folder. The following eg shows the package folders being '''YourModCode''' and '''YourModGUI''':<br> | :For Unreal Script [[Legacy:Class|Classes]] you will need to first make the [[Legacy:Package|package]]'s folder and then the [[Legacy:Class|Classes]] folder. The following eg shows the package folders being '''YourModCode''' and '''YourModGUI''':<br> | ||
− | ::C:\ut2004\'''YourMod\ | + | ::C:\ut2004\'''YourMod\YourModPackage\''' '''<–''' ''UnrealScript package for your mod'' |
− | ::C:\ut2004\'''YourMod\ | + | ::C:\ut2004\'''YourMod\YourModPackage\Classes''' '''<–''' ''put you source code here'' |
::C:\ut2004\'''YourMod\YourModCode\''' '''<–''' ''another UnrealScript Package'' | ::C:\ut2004\'''YourMod\YourModCode\''' '''<–''' ''another UnrealScript Package'' | ||
::C:\ut2004\'''YourMod\YourModCode\Classes'''<br> | ::C:\ut2004\'''YourMod\YourModCode\Classes'''<br> |
Revision as of 21:20, 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
- C:\ut2004\YourMod\
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=YourMod
- C:\ut2004\ut2004.exe -mod=YourMod
I have found that in unreal ed it does not default to your mod's directories, so keep an eye on that when saving anything from maps or packages. If there is a way to fix this please let me know. |
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\YourModPackage\ <– UnrealScript package for your mod
- C:\ut2004\YourMod\YourModPackage\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\YourModPackage\Models <– put the models you wish to import into the package here
- C:\ut2004\YourMod\YourModPackage\Sounds <– put the sounds you wish to import into the package here
- C:\ut2004\YourMod\YourModPackage\Textures <– put the textures you wish to import into the package here
- C:\ut2004\YourMod\YourModPackage\Models <– put the models you wish to import into the package here
When working with large amounts of assets it might be alittle overwhelming to do this by hand through unrealed. Now alot of the time unrealed will let you import multiple files at once but sometimes it is much easier done on the command line. It free's up valuable memory that can be used to get the process done quicker without the overhead of the full editor open. |
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
- C:\ut2004\YourMod\System
- DefaultUser.ini - Functions very similarly to UT2004 Default.ini.
- This file should be place in the following directory:
- C:\ut2004\YourMod\System
- C:\ut2004\YourMod\System
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. |
LOG Files
- When running with the -mod= commandline switch .log files will be place in the following directory:
- C:\ut2004\YourMod\System
- C:\ut2004\YourMod\System
- All other secondary log files (such as ucc.log) will still be created in:
- C:\ut2004\System
- 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.
Starting with the latest patch, UT2004 can correctly locate and use .int and .ucl files stored in your mod's System directory (or in the case of .ucl whichever directory is specified by the CacheRecordPath array). But, it does require some work on your part. |
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
- 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
ucc.exe dumpint Pkg.u -mod=ModName exports to UT2004 System dir. ucc.exe dumpint Pkg.u -MOD=ModName says "No packages found matching -MOD=ModName!" then exports to UT2004 System dir. |
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.
There is special logic built in to the latest patch to make UPL files mod friendly. It works as follows:
When the cache manager searches for UPL files, it traverses the Paths array in reverse (bottom to top) and it checks either directory for .UPL files >adding any it finds to it’s cache. When it reaches the game's System, the following occurs: 1. If you are not running with a mod, it will scan the directory as normal. 2. If you are running a mod, no .upl files have been found already, it will scan the directory as normal. 3. If you are running a mod, and the game has already found even a single .upl file, it will skip the default System directory. In a nutshell, this means that if you have a mod that uses both your own custom .upl files and you want to allow them to use the default characters, you will need to include a copy of the original .upl files with your mod. |
Ut2k4 will find karma(*.ka) and deafult player(*.upl) Files automatically when using the -mod= Switch. |