Gah - a solution with more questions. – EntropicLqd
Difference between revisions of "UE2:Using the UT2004 mod system"
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Revision as of 15:16, 12 April 2006
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.
Say your Base Directory is C:\ut2004\
The mod system is accessed through the use of -mod= commandline switch
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.
Contents
Basic Setup
Engine_Directory_Structure - First we'll start with a rundown of the unreal engines directory structure.
Set_Up_Package_Folders - Then we examine how to setup package's so you can compile, Not really related to mod system
UT2k4Mod.Ini - We start to get into how to setup your mod to be accessed from the community panel in UT2004.
UT2k4 Default.Ini - This will show you how to setup your mod's default.ini file so you can use it to compile.
Compiling_With_UCC - Lastly to round things off we take a look at how to compile using ucc.exe
Log File
Intermediate
Commandlets can be very useful to UScripters, providing automated tasks so you dont have to repetativly do things by hand, The Export Cache commandlet is one example of this. These can also be used to provide language support for various nations.
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.
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.
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.
Advanced Importing
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.
External Links and Other useful Links
http://geeks.beyondunreal.com/ut2004/docs-modsystem.php
Discussion
OlympusMons:Ok so I created this page to pull all the mod system stuff together into a format I can use to make a tutorial. Alot of it is in basic prodecure type pages but I think it'll work very well like that. Im going to work a bit more on this page dont worry, if there is another page on this topic and I missed it please let me know and I'll give this a deleteme. Im hoping to add it to the UnrealScript_Lessons page when Im finsihed.