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UE2:Using the UT2004 mod system

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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

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\YourModCode\ <– UnrealScript package for your mod
C:\ut2004\YourMod\YourModCode\Classes <– put you source code here
C:\ut2004\YourMod\YourModGUI\ <– another UnrealScript Package
C:\ut2004\YourMod\YourModGUI\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.
  • UT2k4 Default.Ini - This will show you how to setup your mod's default.ini file so you can use it to compile.

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

Running the game with the mod system

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



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

DumpInt

INT Files are used for Localization, INT being an acronym for international english.
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

The Export Cache commandlet is one example of this. These can also be used to provide language support for various nations.

  • 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

Exec_Directive 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.

See Also