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Your First Mod (Tutorial) - So you want to be a modder, eh?

 
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Cheese



Joined: 30 Mar 2006
Posts: 79
Location: ...YES

PostPosted: Mon Jul 16, 2007 7:28 am    Post subject: Your First Mod (Tutorial) - So you want to be a modder, eh? Reply with quote

OK, so you want to mod, hey? You want to impress noobs with your elite haxor skills? Well, We will need a few things to get you started.

Make sure you have UnrealEdFix 4 installed and working, then let's get started.
What is this UnrealEdFix 4, you ask? Well, it fixes you Unreal Editor so it actually works properly. You can find that on the downloads page.
Now, head to your Unreal's System directory. This is usually located at C:\Unreal\System, or C:\UnrealGold\System. Find UnrealEd.exe... This would be Unreal Editor.
Open UnrealEd, and take a look on the right side at the top. No, not the X button, that closes the editor. Don't hit that. A bit below it and to the left,you will see Browse and a drop down box, with the options: Textures, Classes, SoundFX, and Music. You want Classes. So, if you haven't done so already, click the drop down box, and click Classes. This is the browser. When I say to go to the Textures browser or the Classes browser, this is what I mean.
Now, in the bottom right-hand corner of the editor, you will see several buttons.. Edit Code, Defaults, New, Export, Export All, Load, Save, and Delete. Notice these, as I will refer to them quite a bit in the tutorial as well.

Now, under it will be a checkbox that says: Only Show Actor Classes. Don't touch it. Under it, you will see: Actor, and under it Brush, DamageType, Decoration, etc, etc. This isthe Class Tree, and the text things are called Classes. You can click on a class that has a -
beside it to expand it. Expand Inventory, then Weapon. Under Weapon will be a list of all the guns in the game. This is where we start out.

Great!

Now, our first weapon will be a Stinger modification. Select Stinger from the list, and hit the New button. A box will pop up, with 2 text boxes in them: New Actor Class Name, and Package Name. For the Package Name, Type in MyCrap. For the class name, keep it as MyStinger.
You can make them whatever you want really, but let's just stick to this to make it more simple.

A dark blue window will open, and it will have some green text at the top, and a bit under that, there will be: Class MyStinger expands Stinger; .... Leave that for now. click in the box and hit F7 on your keyboard. Remember to do this whenever you make a new class, and whenever you edit script.

Wait, Cheese, what the hell is this 'script' you talk about!? And wait a second, Why did Weapon and Stinger and all that crap go!??!?

Well, about the 'Script' thing, I'll show you a bit later. We won't be messing with that right now. About the other problem.. Unreal Editor likes to do that whenever you make a new class, you'll have to get used to it.
anyways...

You can close the dark blue window if you want now (but don't close the editor!). Now, we've got to navigate our way back to your modified stinger. Expand Inventory, Weapon, and notice a - behind Stinger. Expand stinger, and there would be your long lost MyStinger class. Now, we get to work! Select MyStinger, and hit the Defaults button. A window will pop up that says: Default MyCrap.MyStinger Properties, and there will be something under it that looks kind of like the class tree. This would be your Default Properties box.

k, so what should we mess with first!?! >=)

Slow down, we'll get there. Alright, in Default Properties, expand Weapon, and scroll down just a little. You will see something that says ProjectileClass. And a bit to the right of it will be: Class'UnrealShare.StingerProjectile'. Click on this, and notice the boxes to the right of the text that say Clear, Use, and "...". Clear will delete the text, Use will put in the currently selected class, and "...", loads the correct browser for what the input is.

What? WTF are you talking about?! I'm completely lost. What do you mean, correct browser bla bla bla and all this input crap??????

Ok, what I mean is, If it's a projectile or some other class that goes in the box (like ProjectileClass), then it will open the Classes browser (Which you should have open anyway).. If it's a sound, or a texture, then it will load up the Sounds or Textures browser. I will get to sounds and textures a tad later.

Anyways.. BACK ON TOPIC. The nifty thing about the default properties, is that you can just type in what you want, and hit enter, and it will (usually) work. What I mean is, We want to change the projectile class of our new stinger. Instead of typing in Class'UnrealShare.StingerProjectile', for example, we can just type in StingerProjectile, and the rest will be automatically filled in. So... What do we want, ey? Find Projectile in the class tree and expand it to take a look. Hmm.. how about, Rocket?

Yes, let's make a stinger that shoots Rockets! Ownage!

Alrighty, let's do that. Type Rocket into the ProjectileClass for your new weapon, and hit enter. The box should've filled in with Class'UnrealShare.Rocket'.. if it didn't, then just select Rocket in the Class Tree and hit the Use button (remember that? to the right of the text when you have the box selected). Now, this step is important. Hit the Save button. A small window will appear with a drop down box. Click it, and scroll down to MyCrap. Select it, then hit the Save button.
MAKE SURE TO DO THIS AFTER YOU'VE DONE SOMETHING IMPORTANT, AND BEFORE YOU TEST THE MOD.

Now, We're ready to test the weapon. Open unreal, and load up a map, any map you want. Hit tab, and type in: Summon MyCrap.MyStinger and hit enter. A stinger will appear in front of you. Pick it up, and behold!...

... WTF, It's just a normal stinger!! =(

....Try firing the stinger! And behold! If you did everything properly, then it should shoot out Rockets! Ahahahaha!! ..But we forgot about a couple things, Didn't we....

Aww, my stinger still shoots those normal POS tarydium shards in alternate fire! .. and when I pick it up, it still says "You got the Stinger"...

Well, let's change that! Close unreal now, and.. You still have Unreal Editor open, right? Right!?!? Good. Now, Hopefully, you still have the default properties for your stinger open.

Because I didn't tell you to close it, wtf were you thinking if you did!? Now, find AltProjectileClass. It's there, but closer to the top now. What does it say?
Class'UnrealShare.StingerProjectile'. Of course. Now, change this to whatever you want, just like you did with ProjectileClass. I picked Grenade. Because grenades are just awesome like that.

Ok, You've got the projectiles worked out? Now, let's mutilate this Stinger some more, shall we? Still in the default properties, expand Inventory. You will find lots of crap, but what we really want to find is PickupMessage. Found it yet? Good. The box should say: You got the Stinger. Wow, how original. Let's change that to: You got the Freaking 1337 Pwnage Stinger!!!!. Or, if you want, change it to: You got the Rifle, just to confuse people.
Anyways, Done with that? Good. Save... You should remember how to do that.

Alrighty. Now, you want you stinger to look like that kickass one you saw on Moo Moo Land, right? Thought so. Open the Textures browser, and there should be 2 more Drop Down boxes at the top. One says (All), and the other one says.. (All). Exciting! Now, click the first one.

This is where you choose the texture 'Package' you want. The second one is the 'Group' of textures inside that package. And notice the buttons at the bottom.. They're different! OMG!
There's Edit, New, Apply, Delete, Save, Load, Import, and Export. All of them are useless at the moment, except for Load. Hit that button, and a Load window should appear. You've seen things like these before in programs such as Paint. Now, find SpaceFX. Select it, and hit the Load button. the Space FX texture package will load into your Textures Browser. You can then select it with the texture package drop down box later, if you decide to look at a different texture package, or load a different browser.

Take a look around in here.. there are a few nifty textures, but scroll down to the very bottom, and you will find six very cool looking textures. Pick one for your gun. Let's choose the Green one as the example.

Now, in the default properties for the MyStinger, expand Display. Hrmm, what? It's getting a little crowded in there? Okay. You can click on Weapon and Inventory again to minimize them.

It makes browsing throught the default properties easier. Now, where was I? Oh yes.. Once Display is expanded, find Texture. Alright, select your favorite texture (The green one in this case), and then click on the text to the right of Texture. Click the box that says Use.
What!? No, we're not done yet! Find bMeshEnviromap. This is a drop down box, with 2 settings: True, and False. This is what you would call a Boolean. Bool for short. Anyways, set it to True.

Ermm.. What does this bMeshEnviromap actually do!?

What it does, is make your weapon look shiny (like that ownage stinger that you saw on Moo Moo Land!), and it uses the Texture setting to color it. So, now that you know that.. Go back to the Classes browser. And.. Save! Test out your gun again in Unreal. If all worked well, you should have a shiny new "Freaking 1337 Pwnage Stinger!" that shoots rockets, grenades, and is a nice shade of green.

Congrats, you have made your first weapon. Stay tuned for more weapon tutorials in the future!

~Cheese.
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Hyper



Joined: 24 Jan 2004
Posts: 1227
Location: Middelburg, The Netherlands

PostPosted: Mon Jul 16, 2007 3:39 pm    Post subject: Reply with quote

Nice work. It's always nice to see people who are willing to share knowledge with others.

(I took the freedom to un-bold all text. If you want to emphasize any titles or details with bold, go ahead, but everyhing in bold is a bit useless.)
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KSAProdozul



Joined: 11 Aug 2005
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PostPosted: Wed Jul 18, 2007 9:06 pm    Post subject: Reply with quote

woah cheese gj
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