https://wiki.beyondunreal.com/w/api.php?action=feedcontributions&user=Tarquin&feedformat=atomUnreal Wiki - User contributions [en]2017-11-18T07:17:35ZUser contributionsMediaWiki 1.25.1https://wiki.beyondunreal.com/User_talk:Graphik?diff=11005User talk:Graphik2008-04-14T20:44:44Z<p>Tarquin: </p>
<hr />
<div>Hi, Graphik. Join the club. I was just as surprised as you. The users most active during this change has been Haarg & Sir_Brizz, although tarquin and Wormbo have also chimed in. I took it upon myself to begin a "what's going on?" thread on BUF, but apparently "no one reads that". So, you'll probably have to hunt through these Discussion pages here on the wiki to find the real discussion prior to this move. Here's a link to the BUF thread I started April 1st : http://forums.beyondunreal.com/showthread.php?t=176210<br />
<br />
: Hi :) Sorry if it was a shock. For a long time it was just a test site while Haarg & Sir_Brizz tried to sort out conversion of the existing material. I'm not sure there was much public discussion though I do recall a chat on IRC... -- [[User:Tarquin|Tarquin]] 20:44, 14 April 2008 (UTC)</div>Tarquinhttps://wiki.beyondunreal.com/User:Tarquin?diff=10786User:Tarquin2008-04-05T13:52:07Z<p>Tarquin: New page: Hey. This is tarquin's userpage. I just wanted to say I'm really pleased with the move to MediaWiki -- congratulations to those who put in the hard work with converting the old site. I ...</p>
<hr />
<div>Hey.<br />
<br />
This is tarquin's userpage.<br />
<br />
I just wanted to say I'm really pleased with the move to MediaWiki -- congratulations to those who put in the hard work with converting the old site.<br />
<br />
I don't have access to the latest version of the Unreal engine, as I don't have UT3 (it doesn't work on Win2k and I'm not upgrading).<br />
<br />
So I'm still around, but only in a vague advisory capacity.<br />
<br />
Live long and prosper!<br />
<br />
- t</div>Tarquinhttps://wiki.beyondunreal.com/Legacy:Ambershee?diff=1610Legacy:Ambershee2008-01-15T09:49:06Z<p>Tarquin: *</p>
<hr />
<div>'''Ambershee''', aka '''AmberZ''', '''Z0mG_Rockitz!!!1''' in UT2004.<br />
<br />
My real name is Luke Parkes-Haskell, and I'm an Unreal Programmer currently located in London, UK. I have worked under my alias as a developer for several years, and you can find my now five year old mod group out there hiding on the interweb. Yes, we do also behave like five year olds.<br />
<br />
When I'm not programming (a rarity!), I'm an ex-professional miniature painter, student of obscure martial arts, and more likely, down the pub.<br />
<br />
==Experience==<br />
<br />
* 3 Years C, C# and C++ programming experience, including software rendering and DirectX.<br />
* Programmed in GML, LSL, UnrealScript, ActionScript and LUA<br />
* Worked with GameBryo, Unreal Technology, iD Tech 3, and a few other middleware solutions<br />
* Loudmouthed and opinionative.<br />
<br />
==Unreal Projects==<br />
<br />
I'm currently working on a number of Unreal 3 and programming tutorials, which you can visit here:<br />
<br />
http://www.moddb.com/members/21982/ambershee/tutorials<br />
<br />
I'm also working on a server / player customisation mutator called 'Server King', and an unannounced total conversion project 'Sonic Boom'.<br />
<br />
==Related Links==<br />
<br />
* [http://sheelabs.gamemod.net Shee Labs] &ndash; my mod group.<br />
* [http://www.moddb.com ModDB] &ndash; I have wasted four years of my life frequenting this place on a regular basis.<br />
* [http://www.derby.ac.uk Derby University] &ndash; I studied here. They forced this UT2004 nonsense upon me, so blame them for my presence.<br />
* [http://www.cityscape3d.com CityScape] - I work as a game programmer here.<br />
<br />
===Talk to Me===<br />
<br />
'''Ambershee:''' Ah, the almighty personal page arrives. I guess that means I'll be here for a while.<br />
<br />
'''Tarquin:''' Hello! Sorry you've not had a welcome yet. Here it is, if a little late :)<br />
<br />
[[Category:Legacy Personal Page|{{PAGENAME}}]]</div>Tarquinhttps://wiki.beyondunreal.com/Legacy:Model_Conversion_Application?diff=5416Legacy:Model Conversion Application2007-02-01T08:42:35Z<p>Tarquin: </p>
<hr />
<div>Some very good model conversion applications are:<br />
<br />
-[[Legacy:MilkShape|MilkShape]] 3d:-<br />
-Import model<br />
-Press Ctrl+T to use Texture Cordinate Editor<br />
-Name the material as the EXACT texture used.<br />
- Spaces in filenames usually are converted to underscores " _ " so point to this<br />
-EG: Material applied is "grey block.tga" then the name would be "grey_block.tga"<br />
-Press rename after you put in the name to finalize renaming<br />
-Rename is under the material list box<br />
-Select a material first tho<br />
<br />
-Quick3d-<br />
-it is free if you register<br />
-it can convert easily but some older versions of models won't work<br />
<br />
-[[Legacy:3D Studio Max|3D Studio Max]]-<br />
<br />
-commercial tool<br />
-it is powerful, but ver expensive ($1200)<br />
<br />
----<br />
<br />
'''Tarquin:''' Hi! Thanks for adding content, whoever you are. But please take a minute to learn [[Legacy:Wiki Markup|wiki markup]] so your pages are nicely formatted :)</div>Tarquinhttps://wiki.beyondunreal.com/Legacy:Model_Conversion_Application?diff=5418Legacy:Model Conversion Application2007-02-01T08:41:49Z<p>Tarquin: </p>
<hr />
<div>Some very good model conversion applications are:<br />
<br />
-[[Legacy:Milkshape 3d|Milkshape 3d]]:-<br />
-Import model<br />
-Press Ctrl+T to use Texture Cordinate Editor<br />
-Name the material as the EXACT texture used.<br />
- Spaces in filenames usually are converted to underscores " _ " so point to this<br />
-EG: Material applied is "grey block.tga" then the name would be "grey_block.tga"<br />
-Press rename after you put in the name to finalize renaming<br />
-Rename is under the material list box<br />
-Select a material first tho<br />
<br />
-Quick3d-<br />
-it is free if you register<br />
-it can convert easily but some older versions of models won't work<br />
<br />
-[[Legacy:3dsMax|3dsMax]]-<br />
<br />
-commercial tool<br />
-it is powerful, but ver expensive ($1200)<br />
<br />
----<br />
<br />
'''Tarquin:''' Hi! Thanks for adding content, whoever you are. But please take a minute to learn [[Legacy:Wiki Markup|wiki markup]] so your pages are nicely formatted :)</div>Tarquinhttps://wiki.beyondunreal.com/Legacy:Class_Tree?diff=2133Legacy:Class Tree2007-01-23T09:02:10Z<p>Tarquin: rv</p>
<hr />
<div>A '''class tree''' is the arrangement of classes in a tree-like hierarchy. In OOP, each has a parent and possibly children classes. Unreal uses the class [[Legacy:Object|Object]] as the root of the hierarchy. See [[Wikipedia:Hierarchy (object-oriented programming)]] for more.<br />
<br />
==Unreal Tournament 2003/2004==<br />
<br />
This version of Unreal Tournament adds significantly to the class tree due to new game types and hordes of default mutators.<br />
* [[Legacy:Object Class Hierarchy|Object Class Hierarchy]]<br />
* [[Legacy:Actor Class Hierarchy|Actor Class Hierarchy]]<br />
* [[Legacy:GUI Class Hierarchy|GUI Class Hierarchy]]<br />
<br />
Some pages have branches of the tree where it's useful to have an overview of all the subclasses. E.g. [[Legacy:Material|Material]] or [[Legacy:NavigationPoint|NavigationPoint]].<br />
<br />
You can also enter the tree and browse page by page from [[Legacy:Object|Object]] or [[Legacy:Actor|Actor]]. Or use the search field on every page to directly enter a class name.<br />
<br />
==Unreal 2==<br />
<br />
Class trees on a single page for [[Legacy:Unreal_2|Unreal_2]]:<br />
* [[Legacy:Class Hierarchy (U2)|Class Hierarchy (U2)]]<br />
<br />
==Unreal Tournament==<br />
<br />
Class trees on a single page for [[Legacy:Unreal Tournament|Unreal Tournament]]:<br />
* [[Legacy:Actor Class Hierarchy (UT)|Actor Class Hierarchy (UT)]]<br />
* [[Legacy:UWindow Class Hierarchy|UWindow Class Hierarchy]]<br />
<br />
You can also enter the tree and browse page by page from [[Legacy:Object (UT)|Object (UT)]] or [[Legacy:Actor (UT)|Actor (UT)]]. Or use the search field on every page to directly enter a class name.<br />
<br />
==Categories==<br />
<br />
Class pages are tagged with category labels. These include:<br />
<br />
* [[:Category:Legacy Class Tree]] &ndash; pages which contain a class tree or a subbranch<br />
* [[:Category:Legacy Class (UT2003)]] &ndash; [[Legacy:UT2003|UT2003]] class spec pages<br />
* [[:Category:Legacy Class (UT2004)]] &ndash; [[Legacy:UT2004|UT2004]] class spec pages<br />
* [[:Category:Legacy Class (UT)]] &ndash; [[Legacy:Unreal 1|Unreal 1]] and [[Legacy:Unreal Tournament|Unreal Tournament]] class spec pages<br />
* [[:Category:Legacy Class (DX)]] &ndash; [[Legacy:Deus Ex|Deus Ex]] classes<br />
* [[:Category:Legacy Class (U2)]] &ndash; [[Legacy:Unreal 2|Unreal 2]] class spec pages<br />
* [[:Category:Legacy Class (RTNP)]] &ndash; [[Legacy:Return To Na Pali|Return to Na Pali]] class spec pages<br />
* [[:Category:Legacy Class (Devastation)]] &ndash; [[Legacy:Devastation|Devastation]] class spec pages<br />
* [[:Category:Legacy Custom Class]] &ndash; custom class spec pages; usually they also belong to one of the above categories<br />
<br />
==Related Topics==<br />
* [[Legacy:Actor Classes Browser|Actor Classes Browser]]<br />
* [[Legacy:Actor Overview|Actor Overview]]<br />
* [[Legacy:UnrealScript|UnrealScript]]<br />
* [[Legacy:Object Oriented Programming Overview|Object Oriented Programming Overview]]<br />
* [[Legacy:UnrealScript Source|UnrealScript Source]]</div>Tarquinhttps://wiki.beyondunreal.com/Legacy:UsUnit?diff=9007Legacy:UsUnit2007-01-23T09:01:46Z<p>Tarquin: rv</p>
<hr />
<div>'''UsUnit''' is an UnrealScript Unit Testing Framework, much like [http://www.junit.org JUnit] and [http://dunit.sf.net DUnit] being developed by [[Legacy:El Muerte|El Muerte]].<br />
<br />
[[Wikipedia:Unit test]]ing makes it easier to validate correct behavior of the program during development. Tests can be seperated from the base code and can easily be rerun in order to validate if the changes made didn't break functionality.<br />
<br />
Unit testing might seem like a lot of work, but there's a huge gain in the end.<br />
<br />
The UsUnit Testing Framework is released under the [[Legacy:LesserOpenUnrealModLicense|LesserOpenUnrealModLicense]], this means you can use it without limitations (even for commercial products).<br />
<br />
'''Note:''' never include the UsUnit package and related tests with your game\mod. It should not belong in there, so make sure you don't create dependencies on UsUnit in your base code.<br />
<br />
==Usage==<br />
<br />
All UsUnit classes use the same external configuration file: <code>UsUnit.ini</code><br />
<br />
===TestRunner===<br />
<br />
This is the main class that will run all given test cases and suites. There are a few ways to execute the TestRunner.<br />
<br />
;ServerActor: Simply add <code>UsUnit.TestRunner</code> to the ServerActors list and start a server. The tests will be started depending on the <tt>fDelayedStart</tt> value of the TestRunner.<br />
;WebAdmin: Upon installation of UsUnit via the ut4mod the webadmin module will automatically be registered. All you have to do is to enable the webadmin, start a server and visit the WebAdmin page.<br />
;Mutator: A mutator is included that can also start the test runner. The mutator name is <code>UsUnit.UsUnitMutator</code>. The mutator is current in the beta stage. You can start the test runner and view some results. But that is pretty much it.<br />
<br />
====Configuration====<br />
<br />
By default TestRunner doesn't do much. You will have to define which tests to run. This can be done directly in the main configuration file <code>UsUnit.ini</code> or via the WebAdmin.<br />
<br />
[UsUnit.TestRunner]<br />
Tests=MyTests.CASE_StartupTest<br />
Tests=MyTests.SUITE_Algorithms<br />
fDelayedStart=0<br />
<br />
;Tests:this is a dynamic string array containing the fully qualified names of the test cases and suites to execute. They will be executed in that order. By default this list is empty.<br />
;fDelayedStart:this defines the number of seconds to wait before automatically starting the tests. When it's set to 0 it will start the tests as soon as the TestRunner has been spawned. If the value is negative it will not start the tests automatically, it will wait until the run command is explicitly called. fDelayedStart is only used when it's started as a ServerActor.<br />
<br />
===TestReporter===<br />
<br />
The TestReporter is resposible for reporting the test progress and results. The TestReporter can have multiple output modules. The following come standard with the UsUnit package:<br />
<br />
;<code>Output_HTML</code>:This will produce a HTML file in the UserLogs directory containing the results of the tests.<br />
<br />
====Configuration ====<br />
<br />
[UsUnit.TestReporter]<br />
bGenerateLogErrors=true<br />
OutputClasses=UsUnit.Output_HTML<br />
<br />
;bGenerateLogErrors:This will generate "error" log entries in the main log file. These can be parsed by a program to find the exact location of the check that failed. For this to work best you should use [[Legacy:UCPP|UCPP]] and the correct macros (that come with the UsUnit package).<br />
;OutputClasses:A dynamic string list containing all output modules to use.<br />
<br />
==Creating a test case==<br />
<br />
A test case extends the actor <tt>TestCase</tt>. This class will contain the code that performs the actual tests can checks. A normal test run will be like this:<br />
<br />
# ''TestCase.setUp()''<br />
# ''TestCase.run()''<br />
## perform tests<br />
## call ''done()''<br />
# ''TestCase.tearDown()''<br />
<br />
'''Note:''' test cases are spawned only once and never destroyed (not until a level restart). If your tests needs to initialize some data before the test is actually executed implement the ''setUp'' function, do not use any of the ''BeginPlay'' events.<br />
<br />
The most important thing you need to do for a test case is implement the ''run()'' function. After you performed all tests in this test case you should call the function ''done()'', if you do not do this the test cycle will never be completed.<br />
<br />
====Properties====<br />
;TestName: a human readable name for the test<br />
;TestDescription: a short description of the test<br />
<br />
====Events====<br />
;run(): will be called to run the test. You need to implement this.<br />
;setUp(): will be called right before run() is called, but outside the timed section. Use it to initialize data.<br />
;tearDown(): will be called after the test case was completed, but outside the timed section. Use it to clean up data.<br />
<br />
====Functions====<br />
;Check(bool expression, coerce string message): the actual check if a given condition results in true. If the condition given by <tt>expression</tt> is false this check failed. <tt>message</tt> contains a description of the current test.<br />
;Done(): this function '''must''' be called after all checks have been performed, otherwise the test cycle will not continue.<br />
<br />
===UCPP Notice===<br />
<br />
UsUnit comes with a macro file (<tt>UsUnit/macros.inc</tt>) that can be used with [[Legacy:UCPP|UCPP]]. This will add some extra magic to the Check functions. The following macros are defined:<br />
<br />
;CHECK(expr,msg): this behaves much like the normal Check function, except that it will append the current filename and line where this function was called. This can be useful to find the check that failed.<br />
;CHECK(expr): this will be translated to CHECK(expr,"expr"). In other words, the expression content will be converted to the description. This makes it easier in some cases like: <tt>CHECK(1+1 == 2)</tt>.<br />
<br />
To use the macro file simply add the following line before you call any CHECK:<br />
<br />
<uscript><br />
#pragma ucpp include ../../UsUnit/macros.inc<br />
</uscript><br />
<br />
''Note:'' make sure you read the [[Legacy:UCPP|UCPP]] instructions on how to use it.<br />
<br />
===Example Test Case===<br />
<br />
''More examples can be found in the UsUnitExamples package.''<br />
<br />
<uscript><br />
#pragma ucpp notice - precompile this unit with UCPP<br />
#pragma ucpp version<br />
// include the CHECK() macros to add filenames and location<br />
#pragma ucpp include ../../UsUnit/macros.inc<br />
<br />
class TEST_SimpleTests extends TestCase;<br />
<br />
function run()<br />
{<br />
local array<string> dummy;<br />
CHECK(1+1 == 2);<br />
CHECK("CaseInsensitive" ~= "caseinsensitive");<br />
CHECK(false, "false; will always fail");<br />
CHECK(split("one two three four five", " ", dummy) == 5, "\"one two three four five\" has 5 words");<br />
CHECK(split("one", " ", dummy) == 1, "\"one\" is 1 word");<br />
CHECK(round(1.5) == 2);<br />
CHECK(int(1.5) == 1);<br />
done();<br />
}<br />
<br />
defaultproperties<br />
{<br />
TestName="Simple Tests"<br />
TestDescription="Example test case, performs some simple tests basic math testing."<br />
}<br />
</uscript><br />
<br />
==Creating a Test Suite==<br />
<br />
A test suite is nothing more than a collection of test cases and\or test suites to be executed sequentially. A test suite extends the class <tt>TestSuite</tt>. It usually doesn't contain any code, just values in the defaultproperties section.<br />
<br />
The following class properties are of interest:<br />
;<tt>TestName</tt>: the name of the suite<br />
;<tt>TestDescription</tt>: a short description of the test suite (optional)<br />
;<tt>TestClasses</tt>: a dynamic array with class references to test cases and test suites that are part of this suite.<br />
;<tt>bBreakOnFail</tt>: if set to true it will it will not continue with the next test class when the current class failed a single check. Default: <tt>true</tt><br />
<br />
===Example Test Suite===<br />
<br />
<uscript><br />
class SUITE_ExampleSuite extends TestSuite;<br />
<br />
defaultproperties<br />
{<br />
TestName="Example Test Suite"<br />
TestDescription="Bundles all example tests from the UsUnitExamples package"<br />
<br />
TestClasses[0]=class'TEST_SimpleTests'<br />
TestClasses[1]=class'TEST_TimedTest'<br />
}<br />
</uscript><br />
<br />
==Downloads==<br />
* '''[http://ut2004.elmuerte.com/files/UsUnit_v101_ut4mod.zip Version 1.1.14]'''<br />
* [http://ut2004.elmuerte.com/files/UsUnit_v100_ut4mod.zip Version 1.0.11]<br />
<br />
===Development releases===<br />
<br />
Not really releases but just the lastest updates of the UsUnit packages straight from the CVS<br />
<br />
* [http://el-muerte.student.utwente.nl/cgi-bin/cvsweb/UT2004/UsUnit/UsUnit.zip?tarball=1 Main UsUnit package]<br />
* [http://el-muerte.student.utwente.nl/cgi-bin/cvsweb/UT2004/UsUnitExamples/UsUnitExamples.zip?tarball=1 UsUnitExamples package]<br />
<br />
===CVS Access===<br />
;Anonymous access:<nowiki>:pserver:anonymous@el-muerte.student.utwente.nl:/usr/local/cvsroot/UT2004</nowiki><br />
<br />
;Module names:UsUnit<br />UsUnitExamples<br />
<br />
==Additional Information==<br />
<br />
* [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/ChangeLog]] &ndash; changes for the various releases<br />
* [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/Discussion]]</div>Tarquinhttps://wiki.beyondunreal.com/Legacy:Console_Commands?diff=2261Legacy:Console Commands2007-01-23T09:01:10Z<p>Tarquin: rv</p>
<hr />
<div>The following pages describe the commands available from the game console. Some console commands are supported by the [[Legacy:Unreal Engine|Unreal Engine]] itself and should therefore work in all [[Legacy:Unreal Engine Versions|Unreal Engine versions]], ie all games based on the engine. Other console commands are applicable only to a specifc game.<br />
<br />
This set of pages aims to replace [[Legacy:UT2003 Console|UT2003 Console]], [[Legacy:UnrealEd Console|UnrealEd Console]], and [[Legacy:UnrealEd 2 Console|UnrealEd 2 Console]] (I may leave the UnrealEd console pages alone). In additition to the previous pages there is also a [[Legacy:Console|Console]] class which may be of use.<br />
<br />
==Getting to the Console==<br />
* To pop up the console, press '''~''' (tilde) or use the quick console (which displays a single line) that is available through the '''Tab''' key.<br />
* Console commands are not case sensitive. <code>ADDBOTS</code>, <code>addbots</code> and <code>AddBots</code> work alike.<br />
* The distinction between UnrealScript, C++ and other console commands is a purely technical matter and doesn't affect how the commands work.<br />
* UnrealScript console commands are handled by either the playerpawn's ''exec'' functions or by the ''exec'' functions of items in the playerpawn's inventory.<br />
* Please see [[Legacy:UnrealEd Console|UnrealEd Console]] and [[Legacy:UnrealEd 2 Console|UnrealEd 2 Console]] for editor-related console commands.<br />
* Console commands can be bound to keys by editing the user.ini file.<br />
<br />
==Common Console Commands==<br />
* [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/General Console Commands]] &ndash; These console commands are typically used as additional key binds when playing games.<br />
* [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/Admin Console Commands]] &ndash; These console commands cover admin style commands e.g. changing maps, kicking players, etc.<br />
* [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/Client Only Console Commands]] &ndash; These console commands only work on the machine the command was entered on.<br />
* [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/Debugging Console Commands]] &ndash; Commands useful for debugging. See also the admin and cheat sections.<br />
* [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/Cheat Console Commands]] &ndash; This page covers all of the "cheat" console commands supported by the core Unreal Engine (for development purposes only &ndash; I mean, you wouldn't want to cheat really would you?). Console commands useful for testing maps are included in this section.<br />
* [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/Cheat Commands (UT2004)]] &ndash; Ditto above, except updated for the cheats in UT2k4.<br />
* [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/Summon Codes (UT2004)]] &ndash; Lists usable summon codes for UT2k4.<br />
* [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/Stats Console Commands]] &ndash; This page covers all of the commands used for displaying statistics about the current game (e.g. FPS) in UT2004.<br />
* [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/Stats Console Commands (UT)]] &ndash; The same for UT.<br />
<br />
==Game Specific Console Commands==<br />
* [[Legacy:UT Console|UT Console]] &ndash; This page covers all console commands specific to Unreal Tournament.<br />
* [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/Summon Codes (UT)]] &ndash; Historical summon codes, possibly still relevant<br />
* [[Legacy:UT2003 Console|UT2003 Console]] &ndash; This page covers all console commands specific to Unreal Tournament 2003.<br />
* [[Legacy:Devastation Console Commands|Devastation Console Commands]] &ndash; This page covers all console commands specific to Devastation.<br />
* [http://forum.americasarmy.com/viewtopic.php?t=127 America's Army] &ndash; This page covers all console commands specific to America's Army.<br />
* [[Legacy:Postal 2 Console Commands|Postal 2 Console Commands]] &ndash; This page covers all console commands specific to [[Legacy:Postal 2|Postal 2]].<br />
* [[Legacy:Pariah Console Commands|Pariah Console Commands]] &ndash; This page covers all console commands specific to Pariah.<br />
<br />
==Unreal Editor Console Commands==<br />
* [[Legacy:UnrealEd Console|UnrealEd Console]] &ndash; For console commands relating to the most recent version of the Unreal Editor, for [[Legacy:UT2003|UT2003]].<br />
* [[Legacy:UnrealEd 2 Console|UnrealEd 2 Console]] &ndash; For console commands relating to the version of the Unreal Editor that ships with [[Legacy:Unreal Tournament|Unreal Tournament]].<br />
<br />
==Adding New Console Commands==<br />
<br />
You can use [[Legacy:Exec Function|Exec Function]]s to add new console commands. See [[Legacy:Exec Function|Exec Function]].<br />
<br />
==Related Articles==<br />
* [[udn2:ConsoleCommands]] &ndash; Native console commands in UnrealEngine 2.5<br />
* [[udn2:ExecFunctions]] &ndash; Script console commands in UnrealEngine 2.5<br />
<br />
[[Category:Legacy To Do|{{PAGENAME}}]]</div>Tarquinhttps://wiki.beyondunreal.com/Legacy:Project_Skins?diff=5792Legacy:Project Skins2007-01-06T23:04:55Z<p>Tarquin: *</p>
<hr />
<div>April 2003:<br />
<br />
I've done a revamp of the template system. This makes a lot of design things easier, but I've got to convert the old styles and templates. stay tuned.<br />
<br />
summary of changes:<br />
<br />
* templates instead of headers: a template is a full HMTL file, with the same placeholders as templates had, but with also %content% and %footer%<br />
* the default site look now has a sidebar &ndash; people are always saying it's hard to navigate the site. Well, all users get the sidebar when they arrive, so they can see what's available. <br />
** faster loads: the sidebar is at the end of the HTML document, so page loads should be better than the old sidebar look.<br />
** better use of screen space: actual page content begins much nearer the top of the page. :)<br />
* editable sidebar &ndash; the links on [[Legacy:Wiki Sidebar|Wiki sidebar]] produce the actual sidebar. go see that page & suggest links!<br />
* the old text styles will be imported later<br />
<br />
''you can rant about it all here''<br />
<br />
'''Mychaeel:''' Very nice. :-)<br />
<br />
====Sidebar question ====<br />
<br />
'''ZxAnPhOrIaN:''' I find that the loading of the sidebar should load first for the following reasons:<br />
# For fellow 56kers, it is rather annoying for waiting for the page to load and then click on the link that i wanted to click on the left.<br />
# The sidebar loads faster, and allows rapid link opening.<br />
# To get rid of annoyance.<br />
# For over all appeal to the wiki.<br />
<br />
Could you please take that into consideration? (The good news: The edit feature is sooo 1337 :) )<br />
<br />
'''Tarquin:''' No, it loads last ''for exactly the same reasons you gave''. What's most important? the ''page content''. so that loads as early as possible. I'm on a 56k too. :)<br />
<br />
'''ZxAnPhOrIaN:''' It is a pestilence for people like me who like fast linkage of information. How big is the sidebar, anyway? There should be in the preferences an otion that states if the user wants to load the sidebar first or last. The sidebar should load last by default.<br />
<br />
'''Mychaeel:''' If you specifically want to click on a link from the sidebar first, load [[Legacy:Wiki Sidebar|Wiki Sidebar]] to start with. I completely agree with tarquin that it defeats most of the purpose of this CSS solution to make the sidebar load first ''anyway''.<br />
<br />
'''ZxAnPhOrIaN:''' Is it possible for an option in the Preferences to allow the user to pick if the sidebar loads first or last? I find it annoying for it to load loat and whenever i press the stop button, i lose the sidebar and that is really bad. Any comments?<br />
<br />
'''ZxAnPhOrIaN:''' Also, the recent chages loads really slow and the sidebar doesnt load until last, and having that option stated above makes this site more professional.<br />
<br />
'''Tarquin:''' why are you pressing the stop button before the page is fully loaded? If you've realised you don't want to read this page, hit the "back" button :) I suppose I ''could'' make an alternative sidebar page... but this way round is the better way &ndash; read sites on CSS site design: they all say it's more professional to load page content as soon as possible. <br />
<br />
'''ZxAnPhOrIaN:''' Scenario: I load the [[Legacy:Recent Changes|Recent Changes]] Page. I see an edit that I want to see. I stop it. No sidebar! :(<br />
<br />
'''Tarquin:''' ... load the page you want to see... and hey presto, that has a sidebar too! If you find RC takes a long time to load &ndash; change your preferences to show fewer days. Mine is set to 3 :)<br />
<br />
'''ZxAnPhOrIaN:''' The sidebar is having problems now.<br />
<br />
==Problems ==<br />
<br />
===Opera 6 windowshade effect===<br />
<br />
...although it displays some oddities when scrolling with Opera 6; the light-blue background of the sidebar scrolls along (the text stays though), progressively hiding the sidebar, until it would be completely scrolled away &ndash; then it reappears<br />
<br />
: '''Tarquin:''' Known bug. :( I've emailed the css-discuss list to see if anyone knows what the problem is. <br />
<br />
'''Tarquin:''' found the problem. It is now ''partially'' fixed &ndash; no more windowshade as long as the logo is not bigger than the sidebar<br />
<br />
'''Tarquin:''' OK. Two options:<br />
<br />
# I can fix this for small font-sizes, but it involves fixing the width of the sidebar & the left-margin of the content to 150px. This means very large font sizes will dribble down the sidebar in a column, instead of fluid growth. <br />
# the culprit is the overflow:hidden property. I can hide this from opera, but you might get scroll bars.<br />
<br />
Your choice, Mych (and other Opera users). Does Op7 have this prob too?<br />
<br />
'''DJPaul:''' Haven't/can't re-create this in Opera 7.03.<br />
<br />
===consistency of fonts===<br />
<br />
'''Mychaeel:''' The links at the top, in the sidebar and at the bottom are in Times instead of Arial. Is that on purpose? I think at least the top and bottom links should be Arial too if the rest is.<br />
<br />
: '''Tarquin:''' those are part of the template rather than the content style. But I have a technique to fix that. Fixed :D The trick is expalined below.<br />
<br />
'''Wormbo:''' The sidebar still uses Times?<br />
<br />
===RC & Edit page backgrounds===<br />
<br />
'''Mychaeel:''' The [[Legacy:Recent Changes|Recent Changes]] background and the edit page background are darker-blue (like the sidebar) instead of light-blue like the normal pages. I think both should be light-blue.<br />
<br />
: '''Tarquin:''' it's an oversight on my part. Fixed :cool: (though I kinda liked the double border effect in the edit page!!)<br />
<br />
===Top search field in the sidebar template===<br />
<br />
'''Mychaeel:''' The search field on top doesn't work because the link is broken ("cgi-wiki" instead of "cgi-bin").<br />
: '''Tarquin:''' fixed. [[Legacy:Delete Reply When You See It|Delete reply when you see it]]<br />
<br />
===Sidebar width===<br />
<br />
'''Mychaeel:''' The sidebar should have its minimum width set to the logo's width; my custom local CSS puts the text in Arial 9pt too, and then the logo overlaps the page content. <br />
<br />
: '''Tarquin:''' hmm. Opera 7 problem with overflow:hidden? Take a look in Mozilla: there is some clever CSS trickery that centers the logo no matter what, and allows part of the image to go past the ''left'' of the sidebar.<br />
<br />
:'''Mychaeel:''' Actually, the overlapping starts when the first page of content has been scrolled down (when the sidebar magically reappears as well). Before, the logo is clipped &ndash; which doesn't look too great either. The sidebar takes its width from ''somewhere'', anyway &ndash; maybe making the logo a simple centered image would automatically widen the sidebar to accommodate its width.<br />
<br />
:'''Tarquin:''' position:absolute and fixed won't grow for an element that's too large. the sidebar width is set in ems so it grows & shrinks with the user's font settings. the clipping is ok here: at normal font size I just lose 3-4 pixels off each side of the logo. Hmmm.... I see the problem in Opera. It's a bug on their part &ndash; it's forgetting overflow:hidden. not sure what can be done &ndash; other than scrap the whole design<br />
<br />
The top bar should have a minimum height for similar reasons.<br />
<br />
: '''Tarquin:'''How do I set a minimum dimension, yet also allow it to grow? The top bar height is set in ems, but I don't know how to set a minimum too.<br />
<br />
:'''Mychaeel:''' Using the CSS2 "min-height" attribute.<br />
<br />
===Quick Navigation===<br />
<br />
'''Mychaeel:''' The purpose of "Quick Navigation" menu is even less obvious than before (then, it at least stood out because it was the only thing in the menu line at the right side); I suggest it gets a small downward triangle to indicate that it's a menu and moves back to the page's title line.<br />
<br />
: '''Tarquin:'''will look into it.<br />
<br />
===CSS changes break image uploader layout===<br />
<br />
'''Mychaeel:''' The changed CSS breaks the image uploader layout.<br />
<br />
'''Tarquin:''' Fixed, sort of.<br />
<br />
==neat tricks==<br />
<br />
To set template elements from the content sheet, use this:<br />
<br />
body.default h1.pagetitle {<br />
<br />
each template gives body a different class &ndash; so you can set a content rule to only apply to a specific body<br />
<br />
==Other stuff==<br />
<br />
'''Tarquin:''' Mych, is the DHTML menu style stuff the same all the time? the "<style type="text/css">#dhtml-menu ..." that's inserted into wiki pages. If so, how about I put it into the structural stylesheet (which I forgot to attach ... off to fix ;)<br />
<br />
'''Mychaeel:''' There was a distinct reason I had the script include rather than link those CSS styles. I think one of the browsers I tested it with had problems applying the CSS to the menu if it had to be loaded separately.<br />
<br />
----<br />
<br />
==Old System==<br />
<br />
You can choose a header and a stylesheet for the site on the Preferences page. At the moment we have:<br />
<br />
====Headers ====<br />
* Chilled Blue Plain: Original Unreal Wiki Header, default site setting<br />
* Chilled Blue Sidebar: groovy floating sidebar with site links. Mozilla & Opera only.<br />
* Chilled Blue Sidebar IE: inferior version, it scrolls with the page content (and what's the use of a sidebar that scrolls? If you don't lack this frightful lack of concern for the IE user, either complain to Microsoft about their shoddy implementation on W3C standards, or get a decent browser...) <br />
* Chilled Blue Fixed Header: this header stays visible at the top of the browser window when the page is scrolled. Again, IE manages to muck this up. <br />
* Dark Blue Centred: matches with the dark blue content styles. Has a groovy CSS effect on the links...<br />
<br />
See [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/Custom Headers]] for technical stuff.<br />
<br />
====Styles ====<br />
* Chilled Blue: the original Unreal Wiki stylesheet. Well it had to be called <i>something</i><br />
* Textbook: serif fonts on white background with clean pastel blocks for structure.<br />
* Dark: for the people who said the above was too pale<br />
* Dark with blocks: chunky headers on a navy background. Not sure I like this one.<br />
* Blocks: makes block headers so they stand out more<br />
* AquaGenic: designed by [[Legacy:The Alien|The Alien]]. ''I'll leave it to him to describe it here...''<br />
* The TaoFuzzPai: makes headings centred and IN CAPS, especially for two of our veteran BuF controbutors.<br />
<br />
==Making a custom stylesheet ==<br />
<br />
(some brief notes I'll expand on later)<br />
<br />
'''What follows below is somewhat outdated. if you have a burning itch to create a stylesheet for UnrealWiki, hassle [[Legacy:Tarquin|tarquin]] into updating this page.'''<br />
<br />
Save the [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/Styles Testbed]] as an HTML file. Edit it and replace the link to the stylesheet named "styles.something.css" with your own file. Email completed CSS documents to Tarquin for inclusion on the system.<br />
<br />
===Testbed pages ===<br />
<br />
These should feature all the elements that need to be styled.<br />
* [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/Styles Testbed]] &ndash; now updated! (17 June)<br />
* [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/Wookee Testbed]] &ndash; for the new Wookee markup parser<br />
<br />
Do '''not''' style:<br />
* Body margins<br />
* H1<br />
* P because the Wiki script currently doesn't make clean P blocks.<br />
<br />
===Update ===<br />
<br />
The script will be updated this week to create DIV blocks around the wiki page content. This means that header stylesheets will set body margins & padding to zero, and div.wiki can set the padding property to create margins around the content.<br />
<br />
I haven't hacked the script that much, so admin pages (note to non-admins: you're really not missing much) are plain white background. If you're styling pale A tags, specialize them as "div.wiki a". (messy, I know... I need to go through the perl and put div.wiki around all pages...)<br />
<br />
* Use div.wiki to set content margins (with the padding property), background colour, and font settings.<br />
* Other divs:<br />
** footer: for the links and search box at the base of each page.<br />
** edit: for the edit page<br />
** rc: recent changes<br />
* Class blocks are on their way too. Style the following named div classes:<br />
** Code : for code listings (use whitespace property to preserve formatting, set font, border etc)<br />
** Quote: blockquote<br />
** Zip: a link to a zipfile<br />
** Array: browsers don't yet support the CSS, but style this similarly to Code block<br />
** class: the box that holds the class tree definition<br />
* Images are now getting a class instead of the HTML align property. Most images will be img.block. Style this to display:block so it doesn't interfere with text around it.<br />
<br />
----<br />
<br />
'''Mychaeel:''' Formatting .zip file links somehow special is a very neat idea, but the current formatting doesn't work too well with its technical implementation as a <code><span></code> element (see [[Legacy:Model Conversion Application|Model Conversion Application]]). What about the following: Reduce the icon's size to 16x16 pixels and remove the border and background?<br />
<br />
'''Tarquin:''' That CSS was written with the idea that a zipfile link would be a block element, rather than a link within text. I'll fix it for inline, but I do think some zip links could do to stand out from the body of a page in their own box. <br />
<br />
'''Mychaeel:''' I've changed that and uploaded a smaller .zip file icon.<br />
<br />
'''Tarquin:''' The smaller icon is nice, but I'd like to have a zip block that uses the larger icon &ndash; maybe just for local zipfiles like example maps.<br />
<br />
'''Mychaeel:''' Why not &ndash; it could be made a paragraph markup in WookeeUnreal.pm: Paragraphs starting with <code>http://\S+\.zip\b</code> could be formatted as such a link (and maybe such starting with <code>[^\s:/]+\.zip\b</code>, which would be interpreted as a file in our download directory).<br />
<br />
'''Tarquin:''' would it be simpler to subclass blockquote, and have paragraphs of the form <code> > something.zip </code> ?<br />
<br />
'''Mychaeel:''' Not really; especially since <code>></code> is really a block in disguise of paragraph markup. But even if it were paragraph markup, creating a direct subclass of <code>Paragraph</code> would be the easiest and most straightforward way to go.<br />
<br />
Implement <code>markupParse</code> by means of a regular expression that looks for and parses that <code>http://...</code> at the start of a line, let <code>Paragraph</code>'s inherited code handle character markup in what follows, and overwrite <code>result</code> or maybe better just <code>propParaStart</code>/<code>propParaEnd</code> to have your subclass output the HTML for the link. &ndash; I'll meet you in #unrealwiki to explain it in more detail if you like.<br />
<br />
'''Mychaeel:''' Better look at <code>ParagraphUnrealImage</code> in WookeeUnreal.pm &ndash; it works very similar to how I figure that .zip link paragraph class to work (except that <code>ParagraphUnrealImage</code> splits into three slightly different subclasses for the three possible image alignments &ndash; you don't have to do that).<br />
<br />
----<br />
<br />
'''Mychaeel:''' I also changed the general font size of the Chilled Blue Plain skin to 9pt. Maybe it's just me, but I think it looks more pleasing to the eye than 10pt. :-)<br />
<br />
'''Tarquin:''' 9pt looks good. I'll change the zip class on the other stylesheets too. <br />
<br />
'''Mychaeel:''' What about reviving the idea of allowing people to specify a custom stylesheet location in their preferences?<br />
<br />
'''Tarquin:''' I'll investigate at some point. But they could just as easily email me their CSS and have it available to all.<br />
<br />
'''Mychaeel:''' The benefit of a custom CSS file stored somewhere under the user's immediate control is that he/she's able to test and tweak the styles without much hassle. ''After that,'' he/she'd might send you the file to put it on the Wiki. Besides, not everybody wants his/her custom styles to be publicly available.<br />
<br />
'''Tarquin:''' Yup, I realised that shortly after posting my earlier comment. Like TV studios, my brain is on a delay loop... sigh... <br />
<br />
----<br />
<br />
'''Mychaeel:''' Isn't Chilled Blue the default skin? I thought it was (and I'd prefer it that way), but I'm typing from an installation of Internet Explorer here that has never before been touched by the Bliss That Is Wiki, and hence I'm not logged in. The skin has a white background. &ndash; WillySurvive mentioned that it also still has the gray background and the border around .zip file links; that should go, in any case, because they mess up the layout.<br />
<br />
'''Tarquin:''' yes, is was & it should be. I think I've found the bug & fixed it, but I can't check. Could you confirm?<br />
<br />
'''Ben 2500:''' I like the side bar its a neat addition.<br />
<br />
----<br />
<br />
'''Sir_Brizz:''' In this IE6 I'm using atm, the sidebar is loading on the left side down belwo the entire page text.<br />
<br />
'''Ben 2500:''' I have this problem to with my computer at home with the offline wiki.<br />
<br />
'''Tarquin:''' Known problem. Fix: get a better browser :)<br />
<br />
===Stylesheet order===<br />
<br />
'''Fyfe:''' Can the order the stylesheets are loaded be changed so that <tt>/wiki-ext/stylebase.structural.css</tt> is loaded before the theme stylesheet is loaded. At the moment I can't change the font-size of the <tt>pre.uscript</tt> blocks because it's overrided by <tt>stylebase.structural.css</tt><br />
<br />
'''Tarquin:''' Done. It seems so obvious that that is the correct way to do it that I feel there MUST be a reason it was the wrong way. Please be on the lookout for anything that's broken because of this change, and report them here.<br />
<br />
'''Fyfe:''' You sure you fixed it? I'm still getting (with browser cache cleared)<br />
<br />
<pre> <link rel="stylesheet" type="text/css" media="screen"<br />
href="/wiki-ext/template-classic-masthead.css"><br />
<link rel="stylesheet" type="text/css" media="screen"<br />
href="http://www.neptune-one.net/ext/unrealwiki.css"><br />
<link rel="stylesheet" type="text/css" media="screen"<br />
href="/wiki-ext/stylebase.structural.css"></pre><br />
<br />
'''Tarquin:''' Ooops. I only changed it on the default template...<br />
<br />
'''Fyfe:''' It's working on "Universal Blue Sidebar", but "Classic Blue Masterhead" is still in the wrong order (as above).<br />
<br />
'''Tarquin:''' Fixed.<br />
<br />
'''Fyfe:''' Thanks Tarquin<br />
<br />
'''Tarquin:''' np.</div>Tarquinhttps://wiki.beyondunreal.com/Legacy:Package_Extension_Catalog?diff=5870Legacy:Package Extension Catalog2006-12-31T09:01:31Z<p>Tarquin: *</p>
<hr />
<div>These are the various file extensions to [[Legacy:Package|package]] files sorted by game.<br />
<br />
All Unreal Packages share the same internal [[Legacy:Package File Format|Package File Format]], but:<br />
* the format might be slightly different in different builds or in different games<br />
* .[[Legacy:UC File|UC file]], .ogg, .mp3, and various video files (.avi, .etc) are ''not'' Unreal packages<br />
<br />
This means that technically most things can go into any package. For example textures can go in a .uax sound package, or [[Legacy:Static Mesh|static mesh]]es be put into a .ut2 map package instead of a .usx static mesh package. This is how you can use the "[[Legacy:MyLevel|MyLevel]]" pseudopackage to include custom content in a map, without having to make separate resource files.<br />
<br />
Typical contents are just that, typical. .U packages especially, tend to have things besides [[Legacy:UnrealScript|UnrealScript]] binaries and sources in them.<br />
<br />
==All Unreal Engine Games==<br />
<br />
These extensions should work with any [[Legacy:Unreal Engine|Unreal engine]] game.<br />
<br />
{| class="wikitable"<br />
<br />
|-<br />
| style="text-align: center" |'''Extension'''<br />
| style="text-align: center" |'''Description'''<br />
| style="text-align: center" |'''Typical Contents''' <br />
|-<br />
| style="text-align: center" |uc<br />
| style="text-align: center" |UnrealScript Class Source<br />
|[[Legacy:UnrealScript|UnrealScript]] in plain ASCII Text. (This is not an Unreal package format. Here for reference only.)<br />
|-<br />
| style="text-align: center" |u<br />
| style="text-align: center" |UnrealScript Package File<br />
|Compiled UnrealScript and UnrealScript source text (without [[Legacy:Default Properties|default properties]]). Often also contains Sounds, Textures, Meshes and [[Legacy:Static Mesh|Static Mesh]]es<br />
|-<br />
| style="text-align: center" |utx<br />
| style="text-align: center" |Textures<br />
|Textures, sometimes compressed, and mipmaps<br />
|-<br />
| style="text-align: center" |uax<br />
| style="text-align: center" |Audio (sound) files<br />
|Wave sound files<br />
|-<br />
| style="text-align: center" |uz / uz2<br />
| style="text-align: center" |Compressed package<br />
|Contains a compressed version(s) of any package for faster downloads.<br />
|-<br />
| style="text-align: center" |uxx<br />
| style="text-align: center" |Cached package<br />
|Cached downloaded package. The actual file extension is stored in Cache.ini in the game's Cache directory. This can be any of the other types of packages mentioned on this page.<br />
|}<br />
<br />
==First generation==<br />
<br />
These extensions are used in Unreal1, Return to NaPali, and Unreal Tournament in addition to the universal extensions.<br />
<br />
{| class="wikitable"<br />
<br />
|-<br />
| style="text-align: center" |'''Extension'''<br />
| style="text-align: center" |'''Description'''<br />
| style="text-align: center" |'''Typical Contents''' <br />
|-<br />
| style="text-align: center" |unr<br />
| style="text-align: center" |Unreal Map File<br />
|Map geometry and texture references as well as instances of any actors placed in map. Can also contain compiled UnrealScript code, sounds, textures, music, etc.<br />
|-<br />
| style="text-align: center" |umx<br />
| style="text-align: center" |Unreal Music Files<br />
|Contains a module music file. (usually S3M, IT or XM)<br />
|}<br />
<br />
==Unreal Tournament 2003 ==<br />
<br />
These extensions are used in [[Legacy:UT2003|UT2003]] in addition to the universal extensions.<br />
<br />
{| class="wikitable"<br />
<br />
|-<br />
| style="text-align: center" |'''Extension'''<br />
| style="text-align: center" |'''Description'''<br />
| style="text-align: center" |'''Typical Contents''' <br />
|-<br />
| style="text-align: center" |ut2<br />
| style="text-align: center" |UT2003 Map File<br />
|Map geometry and texture references as well as instances of any actors placed in map. Can also contain compiled UnrealScript code, sounds, textures, etc.<br />
|-<br />
| style="text-align: center" |usx<br />
| style="text-align: center" |Static Meshes<br />
|Contain geometry and texture references for static meshes.<br />
|-<br />
| style="text-align: center" |ukx<br />
| style="text-align: center" |Skeletal Meshes<br />
|Contains skeletal meshes.<br />
|-<br />
| style="text-align: center" |uvx<br />
| style="text-align: center" |Saved Ladder Profile<br />
|Contains information about the player's progress in UT2003's single player mode.<br />
|-<br />
| style="text-align: center" |ogg<br />
| style="text-align: center" |Ogg Vorbis [[Legacy:Music|Music]] File<br />
|(This is not an Unreal package format. Here for reference only.)<br />
|}<br />
<br />
==Unreal 2: The Awakening ==<br />
<br />
These extensions are used in [[Legacy:U2|U2]] in addition to the universal extensions.<br />
<br />
{| class="wikitable"<br />
<br />
|-<br />
| style="text-align: center" |'''Extension'''<br />
| style="text-align: center" |'''Description'''<br />
| style="text-align: center" |'''Typical Contents''' <br />
|-<br />
| style="text-align: center" |con<br />
| style="text-align: center" |DirectMusic CONtainer object<br />
|Music in Microsoft's proprietary "module" format that DirectX can read and use for playback<br />
|-<br />
| style="text-align: center" |dlg<br />
| style="text-align: center" |Unreal 2 Dialog file<br />
|Dialogs... something?<br />
|-<br />
| style="text-align: center" |ogg<br />
| style="text-align: center" |Ogg Vorbis [[Legacy:Music|Music]] File<br />
|This is not an Unreal package format. Here for reference only. See [[Legacy:OGG File|OGG File]].<br />
|-<br />
| style="text-align: center" |u2s<br />
| style="text-align: center" |Unreal 2 Script File<br />
|Pawn scripting file, see [[Legacy:AI Scripting|AI Scripting]] for info<br />
|-<br />
| style="text-align: center" |ugx<br />
| style="text-align: center" |Storage of [[Legacy:Golem|golem]] edd files<br />
|used to import the models in golem edd into the unreal ed program. <br />
|-<br />
| style="text-align: center" |un2<br />
| style="text-align: center" |Unreal 2 Map File<br />
|Map geometry and texture references as well as instances of any actors placed in map.<br />
|-<br />
| style="text-align: center" |usx<br />
| style="text-align: center" |Static Meshes<br />
|Contain geometry and texture references for static meshes. <br />
|}<br />
<br />
==Deus Ex ==<br />
<br />
These extensions are used in [[Legacy:Deus Ex|Deus Ex]] in addition to the universal extensions.<br />
<br />
{| class="wikitable"<br />
<br />
|-<br />
| style="text-align: center" |'''Extension'''<br />
| style="text-align: center" |'''Description'''<br />
| style="text-align: center" |'''Typical Contents''' <br />
|-<br />
| style="text-align: center" |dx<br />
| style="text-align: center" |Deus Ex Map File<br />
|Map geometry and texture references as well as instances of any actors placed in map.<br />
|}<br />
<br />
==Wheel of Time ==<br />
<br />
These extensions are used in the Wheel of Time in addition to the universal extensions.<br />
<br />
{| class="wikitable"<br />
<br />
|-<br />
| style="text-align: center" |'''Extension'''<br />
| style="text-align: center" |'''Description'''<br />
| style="text-align: center" |'''Typical Contents''' <br />
|-<br />
| style="text-align: center" |wot (?)<br />
| style="text-align: center" |Wheel of Time Map File<br />
|Map geometry and texture references as well as instances of any actors placed in map.<br />
|}<br />
<br />
==Rune, Rune: Halls of Valhalla ==<br />
<br />
These extensions are used in Rune and Rune: Halls of Valhalla in addition to the universal extensions.<br />
<br />
{| class="wikitable"<br />
<br />
|-<br />
| style="text-align: center" |'''Extension'''<br />
| style="text-align: center" |'''Description'''<br />
| style="text-align: center" |'''Typical Contents''' <br />
|-<br />
| style="text-align: center" |run (?)<br />
| style="text-align: center" |Rune Map File<br />
|Map geometry and texture references as well as instances of any actors placed in map.<br />
|}<br />
<br />
==Undying ==<br />
<br />
These extensions are used in Undying in addition to the universal extensions.<br />
<br />
{| class="wikitable"<br />
<br />
|-<br />
| style="text-align: center" |'''Extension'''<br />
| style="text-align: center" |'''Description'''<br />
| style="text-align: center" |'''Typical Contents''' <br />
|-<br />
| style="text-align: center" |sac<br />
| style="text-align: center" |Undying Map File<br />
|Map geometry and texture references as well as instances of any actors placed in map.<br />
|}<br />
<br />
==Star Trek DS9: The Fallen ==<br />
<br />
These extensions are used in Star Trek DS9: The Fallen in addition to the universal extensions.<br />
<br />
{| class="wikitable"<br />
<br />
|-<br />
| style="text-align: center" |'''Extension'''<br />
| style="text-align: center" |'''Description'''<br />
| style="text-align: center" |'''Typical Contents''' <br />
|-<br />
| style="text-align: center" |dsm<br />
| style="text-align: center" |DS9: The Fallen Map File<br />
|Map geometry and texture references as well as instances of any actors placed in map.<br />
|}<br />
<br />
==Mobile Forces ==<br />
<br />
These extensions are used in Mobile Forces in addition to the universal extensions.<br />
<br />
{| class="wikitable"<br />
<br />
|-<br />
| style="text-align: center" |'''Extension'''<br />
| style="text-align: center" |'''Description'''<br />
| style="text-align: center" |'''Typical Contents''' <br />
|-<br />
| style="text-align: center" |???<br />
| style="text-align: center" |Mobiles Forces Map File<br />
|Map geometry and texture references as well as instances of any actors placed in map.<br />
|}<br />
<br />
==America's Army: Operations ==<br />
<br />
These extensions are used in America's Army: Operations in addition to the universal extensions.<br />
<br />
{| class="wikitable"<br />
<br />
|-<br />
| style="text-align: center" |'''Extension'''<br />
| style="text-align: center" |'''Description'''<br />
| style="text-align: center" |'''Typical Contents''' <br />
|-<br />
| style="text-align: center" |aao<br />
| style="text-align: center" |Army Ops Map File<br />
|Map geometry and texture references as well as instances of any actors placed in map.<br />
|-<br />
| style="text-align: center" |usx<br />
| style="text-align: center" |Static Meshes<br />
|Contain geometry and texture references for static meshes. <br />
|}<br />
<br />
==Land of the Dead==<br />
<br />
These extensions are used in Land of the Dead, in addition to the universal extensions:<br />
<br />
{| class="wikitable"<br />
<br />
|-<br />
| style="text-align: center" |'''Extension'''<br />
| style="text-align: center" |'''Description'''<br />
| style="text-align: center" |'''Typical Contents''' <br />
|-<br />
| style="text-align: center" |dz<br />
| style="text-align: center" |Land of the Dead Map File<br />
|Map geometry and texture references as well as instances of any actors place in map.<br />
|}<br />
<br />
==Related Topics ==<br />
* [[Legacy:Unreal Engine|Unreal Engine]]<br />
* [[Legacy:Unreal Engine Versions|Unreal Engine versions]]<br />
* [[Legacy:Engine Directory Structure|Engine Directory Structure]]<br />
* [[Legacy:Package|Package]]<br />
* [[Legacy:Package File Format|Package File Format]]<br />
* [[Legacy:File Format|File Format]]<br />
<br />
==Discussion==<br />
<br />
'''Githianki:''' I don't have the references with me since I am not at my gaming rig, so feel free to fill these in. I can't conclusively recall some of the map extensions right now. I know there are more games, like the Star Trek stuff but I don't have those or even know the full names. The format should be self-explanitory by looking at the edit box. I left some reference markup in the first table. It is all shamelessly ripped from the markup page anyway. I left out Unreal Championship and the PS2 titles since they can't be edited and who knows if the same file system was used in some cases anyway? [[:Category:Legacy To Do]] So this shows up if someone else wants to help out. It will take me awhile to get all info for the games I have (Unreal,NaPali,Ut,UT2003,Wot,RUNE,RUNE:HOV) I could get Army Ops too but I had to delete it to have room for UT2003 :)<br />
<br />
'''Tarquin:''' There's probably some refactoring could be done between [[Legacy:Engine Directory Structure|Engine Directory Structure]], [[Legacy:Package|Package]] and here. [[Legacy:Package|Package]] is currently a redirect to [[Legacy:Package|Package]], might be better to have a package overview page there.<br />
<br />
'''Wormbo:''' Done some cleanup with the [[Legacy:Wiki Markup|Wiki Markup]] on this page. It's cool stuff, but try not to overuse it. :)<br />
<br />
'''Legal:''' Added Deus Ex, one of the best games EVER!<br />
<br />
'''Githianki:''' Yeah I really got into the markup but it seemed useful here. I see how you cleaned it up so now I know the minimum needed. The markup page has lots of extra code which is where I lifted from. Maybe someone should clear that up or you'll be doing overtime. Fixed some typos. Added in .uz and .uxx extensions to universal. Can't believe I forgot Deus Ex. doh! Also, what was the scoop on .umx support in Ut2003 versions of the engine? Is it out or does the new opensource stuff support it? Also I think .uc can be RTF too. If so that should go back up there.<br />
<br />
[[Category:Legacy To Do|{{PAGENAME}}]]<br />
[[Category:Legacy FAQ|{{PAGENAME}}]]</div>Tarquinhttps://wiki.beyondunreal.com/Legacy:Map_File?diff=4383Legacy:Map File2006-12-31T09:00:45Z<p>Tarquin: found it!</p>
<hr />
<div>A '''Map file''' is just like any other [[Legacy:Unreal Engine|Unreal Engine]] file [[Legacy:Package|package]]s. Being a package they can contain all types of resources; the .unr file extension is merely a convention to denote "this package contains brushes and actors that make a playable map."<br />
<br />
Check [http://www.acordero.org Antonio Cordero's website] for a pretty thorough documentation of the [http://www.acordero.org/projects/utpf/ Unreal package format] and a Delphi unit that implements it.<br />
<br />
{| class="wikitable"<br />
<br />
|-<br />
| style="text-align: center" |'''''Game'''''<br />
| style="text-align: center" |'''''File Extension''''' <br />
|-<br />
|[[Legacy:Unreal|Unreal]]<br />[[Legacy:Unreal Tournament|Unreal Tournament]]<br />
|.UNR <br />
|-<br />
|[[Legacy:UT2003|UT2003]]<br />[[Legacy:UT2004|UT2004]]<br />
|.UT2 <br />
|-<br />
|[[Legacy:DeusEx|DeusEx]]<br />
|.DX <br />
|}<br />
<br />
==Related Topics==<br />
* [[Legacy:Unreal Engine|Unreal Engine]]<br />
* [[Legacy:File Format|File Format]]<br />
* [[Legacy:Package|Package]]<br />
* [[Legacy:Package File Format|Package File Format]]<br />
* [[Legacy:Package Extension Catalog|Package Extension Catalog]]</div>Tarquinhttps://wiki.beyondunreal.com/Legacy:Test-HomePage?diff=8456Legacy:Test-HomePage2006-12-22T13:03:38Z<p>Tarquin: *</p>
<hr />
<div>Hacked By YaRaL |||| By_x<br />
<br />
http://img116.imageshack.us/img116/8889/hacked2mr4.gif<br />
<br />
'''Wormbo:''' Oh really? Oh my god! Defaced by dsl.dynamic851007420.ttnet.net.tr :rolleyes:<br />Yay for idiots. I suggest we keep this page for public embarrassment of the wannabe-hacker. :D<br />
<br />
'''Graphik:''' OMG WE'VE BEEN H4X0RD!!!!!1~~~!!!<br />
<br />
'''Tarquin:''' Oh no! We're melting... melting!</div>Tarquinhttps://wiki.beyondunreal.com/Legacy:Test-HomePage?diff=8458Legacy:Test-HomePage2006-12-22T13:03:32Z<p>Tarquin: *</p>
<hr />
<div>Hacked By YaRaL |||| By_x<br />
<br />
http://img116.imageshack.us/img116/8889/hacked2mr4.gif<br />
<br />
'''Wormbo:''' Oh really? Oh my god! Defaced by dsl.dynamic851007420.ttnet.net.tr :rolleyes:<br />Yay for idiots. I suggest we keep this page for public embarrassment of the wannabe-hacker. :D<br />
<br />
'''Graphik:''' OMG WE'VE BEEN H4X0RD!!!!!1~~~!!!<br />
<br />
'''Tarquin:''' Oh no! We've melting... melting!</div>Tarquinhttps://wiki.beyondunreal.com/Legacy:MYCH?diff=5407Legacy:MYCH2006-12-14T08:49:18Z<p>Tarquin: *</p>
<hr />
<div>'''Jrubzjeknf:'''<br />
<br />
{{classbox| '''''MYCHAEEL!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!'''''}}<br />
<br />
{{classbox| &nbsp;}}<br />
<br />
{{classbox| '''''WWWWWWWEEEEEEE NNNNNNNEEEEEEEEEEEEEDDDDDDDD YYYYYYYYYOOOOOOOOOUUUUUUUUUUUUU!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!'''''}}<br />
<br />
{{classbox| &nbsp;}}<br />
<br />
{{classbox| '''''GET YOUR ASS BACK ON THE JAILBREAK FORUMS! YOU STARTED SOMETHING, NOW YOU'D BETTER FINISH IT!'''''}}<br />
<br />
To the rest:<br />
<br />
{{innerbox|[11:21] <Jrubzjeknf> a request for permission to spam the wiki<br />
<br />
[11:21] <tarquin> what with?<br />
<br />
[11:21] <Jrubzjeknf> MYCH!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!<br />
<br />
[11:22] <tarquin> heh, go for it :)<br />
<br />
}}<br />
<br />
{{classbox| '''''ps. If you don't respond to this, I'm gonna take the train to germany and personally kick your butt back to BUF!'''''}}<br />
<br />
{{innerbox|Revision 2 . . December 10, 2006 2:35 by Fyfe [Ever heard of e-mail]<br />
<br />
}}<br />
<br />
Yes, I emailed him several times on various email addresses, and got no response. This is my last resort.<br />
<br />
'''Tarquin:''' Hey Mych. There's a few things to do with JB that we'd appreciate some pointers on. :) <br />
<br />
'''Mychaeel:''' Extra points for creativity (to Jrubzjeknf). :-P If I were easily embarrassed, I'd probably be right now, but in fact, you made me grin. :-)<br />
<br />
Before I actually had a day job creating software, I had lots of energy to expend on Jailbreak and other creative, personal things like that. Now, my employer pays me money to make his problems mine. It's interesting and satisfying with a seasoning of occasional exasperation about some of the third-party software the resident Powers That Be force us to work with &ndash; a rather good, if sometimes spicy, mix overall.<br />
<br />
In the past two years that I've had this job I realized that I'm mostly good at one thing: Focusing on one single problem at a time. I'm very bad at multitasking. (Yes, I can do it to some degree, but it degrades my performance from what I ''can'' do to something rather average.) I tried to fit Jailbreak into that scheme along with my day job, but it didn't work out.<br />
<br />
Recently, I've started again doing some small-scale personal development work at home, things that I've come to think of as "weekend projects" &ndash; getting a LDAP server to work for my Thunderbird contacts; making a Perl script that generates a photo gallery; getting acquainted with Symbian OS development for my mobile phone; and a while before, even making some Thunderbird extensions for my own benefit &ndash; stuff that I could pursue at my own pace. (I made the mistake of releasing my Thunderbird extensions to the public, just to realize that I cannot handle the amount of support requests they generate. That, and the Mozilla source code makes Epic's UnrealScript code look saintly.)<br />
<br />
I don't like to see Jailbreak languish, and I don't want the people I've worked on it with to think that I've abandoned them. (There's no solace in it being uncomfortably close to the truth.) For a time, I hoped that the Jailbreak team would just get over my not being there anymore, figure out that I really wasn't that important, and get on. That's harsh and unfair and I'm a bad person for bailing out like that, but I did have the best intentions of never being a irreplaceable part of any team I was in &ndash; I wrote loads of text and made a best effort in writing maintainable code to that end. (So much for starting something and then not seeing it to its completion.) I realize all this might just have backfired, and it's nobody's fault but my own.<br />
<br />
Now... I'm slightly scared that attempting to get back into Jailbreak development will suck me in and try to claim more of my time and energy than I have available. I know that this kind of work needs ongoing dedication, but I might have streaks of days or maybe weeks at a time where I just cannot pay any attention to Jailbreak. (And after that, I have to make a conscious effort to wrap my mind around its problems again.) I just happen to have some leeway right now (some of it just spent on writing all this), but that may change any moment, and just getting up to scratch with what happened during the last weeks (months?) is certain to take quite some time.<br />
<br />
How can we make this work? Any suggestions?<br />
<br />
'''Jrubzjeknf:''' Finally you respond. Thx! :D<br />
<br />
I understand if you're unable to put effort into Jailbreak. After all, there's more out there than UT2004 (like that midterm tomorrow, for which I still need to read half the book :/) and real life just has a higher priority. That's not your fault, that's life. Learn to love it. :)<br />
<br />
You're not really required to release the patch. You are just sometimes needed, because you did some weird stuff we don't get. Example: tarquin spent an afternoon of hacking around in your perl scripts to allow me to post news on PJB. :p Another example is [http://mychaeel.no-ip.com/source/Jailbreak/Jailbreak/Installer/ this stuff in the CVS]. I bet it's helpful, but I 'll need to know what it does, and if needed, how I need to update it before I can use it. ;)<br />
<br />
The things we need are primarily for finishing stuff, like timestamp.exe to set the build variables. It's not needed on the spot, but needed for a release.<br />
<br />
So in conclusion: you're still needed, but only for small things, like an explanation of something or a file transfer. I'm thinking less than 15 minutes of work. Waiting we've done enough though, so if you're able to respond more quickly to requests, it'd be awesome. :D<br />
<br />
I'm sure I'll be able to release the patch with Tarquin and Wormbo backing me up. :)<br />
<br />
ps. Don't take the first comments too seriously, I just wanted a reaction. ;)<br />
<br />
'''Tarquin:''' Oh yeah, and is there a way to add new actors to JBToolbox without breaking network compatibility?</div>Tarquinhttps://wiki.beyondunreal.com/Legacy:UnrealEd_Console?diff=8480Legacy:UnrealEd Console2006-12-12T20:27:41Z<p>Tarquin: *</p>
<hr />
<div>Commands for [[Legacy:UnrealEd 3|UnrealEd 3]]'s [[Legacy:Console Bar|Console Bar]]. See also [[Legacy:UnrealEd 2 Console|UnrealEd 2 Console]].<br />
<br />
[[Image:Legacy_interface.Ed3.console.png|center|UnreaEd 3 console bar]]<br />
<br />
The commands can be entered either upper case or lower case. The list of previously used commands (in the current session) are saved in a drop down list, that can be conveniently re-selected (Click >> Enter), so commonly used commands can be quickly re-activated. Be sure that the correct object is selected before entering command. Also, tool bar buttons can be user created for any of the commands listed here. Many of these commands are seldom used, but can be handy when making large scale systemic alterations to a level (numerous repeat operations).<br />
<br />
Commands can be bound to [[Legacy:Custom Toolbox Buttons|Custom Toolbox Buttons]] or keys. See [[Legacy:Binding Editor Commands|binding editor commands]]. See also [[Legacy:UnrealEd Interface|UnrealEd interface]].<br />
<br />
Look for lines in Editor.log that start with "Cmd:" to find out about more possibly interesing console commands.<br />
<br />
==Actor Commands==<br />
; ACTOR REPLACE : beware of this adding extra properties you don't want! See [http://forums.beyondunreal.com/showthread.php?threadid=146410 146410]<br />
<br />
==Brush Commands ==<br />
; BRUSH MERGEPOLYS : Merge coplanar polygons on a brush<br />
; BRUSH SEPARATEPOLYS : Separate coplanar polygons on a brush<br />
<br />
==Fluid Commands ==<br />
; FLUID REBUILD : ?<br />
<br />
==Light Commands ==<br />
; LIGHT APPLY SELECTED= CHANGED= : Rebuild lights<br />
<br />
==Map Commands ==<br />
; MAP SENDTO SWAP : Swap order of TWO SELECTED brushes<br />
; MAP SAVEPOLYS FILE= MERGE= : Seems to be exporting the polys only<br />
; MAP CHECK : Tools -> Check Map for errors<br />
; MAP SCALE FACTOR= ADJUSTLIGHTS= SCALESPRITES= SCALELOCATIONS= SCALECOLLISION= : Tools -> Scale Map<br />
<br />
==Paths Commands ==<br />
; PATHS REVIEW : Tools -> Review paths<br />
<br />
===Select Commands ===<br />
; ''MAP SELECT ADDS'' : selects all additive brushes in the map <br />
; ''MAP SELECT FIRST'' : select the first created brush in the level <br />
; ''MAP SELECT LAST'' : select the last created brush in the level <br />
; ''MAP SELECT NONSOLIDS'' : selects all nonsolid brushes in the map <br />
; ''MAP SELECT SEMISOLIDS'' : selects all semisolid brushes in the map <br />
; ''MAP SELECT SUBTRACTS'' : selects all subtractive brushes in the map <br />
; ''SELECT NONE'' : Deselect any and all selected actors (it is a common error to inadvertently select an actor when moving mouse across one of the view screens). <br />
<br />
; ''ACTOR SELECT ALL'' : selects all brushes / actors within the map <br />
; ''ACTOR SELECT DELETED ???'' : <br />
; ''ACTOR SELECT INSIDE'' : selects all brushes / actors within the builder brush <br />
; ACTOR SELECT INVERT : inverts the state of selected to unselected or vise versa <br />
; ACTOR SELECT NONE : deselect the selected actors <br />
; ''ACTOR SELECT OFCLASS CLASS=<CLASS>'' : selects all actors of a class<br />
; ''ACTOR SELECT OFSUBCLASS CLASS=<CLASS>'' : selects all actors of a class or subclasses. Eg use with "TournamentWeapon" to select all weapons.<br />
<br />
==StaticMesh Commands ==<br />
; STATICMESH FROM SELECTION PACKAGE= NAME= GROUP= : Converts brush to static mesh<br />
; STATICMESH TO BRUSH : Converts staticmesh to brush<br />
; STATICMESH REBUILD : ?<br />
; STATICMESH ALLREBUILD : ?<br />
; STATICMESH SMOOTH : ?<br />
; STATICMESH UNSMOOTH : ?<br />
; STATICMESH SAVEBRUSHASCOLLISION: Save selected brush as collision for staticmesh<br />
<br />
==Poly Commands==<br />
; POLY BEVEL DEPTH= BEVEL= : Context Menu -> Bevel<br />
; POLY EXTRUDE DEPTH= : Context Menu -> Extrude<br />
; POLY SET SETFLAGS= : Set polyflags<br />
; POLY SET CLEARFLAGS= : Clear polyflags<br />
; POLY SET TEXTURE= : Set Texture<br />
<br />
==Stat Commands==<br />
; LSTAT : Lightmap stats<br />
; STAT ''foo'' : display different statistics about the display, where ''foo'' is one of...<br />
;* ALL &ndash; toggles display of all categories<br />
;* ANIM &ndash; toggles animation statistics display<br />
;* AUDIO &ndash; toggles audio statistics display<br />
;* DEFAULT &ndash; Resets all displays to default visibility<br />
;* FPS &ndash; toggles framerate statistics display<br />
;* GAME &ndash; toggles game statistics display<br />
;* HARDWARE &ndash; toggles hardware statistics display<br />
;* HISTOGRAPH &ndash; toggles histograph statistics display<br />
;* LIGHT &ndash; toggles dynamic light statistics display<br />
;* MATINEE &ndash; toggles matinee statistics display<br />
;* NET &ndash; toggles network statistics display<br />
;* NONE &ndash; turns off all displays<br />
;* RENDER &ndash; toggles rendering statistcs display<br />
;* RESET &ndash; same as DEFAULT<br />
;* XBOXMEM &ndash; toggles XBox memory statistics display<br />
<br />
"POLY TEXSCALE" and "POLY TEXPAN" work. ([[Legacy:TexAlign|TexAlign]] Works in UED3 :))<br />
<br />
==No longer works ==<br />
<br />
Commands from UEd 2 that don't work in 3. Anyone know if there are new equivalents?<br />
<br />
* POLY TEXINFO<br />
* POLY TEXALIGN FLOOR and POLY TEXALIGN WALLDIR <br />
<br />
==Related Topics ==<br />
* [[Legacy:UnrealEd Interface|UnrealEd Interface]]<br />
<br />
[[Category:Legacy Mapping|{{PAGENAME}}]]</div>Tarquinhttps://wiki.beyondunreal.com/Legacy:EntropicLqd?diff=2902Legacy:EntropicLqd2006-11-24T19:33:58Z<p>Tarquin: restoring</p>
<hr />
<div>==EntropicLqd's Brightly Lit and Comfortable Corner ==<br />
<br />
Things that are currently on my list of things to pretend to be doing are:<br />
* Breathing, living, and updating my developer journal.<br />
<br />
Feel free to read my [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/Developer Journal]] although it's almost never updated.<br />
<br />
===Contacting Me ===<br />
<br />
''EntropicLqd'', a shortened version of ''EntropicLiquid'' to avoid messing with the UT scoreboard, commonly called ''Entropic'' for short. I'm generally reachable by mail entropic '''at''' snout-clan.co.uk or via IRC in ''#snout'' on Quakenet. I'm normally on IRC between 21:00 and 22:00 UK local time (if at all). Sorry, but I don't use Yahoo Messenger, ICQ, or most other IM programs. My MSN screen name is entropiclqd '''at''' snout-clan.co.uk (suprisingly). I log on occasionally, but not much.<br />
<br />
The e-mail address is also on my clan web site - http://www.snout-clan.co.uk/<br />
<br />
Here's a magic link to the [[Legacy:Mod Ideas|mod ideas]] page for UT2003. It's a pretty cool place to hang out.<br />
<br />
'''If you have a problem searching .uc files for keywords under XP-Pro .. visit http://udn.epicgames.com/pub/Technical/SearchUCinXP/. It works like a dream.''' (I'd have preferred it to go into winvi though :).<br />
<br />
===UnrealScript ===<br />
<br />
The author of the first (as far as I know), and least publicised multi-team CTF mod, ''CTF+''. The mod was last updated in June 2000.<br />
<br />
I've also poked around a bit with other stuff that I'm not prepared to own up to. Work, children, and a nagging wife conspire to keep me away from my PC more than I would like.<br />
<br />
===Links ===<br />
<br />
[http://www.snout-clan.co.uk/ SNOUT] &ndash; The worst UK Insta-CTF clan and proud of it :)<br />
<br />
[[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/EntropicOnFatherhood]] &ndash; A toungue in cheek rant about the joys (yeah right) of being a father. If you are considering having kids then this is a must read. The reality is ''much worse'' than you can possibly imagine.<br />
<br />
[[Legacy:The Curse Of Static Meshes|The Curse Of Static Meshes]] &ndash; The curse of static meshes.<br />
<br />
[http://games.moddb.com/ mod database] &ndash; A fairly large mod database. Reasonably well executed.<br />
<br />
===Guest Book, Comments, and Messages ===<br />
<br />
'''ViKTiM''' I would just like to thank you for the TriggeredZonePropertyChanger, man i've been after someting to trigger gravity for about six months no, there was no way i would have been able to script it cheers dood!! <br />
<br />
'''EntropicLqd:''' You're quite welcome. I forget who it was written for originally but they wanted to do the same thing.<br />
<br />
'''Nytro:''' Where can I find this <TT>TriggeredZonePropertyChanger</TT>?<br />
<br />
'''EntropicLqd:''' You can find all maps n mods I've produced on the SNOUT web site - look in the UT mods section (http://www.snout-clan.co.uk/)<br />
<br />
'''Tarquin:''' CTF-GauntPiglet looks great!!! Though you haven't set the GameType yet! ;)<br />
<br />
'''EntropicLqd:''' Thanks Tarquin ... makes note to set gametype ... Happy Christmas m8 - hope you have a good one.<br />
<br />
'''Nobody:''' Hi, seeing your comment at the bottom of [[Legacy:INI_File|INI_File]], you may benefit from new data added to that page on commenting lines in the ini file.<br />
<br />
[[Category:Legacy Personal Page|{{PAGENAME}}]]</div>Tarquinhttps://wiki.beyondunreal.com/Legacy:Using_The_Wiki?diff=8720Legacy:Using The Wiki2006-11-17T22:01:50Z<p>Tarquin: revert. 64.27.20.205, get lost</p>
<hr />
<div>Welcome to the Unreal Wiki. This page explains how to get the most out of the site. <br />
<br />
==The Wiki Concept ==<br />
<br />
{{innerbox| The Wiki is a real-life "Hitchhiker's Guide to the Galaxy", the black thing with "Don't Panic!" written (in big friendly letters) on its cover, only that anybody can edit it. It occasionally also represents the chaos of all the discussions in the Wiki, resembling the random recipes to the ''Pan Galactic Gargle Blaster'' and similar things.<br />
<br />
}}<br />
<br />
In other words: If you can't find it, ask somebody to add it. If nobody can help, find out and add it. Let the discussions go chaotic, but clean it up later.<br />
<br />
A '''Wiki''' is a kind of website where anyone can edit pages. At the foot of every page you'll find a link "Edit text of this page." Clicking this will load a new page with a form containing the page text. <br />
<br />
The idea is that everyone can easily and quickly contribute information and ideas (and stuff). You may add to or reorganize any page, except some where the original author has requested otherwise (such as personal contributor pages). <br />
<br />
* '''Everybody can edit. That's a feature, not a security hole.''' So, yes, with very few exceptions you can just go ahead and overwrite a page full of content with some random garbage (and in fact that happens every once in a while). But all changes are logged, old revisions of a page are kept by the system and can be restored by anyone with only a few clicks. If you want to know more about how and why this site works, see the [[Legacy:Wiki FAQ|Wiki FAQ]].<br />
<br />
* The raw text you edit is not HTML, but '''plain text with simple markup''' to produce features such as headers and lists. See [[Legacy:Wiki Markup|Wiki Markup]] for more.<br />
<br />
* The [[Legacy:Sandbox|Sandbox]] has been established for '''practising Wiki markup editing.''' If you want to get a feel for how the Wiki system works, go there and try it out. Please don't make practice edits on other pages.<br />
<br />
For more about contributing to the Unreal Wiki see [[Legacy:New Contributors Quick Start|New Contributors Quick Start]]. The rest of this page is about using the site to find information.<br />
<br />
==Wiki Etiquette==<br />
<br />
Contributing etiquette aside, there are a few points we'd like visitors to consider:<br />
* Please don't use "harvester" or "offline reader" downloading programs to grab the entire contents of the Unreal Wiki. [[Legacy:Offline Wiki|Offline Wiki]] explains why and suggests alternatives.<br />
* Please don't send emails with general mapping and coding questions to site contributors (such as tarquin or Mychaeel). What we know we tend to write here. What we don't know, we don't know. We recommend BeyondUnreal's [http://forums.beyondunreal.com/forumdisplay.php?forumid=13 Unreal Development] forums: posting here means that more people see your question, and the answers you get are also available for other people to read (if you add what you learn to the Wiki, even better).<br />
<br />
==Finding Things==<br />
<br />
The Unreal Wiki has over 2,000 pages. That's a lot of stuff. This site is a ''WikiWikiWeb'', and thus it's a ''web'' of pages rather than a hierarchy. Like other wikis, don't expect to take it all in at one sitting. Take some time to wander round.<br />
<br />
There are various "ways in" to the Wiki:<br />
<br />
===Topic Pages ===<br />
<br />
The [[Legacy:Home Page|Home Page]] is the starting point for the site. Rather than list hundreds of links there, we've organized articles into '''topic pages''', such as [[Legacy:Architecture|Architecture]], [[Legacy:Lighting|Lighting]] and [[Legacy:Texture Topics|Texture Topics]]. Topic pages give an overview of a subject, and links to both tutorials and reference articles.<br />
<br />
===Search Engine===<br />
<br />
You can easily perform a full-text search of the Unreal Wiki. Just enter some terms (separated by spaces) and hit <code>Enter</code>. The Wiki will show you the pages that match your query best. (Enclose terms that contain blanks of their own in double quotes.)<br />
<br />
@search@ '''Search the Unreal Wiki:''' <br />@input@ @submit@<br />
<br />
There is a search field at the bottom of every page on the site. You'll find further tips on searching on the dedicated [[Legacy:Search|Search]] page.<br />
<br />
===Browser Tabs ===<br />
<br />
The [[Legacy:Wiki Integration|Wiki Integration]] page has tabs that plug in to most browsers. These allow you to create your own personal sidebar of frequently visited pages on the site. There are mIRC scripts too.<br />
<br />
===Backlinks ===<br />
<br />
You can backtrack with your browser's ''back'' button like with any other site. But you can also get a list of all the pages that link to the page you're reading. To do this, simply click the page's title text (the big bold heading right at the top).<br />
<br />
===Related Topics ===<br />
<br />
Most pages should give a list of "related topics" at the foot. If you think we've missed some, please add them!<br />
<br />
===Categories===<br />
<br />
Some pages are grouped in '''Categories'''. This is a sort of tagging system, where the "tag" is just a link at the foot of the page of the form "Category {''topic''}". <br />
<br />
This is actually just an application of the backlink feature: we create a page called "Category Bob", and put a link to it on articles we want to be in that category. On the "Category Bob" page, clicking the title produces a list of all the pages that link there &ndash; which is those pages we chose to put into the category.<br />
<br />
Any Category page it itself a member of the [[:Category:Legacy Category]]. So go there to get a list of all categories.<br />
<br />
==Helping out==<br />
<br />
So you've found more Unreal Engine info that you can shake a stick at. Want to help us get even better?<br />
<br />
* [[Legacy:New Contributors Quick Start|New Contributors Quick Start]]<br />
<br />
If you've got a minute to spare, take a look at [[Legacy:UnrealWiki To Do|UnrealWiki To Do]] :)<br />
<br />
==What Next?==<br />
<br />
More on the site at [[Legacy:Project FAQ|Project FAQ]] and [[Legacy:Project Aims|Project Aims]].<br />
<br />
You can ask about the site at:<br />
* [[Legacy:Project Discussion|Project Discussion]] <br />
* [http://forums.beyondunreal.com/forumdisplay.php?forumid=249 Project forum]<br />
* irc://irc.enterthegame.com/unrealwiki<br />
<br />
The [[Legacy:MetaTopics|MetaTopics]] page has links to all the pages about the site.</div>Tarquinhttps://wiki.beyondunreal.com/Legacy:Tarquin?diff=7936Legacy:Tarquin2006-10-31T19:58:25Z<p>Tarquin: </p>
<hr />
<div>Hallo. This is tarquin, also called tarq for short. I tend to prefer lowercase. I'm sure there's a reason for it. Aparently there's a UT player who goes by TarQuin. That's not me.<br />
<br />
'''My email is probably working... but Planet Unreal occasionally disable their SMTP server, and I get so much spam in my inbox that I rarely check it. If you need to contact me, post here.'''<br />
<br />
==Announcement==<br />
<br />
Due to some new commitments I am soon taking on, I will not have as much time to devote to Unreal Wiki. At the moment, I am checking Recent Changes at least once a day. I anticipate that around September, and for the forseable future, I will be around perhaps only once or twice a week.<br />
<br />
I suggest giving admin access to a few more people to compensate for this. I can nominate people, or the collective can, or people can volunteer. Another thing I want to do is patch the script so newbies can NOT save a page with the "blank page" text. This is the most frequent reason for me deleting pages.<br />
<br />
&mdash; tarquin<br />
<br />
(More on my [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/Wiki Diary]].)<br />
<br />
'''GRAF1K:''' I've been expecting this announcment for quite a while, especially with JB200X and such. :) I volunteer. I'm on RC several times a day due to my lack of a "real" life. :P<br />
<br />
==(OLD) Plan ==<br />
<br />
I've not been greeting newcomers here recently. I'm not ignoring you, folks, I'd like to get some mapping done! (plus I've run out of variations on "hi and welcome to the site" :D )<br />
* get screenies of the major parts of the UEd 3 interface made & uploaded<br />
* before that, work out a quick standard form for such image filenames, so I don't get confused later<br />
* get some maps made!<br />
* work out how to make the Moz sidebar work on type 1<br />
* deal with http://forums.beyondunreal.com/showthread.php?s=&postid=1803048#post1803048 <br />
* [[UseMod:Empty_page_text]]<br />
<br />
==Contact ==<br />
<br />
Before you email me questions, please read the section below: '''I DON'T KNOW. I AM NOT AN EXPERT. ASK AT BU'S EDITING OR CODING FORUMS'''<br />
<br />
'''Triage'''<br />
<br />
I don't know the answers to most of the questions I'm asked by email. So, to save yourself time:<br />
* Questions about coding & editing: ask on the BeyondUnreal.com forums or on a wiki page. I usually read those & will answer there if I can help<br />
* Questions about brushbuilders: read the [[Legacy:Tarquin Brushbuilders|Tarquin Brushbuilders]] FAQ. I don't know when I'll finish the next version, or if ever.<br />
<br />
I'm reachable via tarquin@planetunreal.com, or sometimes in ''#beyondunreal'', ''#unrealwiki'' or ''#utjb'' on ''irc.enterthegame.com''.<br />
<br />
'''Mychaeel:''' Interesting. What have you been asked?<br />
<br />
'''Tarquin:''' *breathing deeply* ... usually stuff I don't know about & I keep having to type emails saying "sorry, I don't know, go ask at the forums". I'm happy to asnwer questions I *know* about on the wiki or the forums. :) <br />
<br />
OK, I've taken the plunge. I now have a standard response to n00b questions:<br />
<br />
{{innerbox| Hi.<br />
<br />
I don't know the answer to your question.<br />
<br />
Emailing me questions about mapping or coding is generally a bad idea.<br />
<br />
I am not an expert, and what I do know is already written up on the Wiki site.<br />
<br />
I recommend you post at the BeyondUnreal forums, the people there are very knowledgeable, and if I can help I will reply to threads there.<br />
<br />
Editing: http://forums.beyondunreal.com/forumdisplay.php?forumid=9<br />
<br />
Coding: http://forums.beyondunreal.com/forumdisplay.php?forumid=101<br />
<br />
}}<br />
<br />
I hope that's not too rude &rarr; I'm just fed up typing the same thing out several times a week, and since UT2003 is out, daily.<br />
<br />
==Ramblings ==<br />
* [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/Wiki Diary]]<br />
* [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/Notes]]<br />
* [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/Perl]]<br />
* [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/Mumblings]]<br />
* [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/Trig Rant]]<br />
* [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/Developer Journal]]<br />
<br />
==Quick Biog ==<br />
<br />
Bought Unreal when it first came out. The signle-player was far less replayable than Quake, but I never tired of Botmatch on DM-Loxi. UnrealEd used to crash at the drop of a hat, so it wasn't until version 2 that I really started messing around with it. My delvings into the class tree got me as far the the class [[Legacy:BrushBuilder|BrushBuilder]], which I discovered could be cusomized. I released my pack of brushbuilders around February 2001. You can read about them on Russian sites, which I think is pretty cool. But then again, small things amuse me, like talking to SpoonDog on IRC when it's morning here and, like, whoa dude, night-time there.<br />
<br />
It always bugged me that it was so hard to find stuff on UnrealEd. I personally hate tutorials. Hmm... so why do I appear to be half-running a site of them? Well, more specifically, I hate being confronted with a page of headings that go "Basic / Intermediate / Advanced". How am I supposed to know what the site author judges to be "intermediate"? I don't need to read the basics of subtracting a room to put stuff in for the 19th time. And I don't want to swim through an interminable paragraph to find what I'm looking for. I prefer a reference page from which I can quickly extract the information I need.<br />
<br />
That said, there's a n00b born every minute, or so they say, and tutorials are addressed to them, not me. Between the dozen or so major tutorial sites, I really didn't think there was much point in starting a new one: it would only confuse, I didn't have the time to commit to it, and it would end up as just one more site for the tutorial links in forum stickies.<br />
<br />
What changed? The url http://www.wikipedia.com came up in a Google search one day in January 2002. I had a look around, read up on how it worked, and why it worked (WhyWikiWorks...), and talked to Mychaeel about it who agreed that the idea of running a wiki for Unreal documentation had potential. I didn't know at the time that the UDN also runs on a wiki. The other catalyst was a member of the BuF Editing forum who had recently announced his intention to compile (yet another) help file of tutorials. The sleepy editing community woke up a little bit for this one, and it seemed a good time to harness this to more productive ends. Yes, I'm ranting. It's my page. If you don't like it, go read [[Legacy:Actor|Actor]] or something. What's the problem with a huge helpfile, or a list of links? Two things: organization and obsolecence. Just the other day I saw a thread on the InA editing forum: someone was following a tute and had come a cropper: where was the toolbox on the right-hand side of the screen? "That's in UnrealEd 1," we all cried. Great, problem solved. But isn't it just ''silly'' that so many tutorials on the web are still confusing people because they refer to the old version? Isn't it silly that it's all scattered all over? Oh dear I'm ranting again. Time for more coffee.<br />
<br />
* Other rants can be found on [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/Rants]] if you're really interested.<br />
<br />
----<br />
<br />
...and he ought to write something about himself here.<br />
<br />
: bah... why bother, when I can find such LMAO-worthy gems of comedy on the Wiki such as this... &ndash; ''Tarquin'' <br />
<br />
{{innerbox|Actually, an incredibly sophisticated intergalactic Arftificial Intelligence (AI) Implementation and associated server-farm (hidden in an abandoned mine complex, miles deep in Canada somewhere) that monitors and administers the local franchise of the Unreal Empire. Light-years more advanced than anything ever developed locally. Rapidly evolving and omniscient, this AI has "Intel" tentacles extended globally. Renders text to Earthlings. Has numerous "Aliases".<br />
<br />
}}<br />
<br />
==Guestbook ==<br />
<br />
{{innerbox|''ARG! it's like when you're at university and EVERYONE crowds into your room for drinks & stuff!!!!!!!! hey... I don't mind really :-)'' &ndash; ''Tarquin'' <br />
<br />
}}<br />
<br />
I can't decide whether to:<br />
* remove a lot of the obsolete discussion<br />
* shunt it to a subpage for posterity<br />
* just leave it here for the same reason.<br />
<br />
''TechnoJF:'' Tarquin, I sent an e-mail to Tim Sweeney asking him for permission to port content written by Epic over to this site. He wrote back saying to go ahead, and to copy and reformat as much as we like. I'm going to do a few such pages in just a bit. I just figured that this was something I should inform you of.<br />
<br />
:''Tarquin:'' That's great!<br />
<br />
:''TechnoJF:'' I'm still trying to put Tim Sweeney's UnrealScript Language Reference in an acceptable format. Let me tell you now that this thing is a monster to try to work with!<br />
:: ''Tarquin'': Indeed. The CGI seems to choke on it a bit & MacIE crashed halfway through loading it... I've split it into subpages.<br />
<br />
:''TechnoJF:'' I'm having a slight problem with the markup language. In UScript code, you know that sometimes it is organized and divided with commented lines with Hyphens. Well, even when I tell the Wiki that I want that code written as is (by beginning the line with a whitespace), Wiki still parses it as a whitespace, two slashes, and a horizontal rule on the next line. Could you make a hack or something so that Wiki will ignore a group of hyphens longer than 10? It would really help me out with this page.<br />
<br />
:''Mychaeel:'' Or maybe just such lines that actually solely consist of a line of hyphens. Should be reasonably easy to patch by replacing<br />
::<code>s/-----+/.../g</code><br />
:by<br />
::<code>s/^\s*-----+\s*$/.../gm</code>.<br />
:Alternatively (as I just found out while typing these lines), you can enclose lines of hyphens by <code><</code><code>code></code>...<code><</code><code>/code></code>.<br />
<br />
:''TechnoJF:'' Eh, thanks, but the code tags took out all the line breaks in that section. However, I finally managed to get it right with pre and /pre tags.<br />
<br />
:''Mychaeel:'' I was talking about "enclosing lines of hyphens" (and not "enclosing the whole script") for a reason... http://www.planetjailbreak.com/community/images/emoticons/wink.gif<br />
::''TechnoJF:''Oops! At least I'll remember that for next time. I used PRE tags because I had already seen them at work in the source text for the page.<br />
:::''Tarquin'' Would the < nowiki > tag do the job?<br />
<br />
:''TechnoJF:'' Just a quick question, but let me preclude it by saying that the em-dash parsing was an excellent idea. However, I just want to be sure about something. It will only be parsed if there is a space on each side of it, right? After all, the double-hyphen is also used as an operator in UnrealScript to decrement a variable, and I don't think we need those instances of it to be parsed into em-dashes.<br />
::''Tarquin'' yes. It only replaces "space hyphen hyphen space". Actually, I hadn't considered the decrement operator. oops.<br />
<br />
----<br />
<br />
:''Note from Nuclear Fuzz Grunge'': Tarquin, I've had time to explore the Wiki in greater depth. I'm really impressed. You have put an enormous amount of time into this Project. Very professional and comprehensive.<br />
::''Tarquin'': thank. but the wiki is the product of everyone who works on it. I just set it up, with a lot of help & advice from Mychaeel.<br />
<br />
----<br />
<br />
''TechnoJF'': Tarquin, I'm thinking of working on the ScriptedPawn section of the class tree a bit. I figure I'm going to need to get a few screenshots of the creatures as well. Should I just send them to you?<br />
:''Tarquin'': yup. you can then embed them with "<nowiki>@i@filename</nowiki>"<br />
<br />
:''TechnoJF'': Thanks. I'm still taking screenshots. I think I have 18 of a total of 20 that I'll need. I set up a room with no lights and then have been using Pawns and Carcasses with bUnlit set to True. The effect is quite good! I just need shots for the fish and squid before I'm finished, and I'll be setting up a NitrogenZone in the room to accomplish this. After that, I can just clip the shots, erase the crosshairs, save as .jpg (unless you'd prefer masked .gif's), and e-mail them to you.<br />
<br />
----<br />
<br />
Thanks for deleting OshadowO. That idiot was getting on my nerves;) -shad<br />
<br />
----<br />
<br />
''EntropicLqd'' - Tarquin m8 - Any chance of changing that "Wiki Markup" link in the top left hand part of the page so that it opens a new window. I keep forgetting that it doesn't while I'm editing text and losing the text (senility approaches). I'd have e-mailed you but I wanted an entry on this page :) <br />
:...and while you're on it: the [[Legacy:Wiki Special Characters|Wiki special characters]] link isn't created yet &ndash; ''Wormbo'' <i>I've got to remember to set my name in the preferences :)</i><br />
:erm, right-click & select "open in new window" maybe?<i>EntropicLqd - That works fine - I just keep forgetting</i> If you hist the browser's Back button the text should still be in the form. How about I add it as a new-window link at the bottom of the Edit form. Wormbo, check the [[:Category:Legacy Personal Page]] page for info on logging on from different machines. As for Special characters page.... arrrg.... I still need to rewrite the main markup page. &ndash; ''Tarquin'' <br />
<br />
----<br />
<br />
''EntropicLqd'' - Words eaten. It's shape dependant - Gnaarrrrr.<br />
<br />
UT/UT2003/Unreal2 discussion moved to [[Legacy:Project Discussion/Versions|Project Discussion/Versions]] :-)<br />
<br />
----<br />
<br />
{{innerbox| As for Special characters page.... arrrg.... I still need to rewrite the main markup page. &ndash; ''Tarquin'' <br />
<br />
}}<br />
<br />
i worked a bit (hehe, a while) to clean some of the garbled mess up, missed alot but i fixed some of the confusion with the wookee format regarding the "<nowiki><table></nowiki>" and "&lt;pre>" tags (used <nowiki><nowiki></nowiki></nowiki> for &lt;pre>), so it should at least be readable now. updated the [[Legacy:Font Colors|Font Colors]] page as well. Hope that helps. ''whew!'' &ndash; ''Simianangel''<br />
<br />
: enourmously. :) I've been avoiding that page for weeks now, it's the Demon Page of Wiki, much like the Demon TrashCan that no-one wants to empty for fear it's evolved into a lifeform. I'll talk to Mych about maybe formatting tables with a border ([[Legacy:Wookee/Suggestions|Wookee/Suggestions]]), as I can't see one in Textbook style. &ndash; ''Tarquin''<br />
: I worked a bit on it, too. (and changed a lot of &lt;nowiki&gt; into &lt;wiki&gt; with following space) &ndash; [[Legacy:Wormbo|Wormbo]]<br />
<br />
'''ZxAnPhOrIaN:''' Could you please update the page that has information that lets you customize skins on the Wiki?<br />
<br />
'''Tarquin:''' I've updated [[Legacy:Project Skins/Styles Testbed|Project Skins/Styles Testbed]] a bit. Probably still some styles missing. If you want a CSS template to get you started, you can grab the stylesheet off the server (look in the source for any page for the URL) or I can email it to you. (I thought "great... :rolleyes: I'm being hassled to update that dratted page..." then I read the page and I'd written "hassle tarquin if this isn't updated"... sigh. I only have myself to blame. :D )<br />
<br />
'''Mychaeel:''' I still think it'd be a very convenient thing to allow people to enter a CSS URL in their preferences.<br />
<br />
'''Tarquin:''' Agreed. It's on my todo list. :D ... ... done. It's uploaded to the cvs & BU. It doesn't handle File:/// urls though, and relative urls are tripped up by the directory structure that the browser perceives.<br />
<br />
'''Tarquin:''' "?! How did the logos get there?" <- ?<br />
<br />
'''Mychaeel:''' See revision 79.<br />
<br />
'''C0ry:''' Whats new?<br />
<br />
'''Mychaeel:''' See [http://forums.beyondunreal.com/showthread.php?postid=1310231#post1310231 1310231].<br />
<br />
'''C0ry:''' I don't have access to post new threads or replies.... <br />
<br />
'''C0ry:''' Got it now :)<br />
<br />
'''sleepite: 20020820''' Hello! I'm new! Prolly the wrong place but how where the UnrealEd console commands discovered, was it just through trial and error? I'm trying to get '''new polysFactory''' to work!<br />
<br />
'''Tarquin:''' Hello. Welcome to the site. I expect the list of console commands was released by Epic at some point. It's been posted all over the web in different formats. The one we have here has been reorganized a bit. I still mean to go through and put in interface command equivalents... one day! PolyFactory... that sounds like heavy stuff! (BTW, I've returned the visit at [[Legacy:Sleepite|Sleepite]] ;) )<br />
<br />
'''Kerlin:''' Thanks for the pointer to [[Legacy:MyLevel|MyLevel]]. Sometimes finding the right words for what you're looking for is the key. "And knowing is half the battle." '':)''<br />
<br />
----<br />
<br />
[[:Category:Legacy Personal Page]]<br />
<br />
----<br />
<br />
{{innerbox| But the open source movement is energized by the other sort of joiner. This sort of person joins many tribes. These are the people who inhabit the intersections of the Venn diagrams. They believe in ANDs rather than ORs. They're a member of more than one subset, more than one tribe. The reason these people are important is, just like merchants who go between real tribes, they carry ideas from one intellectual tribe to another. I call these people "glue people", because they not only join themselves to a tribe, they join tribes together. Twenty years ago, you couldn't easily be a glue person, because our culture was not yet sufficiently accepting of diversity.<br />
<br />
}}<br />
<br />
{{innerbox| Larry Wall, Perl, the first postmodern computer language http://www.perl.com/pub/a/1999/03/pm.html<br />
<br />
}}<br />
<br />
----<br />
<br />
Antispam: http://members.hostedscripts.com/antispam.html<br />
<br />
----<br />
<br />
'''Trystan:''' Tarquin encouraged walled gardens! =) <br />
<br />
{{innerbox|'''Tarquin:''' lol... you can make yourself a hideout on Developer Journals. I agree with you, there are too many tip sections. Design is an important aspect of mapping, so it definitely belongs on the site. We're slowly growing the Map Design Concepts page...<br />
<br />
}}<br />
<br />
'''Tarquin:''' You don't ACTUALLY listen to a word THAT idiot says, do you? :rolleyes: :p<br />
<br />
'''Trystan:''' Heh, yes! =) I'm now on a mission to spur community involvement with the Wiki outside of the walled gardens. =) I still cringe when I do a recent changes and see my name like twelve times though. Let me know if I'm screwing stuff up. hehe.<br />
<br />
'''ZxAnPhOrIaN:''' Ohhhhhhh!!! mych, kick his butt! :P<br />
<br />
'''Mosquito:''' I'm new, I'm guessing Tarquin, you run the show!<br />
<br />
'''Tarquin:''' Hmmmmmmmmm sort of, but not really.<br />
<br />
'''Wormbo:''' Yes, tarquin and [[Legacy:Mychaeel|Mychaeel]] are the godkings here. We bow before them and worship them and we do all the work for them. ;)<br />
<br />
'''EntropicLqd:''' I can't resist adding to this one. Mychaeel is like a big scary alien with the brain the size of a planet and Tarquin behaves like a flustered and occasionally agressive cockerel. :D I'll get me coat. :snigger:<br />
<br />
'''Tarquin:''' ermmmmm........ o_O<br />
<br />
'''EntropicLqd:''' Sorry Tarquin (and Mychaeel). I don't know where that last comment came from &ndash; I appear to have become a little random. Normal service will be resumed after a re-boot.<br />
<br />
'''ZxAnPhOrIaN:''' Errr... everybody went INSANE, i tell you!!!!!!!!!!!!! <font size=+5><b>INSANE!!!!!!!!!!</b></font><br />
<br />
'''Tarquin:''' I think what you're seeing, Ent, is a conflict between my fundamental nature as a control freak, and my desire to run this wiki in a laid-back manner, and let people try whatever they want to. So yup, I'm going loopy like [[Wikipedia:HAL 9000]]. :D<br />
<br />
'''CH3Z:''' tarquin, you are one patient man. I'm sorry for getting psycho on ya (I Need to sleep more). Maybe i need to get back up to that lake for a bit.<br />The more i look around here the more impressed i am and the more i appreciate you. I'll learn my way around here and make it up to ya. Don't know what else i can do. I'm sorry. You deserve a lot more respect.<br />I still think yu might have hounded me a bit, (no biggie) but i believe the rest was not any kind of deliberate act against me, and what's more, was totally your call to make. Thank you for your patience. (even if you just dropped it to go to bed =) ) You didn't deserve any of that. <br />
<br />
'''Tarquin:''' If you'd arrived on a day other than the Night of A Dozen Vandal Edits I probably would have been a bit less stressed... no worries, we're cool :D<br />
<br />
'''GRAF!K:''' I was wondering... why was my auto-refresh edit on RC undone? :confused:<br />
<br />
'''Mychaeel:''' Because it doesn't work (you should have noticed that the <meta> tag had been escaped and was just displayed as text in the browser) and because it's not desirable (just press Ctrl+R if you want to refresh the page; and who'd leave [[Legacy:Recent Changes|Recent Changes]] open that long in a browser window anyway?). &ndash; Plus, it was done without any explanation by somebody anonymous.<br />
<br />
'''Wormbo:''' You should [[Legacy:Log In|log in]] with your user ID and password or at least set your username on the preferences page so others can see that ''you'' edited a page.<br />
<br />
'''Mychaeel:''' ...not that it would have changed anything in ''this'' case, as explained earlier.<br />
<br />
'''GRAF1K:''' tarquin, any idea why [[Legacy:GRAF1K|GRAF1K]] is displaying the Unreal Wiki logo instead of my screenshot I uploaded? It only does that on my computer apparently, because Foxpaw and Wormbo can see it perfectly.<br />
<br />
'''Tarquin:''' Weird. Try clearing your cache.<br />
<br />
'''GRAF1K:''' I did a full reboot and removed Mozilla from my system tray. Still no pic. Also, why is my name listed 3x under Users Online?<br />
<br />
'''Tarquin:''' I'm baffled. You get the UW logo instead of a graphic if the server thinks you are reading the image embedded in another site. Could it be a firewall thing?<br />
<br />
'''GRAF1K:''' I am going through a firewall, as well as some other hefty security junk. My network is run by a web security pro for a bank. :D<br />
<br />
When I ''Copy Image Location'' and stick that in the address bar, the picture loads fine. I go back to my page, the pic displays properly. But then if I reload the page, the pic is gone and there's the stinkin' UW logo again. :confused: All other pictures do the same, but only on Unreal Wiki.<br />
<br />
'''Wormbo:''' Sounds like at some point the referrer gets modified. Is that a Mozilla option?<br />
<br />
'''GRAF1K:''' Actually... I think it happened when I upgraded to 1.4.1! That ought to be the problem, anyway.<br />
<br />
'''GRAF1K:''' I reinstalled Moz. Same problem. :angry:<br />
<br />
'''GRAF1K:''' Went back to 1.3. Fixed. :D<br />
<br />
'''GRAF1K:''' There are a LOT of dead personal pages. Should we get rid of them? I was thinking of an "if not online in 90 days, delete" script like for MSN accounts. Look at [[:Category:Legacy Personal Page]]<br />
<br />
'''Wormbo:''' Only those that only contain a welcome and no reply from the "owner" should be deleted, if any at all.<br />
<br />
'''GRAF1K:''' Why do you think that?<br />
<br />
'''Mychaeel:''' Unreal Wiki's embedded images are only meant to be displayed in pages on wiki.beyondunreal.com. Any other refer[r]rers (like www.unrealwiki.com, with the exception of referrers which are left entirely blank) return only the Unreal Wiki logo. &ndash; I'll look into adding www.unrealwiki.com to the list of allowed referrers. (Why is this discussion here and not on [[Legacy:Project Discussion|Project Discussion]]?)<br />
<br />
'''GRAF1K:''' Wow... thanks tarquin! That -nogamma trick will help everyone. :tup:<br />
<br />
'''GRAF1K:''' Hey tarq. I sent you an e-mail, but just found the note on the top of this page. Anyway, I found a few typos on http://www.planetjailbreak.com/features/codedesign200x/<br />
<br />
"Mychaeel had this to say '''aboutearly''' progress"<br />
<br />
"This is a considerable blessing to mappers, who under UT Jailbreak had to work with different classes and settings just to '''these up'''." The boldface begins at the point at which the sentence ceases to make sense.<br />
<br />
"after all, it's the same architecture Epic's mutator system"<br />
<br />
Same architechture '''as''' would be the revision here.<br />
<br />
'''Tarquin:''' Thanks! :)<br />
<br />
'''joe:''' Thanks for your chongqing support. I just added a link to your chongqing page to my blog. I always like to check out where spammers hit, do you have some example pages at Css-discuss your latest submission hit? So far he seems small time, but its easier to convince them to stop before they are a really big spammer.<br />
<br />
'''Tarquin:''' He spammed the front page a few times [http://css-discuss.incutio.com/?page=FrontPage&version=502]. Like you say, small time. Css-discuss seems to have been hit by a wide variety of spammers, but no single major attack. Thanks for the link; feel free to add links to [[Legacy:Chongqing Page|Chongqing Page]].<br />
<br />
'''Dark Ryder:''' (Sorry if this is the wrong place to report, but since the front page is edit-locked, I couldn't think of any other place...) Broken link on the front page: "Bot Navigation]]" -> "Bot Navigation" ('''SuperApe:''' Which is now [[Legacy:Bot Support|Bot Support]]. ;) )<br />
<br />
'''GRAF1K:''' You can edit it yourself on [[Legacy:Home Page/Changes|Home Page/Changes]].<br />
<br />
'''Dark Ryder:''' Neat; thanks for the tip. How often does it get synched with the [[Legacy:Home Page|Home Page]]? (Since it doesn't seem to be "live".)<br />
<br />
'''Tarquin:''' It's synched when an admin spots someone has edited it :)<br />
<br />
'''Dark Ryder:''' Ah-ha! Verrry tricky. ;-)<br />
<br />
'''SavannahLion:''' I know it's been a while Tarquin, but I hope that you remember me. I'd like to have a short and quick talk with you as soon as possible. I'll check back here once in a while, or you can drop by my home form at [http://www.forumplanet.com/planethalflife/user.asp?gid=6020489&mid=308830 Planet Half-Life Forums]. I've got some pretty crucial questions that I think you've solved.<br />
<br />
'''Tarquin:''' Oh dear... I hope it's not about quaternions, as I've forgotten most of what I did with them... but ask anyway :)<br />
<br />
'''SavannahLion:''' And I just realized that you've given me the answer. :) I knew you've encountered the same problem I have. Even better what four hours of sleep after an emergency patch to my Wiki solves. I hate sounding stupid, but I'd prefer not to have an public discussion on here. I did, however, explain a little bit of my plight on the Chongqing Page.<br />
<br />
'''Ghost3021:''' hey, neet brush builders! and they dont suffer from the ued goblin! no matter what you do to them! :D<br />
<br />
'''Copperman:''' Had an idea for a BB Tarq. How about the inverse of the Cylinder Builder to make something like this: http://img113.exs.cx/img113/4426/inversecylinder.jpg allowing similar options to your Cylinder :D Would be good for making round corners etc. Intersecting makes them badly so please Just one more new BB. :D<br />
<br />
'''Tarquin:''' I think I was working on something like that... sadly, other commitments mean that the work in progress is just sitting on my HD :( I will one day wrap it up!<br />
<br />
'''Copperman:''' Hope to see it one day (soon). ;)<br />
<br />
----<br />
<br />
'''MythOpus:''' Hey tarq, I just deleted some sort of hentai porno pictures from the Image Uploads. I don't know who put them there, but I didn't think they were appropriate at all. Just FYI.<br />
<br />
'''Tarquin:''' Thanks :)<br />
<br />
'''MythOpus:'''No problem :) Mind if I clear out all the porno pics and signatures and all those that don't have a place, or a use for the wiki?<br />
<br />
'''Tarquin:''' heck no! Go for it!!! :D<br />
<br />
'''MythOpus:''' I've deleted quite a few already... and I've found a new respect for you and the rest of the hard working admins everywhere. Gee Whiz... Maybe we should put a pic sticker on top of the image uploading page that says THIS IS NOT AN IMAGE HOSTING SITE or something. Heh, seriously. I was just wondering if there was a way to currently delete a lot of pictures at once.. it's very time consuming to click on 'Show management Controls' and then find the pick, click delete and do that all over again. :S ?<br />
<br />
'''Tarquin:''' Speak to Mychaeel about it. We didn't anticipate this many images I think! It won't work as an image hosting system, as it checks the referrer. Offsite use of our images just produces the logo, but I guess people try at least one image before they get wise to that.<br />
<br />
'''Mychaeel:''' Well, it ''does'' say "Remote linking of images is forbidden and doesn't work." Of course, people don't read. If somebody has a better idea &ndash; perhaps even just putting this text in red might help &ndash; sound up...<br />
<br />
'''MythOpus:''' Wouldn't the remotelinking of images still work as effective 'spam'? I don't really understand what I said myself, but I remember deleting (I haven't gone through all the images yet heh) a nike shoe, probably from a previous spammer. :S Personally, I don't think many of them care about what it says about remote linking. They could be just trying to ruin the rep of the wiki or something :S<br />
<br />
'''Blip2:''' Can I get a copy of the wiki script yet?<br />
<br />
'''Tarquin:''' hard drive still dead. ask Mych.<br />
<br />
----<br />
<br />
'''MythOpus:''' Good Show Tarquin! Nice job fixing the search :)<br />
<br />
'''Tarquin:''' Sorry it took so long. BU's FTP access is fuxx0red since they moved server.<br />
<br />
'''Defx:''' you are too slow to greet newcomers lol just kidding<br />
<br />
'''Graphik:''' O_o<br />
<br />
----<br />
<br />
'''Kartoshka:''' Sorry about the markup page...it definitely was accidental. I was working on refactoring the page and my computer decided to lock up as I was submitting some changes. Somehow that must've trashed the page...again, sorry :/<br />
<br />
'''Tarquin:''' No worries :) But I simply reverted to the version before any of your edits, so you might want to have another go at whatever you were doing :)<br />
<br />
'''Kartoshka:''' I gave it another shot...looks OK this time :) PS - that page you just reverted...did you see the link at the bottom of the page?<br />
<br />
'''Unreal3''' I am Korean user. http://wiki.beyondunreal.com/wiki/unreal_engine_versions why this page blocked?<br />
<br />
I am not a spammer<br />
<br />
'''Tarquin:''' Not sure. You're obviously able to edit now. Was it only a temporary block?<br />
[[Category:Legacy Personal Page|{{PAGENAME}}]]<br />
[[Category:Legacy Personal Page|{{PAGENAME}}]]<br />
[[Category:Legacy Personal Page|{{PAGENAME}}]]</div>Tarquinhttps://wiki.beyondunreal.com/Legacy:Painter?diff=6091Legacy:Painter2006-10-21T09:08:35Z<p>Tarquin: *</p>
<hr />
<div>{{classbox| [[Legacy:UT2003|UT2003]] :: [[Legacy:Actor|Actor]] >> [[Legacy:Pickup|Pickup]] >> [[Legacy:Weapon|Weapon]] >> Painter (Package: xWeapons)}}<br />
<br />
The Ion Painter is one of the two super weapons in [[Legacy:UT2004|UT2004]] along with its friend, the redeemer. The Ion Painter is actually a two part weapon that links together in order to fulfill its planned purpose. Part one is the transmitter, the gun that the characters actually hold. Its purpose is to tell the large "orbiting" Ion Cannon, the coordinates upon which to fire on.<br />
<br />
The transmitter emits a small laser beam that will not affect any of the characters is hit, but if remained stationary for about 3 second, the laser enhances and then cancels. From then on, there is no way to stop the satellite from firing upon the location the gun just marked.<br />
<br />
Part two is the satellite. The satellite actually remains motionless in the same position; it cannot be destroyed by any arsenal of the game. The satellite will not be activated until a marked position has been approved by both gun and satellite, meaning that the beam from the Ion Satellite can reach the targeted spot set by the transmitter. It then fires a shower of Ions that explode on target causing the same effect of a redeemer, just a different color.<br />
<br />
'''Tarquin:''' MIght want to say which class represents the satellite.<br />
<br />
==Problems with the Ion Painter==<br />
<br />
The Transmitter cannot be used in areas that the satellite's beam cannot reach. Since the satellite can only fire in a straight line, walls and roofs will block the path (it is also affected by [[Legacy:BSP Cut|BSP cut]]s and [[Legacy:Static Mesh|static mesh]]es). The satellite will not fire upon a target that cannot be reached from its present location. Therefore it is safe to say that you cannot use the Ion Painter indoors. To see if this problem occurs, the transmitter will not reach its strengthened state.<br />
<br />
Since it is a super weapon, the Ion Painter's energy source will be exhausted after one use.</div>Tarquinhttps://wiki.beyondunreal.com/Legacy:Eclipse?diff=3045Legacy:Eclipse2006-10-06T08:56:13Z<p>Tarquin: *</p>
<hr />
<div>Eclipse is an open source, full featured [[Legacy:IDE|IDE]] for tool integration built by an open community of tool providers. Operating under a open source paradigm, with a common public license that provides royalty free source code and world wide redistribution rights, the eclipse platform provides tool developers with ultimate flexibility and control over their software technology.<br />
<br />
* Main site: http://www.eclipse.org<br />
* Plugins: http://www.eclipse-plugins.info<br />
* Current version: 3.1.2<br />
<br />
==Features==<br />
<br />
By default, Eclipse is designed for coding in Java.<br />
<br />
Eclipse contains nearly everything one would want in an advanced, professional IDE.<br />
<br />
==List of Major Features:==<br />
<br />
'''Note that many of these don't apply to the UnrealScript plugin.'''<br />
<br />
* Syntax Coloring<br />
* Error checking:<br />
** Syntax error underlining.<br />
* outstanding support for plugins ([http://www.eclipse-plugins.info/eclipse/index.jsp]).<br />
* section folding (you can a button on the side that makes all but the first statement of a block of code fold up until you press it again)<br />
* Project-based archetecture.<br />
* Class, package, project browser.<br />
* Tasks list window (with TODO in comments, etc...)<br />
* Automatic, behind-the-scenes compilation.<br />
* CVS (concurrent version system, for team project managment)<br />
* JUnit support- A tool for automatically generating test methods.<br />
* JavaDoc based tooltips<br />
<br />
*Debugger features:<br />
**Stack trace window<br />
** Variables list (with thier current data)<br />
** hover tooltips contain variable's current data<br />
** Breakpoints can be configured. i.e. break only after instruction pointer has passed over it a given number of times.<br />
** Step, step into, step out, step over<br />
<br />
==Plugins==<br />
; UC Editor : [[Legacy:UCEditor|UCEditor]]<br />
;| Jerome-X has developed a wonderful plugin to an amazing IDE. The plugin allows Unreal scripters to easily create and maintain Unreal scripting projects. Note: The plugin has basic features but is a Work In Progress. Many thanks to Jerome-X!<br />
<br />
----<br />
<br />
'''Jerome-X:''' Eclipse is mainly used for development of Java programs and J2EE applications, but there are increasingly new plugins being developed for eclipse, e.g. for C++ and lots of other languages. There hundreds of all kind of plugins available, see http://www.eclipse-plugins.info<br />
<br />
----<br />
<br />
[[:Category:Legacy To Do]]<br />
<br />
'''The features that usable with the UScript plugin should be put in bold or something. Also maybe the features list should be divided into sections a little bit more'''<br />
[[Category:Legacy To Do|{{PAGENAME}}]]</div>Tarquinhttps://wiki.beyondunreal.com/Legacy:NeoReloaded?diff=5569Legacy:NeoReloaded2006-10-01T21:50:58Z<p>Tarquin: *</p>
<hr />
<div>==<b>_-^-_-^-_-^-Neo_Reloaded-^-_-^-_-^-_</b>==<br />
<br />
Hello, it's been a while since I've last been here. I lost my old account lol but it's alright.<br />
<br />
I've messed around with C++ and enjoyed it, as well as mastering IRC scripting (lol).<br />
<br />
I'm now into UScript in addition to mapping. It's pretty fun stuff.<br />
<br />
<tr><br />
<br />
====<b>Top 5 Favorite UT Mods</b>====<br />
<br />
1. Operation Na Pali<br />
<br />
2. Infiltration 2.9<br />
<br />
3. NextGen Weapons<br />
<br />
4. Monster Hunt<br />
<br />
5. AgentX<br />
<br />
I've always wanted to play Siege, but I can't find a link for it :\. I also enjoy Binslayer when I'm playing online. I hope to create a mod similar to Operation: Na Pali, since it's my favorite mod. UT99 is definitely my favorite of the UT series.<br />
<br />
My AIM: BobbleHeadJB<br />
<br />
'''Tarquin:''' Your old account number is 7562. You can see it in the history list for your old user page.</div>Tarquinhttps://wiki.beyondunreal.com/Category:Legacy_To_Do?diff=2107Category:Legacy To Do2006-09-24T00:14:33Z<p>Tarquin: *</p>
<hr />
<div>{{Legacy category}}<br />
This is the category page for pages that need work &ndash; if you have spare time on the Wiki, why not see if you can improve any of these pages? :D (go on. the [[Legacy:UnrealEd Goblin|UnrealEd Goblin]] will be your friend ;) )<br />
<br />
* To find pages in this category: Click the page title above to generate a list of all the pages that belong to this category.<br />
* To add a page to this category: Add the text <code>[[Category</code><code> To Do]]</code> to that page so it will show on searches.<br />
<br />
All category pages belong to [[:Category:Legacy Category]]: Go there to find other categories.<br />
<br />
Of course ''all'' wiki pages can be added to. This is for pages that have filled up nicely and need some Wiki Gardening.<br />
<br />
If you spot pages that you think need a rewrite but don't have the time or the expertise, or you want a group opinion, add "Category To Do" to the bottom. (obviously, all wiki pages can be spruced up from time to time...)<br />
<br />
'''Bob_The_Beheader:''' Is there any general agreement on how large of a change should be made to a page before asking for a group opinion? Im working on some refactoring of the [[Legacy:Bot Pathing|Bot Pathing]] page into the [[Legacy:Basic Bot Pathing|Basic Bot Pathing]] tutorial, and some of it is a pretty heavy duty overhaul.<br />
<br />
'''Tarquin:''' It all depends... if you don't mind people disagreeing with the changes and them being reverted, you can do what you like :) I would recommend caution for the bot pages though &ndash; they have been the subject of SO MANY attempts at cleaning up...<br />
<br />
You can also add [[Legacy:WikiTag|WikiTags]], like "[[:Category:Legacy Refactor Me]]".<br />
<br />
==Related Topics==<br />
* There's a laundry list of things you could do to help the Unreal Wiki on [[Legacy:UnrealWiki To Do|UnrealWiki To Do]]. These range from simple stuff you can do in a couple of minutes, to major structural work. <br />
* To find pages that don't exist yet, but are requested by "ghost links", see [[:Category:Legacy Wanted Pages]].<br />
[[Category:Legacy Category|To Do]]<br />
[[Category:Legacy Wanted Pages|To Do]]</div>Tarquinhttps://wiki.beyondunreal.com/Legacy:Alpha_Channel?diff=1437Legacy:Alpha Channel2006-09-17T10:48:03Z<p>Tarquin: *</p>
<hr />
<div>An '''alpha channel''', also sometimes called a mask, controls the transparency of an image. In programs like Lightwave and 3D Studio, the image and its alpha channel can be separate image files, but most image formats store the alpha channel information within the main image file. For importing to UnrealEd, it's best to use 32 bit [[Wikipedia:TGA]] (Targa) files.<br />
<br />
Alpha channels use black for transparent areas, and white for opaque areas. Files that are only black and white are sometimes called masks. An example might be an image of a tree where the trunk, branches, and leaves are visible but everything else is "invisible" or transparent.<br />
<br />
They can also be used to make gradual shifts in transparency such as with the simulated glow of coronas and particles. Since black is transparent, a dark grey (eg, RGB 10,10,10) is mostly transparent but not completely.<br />
<br />
Alpha channels are used to simulate 3D geometry without increasing the number of physical polygons. For example, a picket fence would require modeling individual boards and nails while an alpha channel image fence would simply contain and image of a fence and its alpha channel; transparent areas around the top and between individual fence boards.<br />
<br />
==About the .TGA file format ==<br />
*It is designed for high quality, raster images<br />
*They can be very large files because 1 byte is used for each color <br />
*TGAs support greyscale transparency, and so store the mask within the TGA<br />
*A TGA with an alpha channel (transparency information) are typically 32 bit files<br />
*TGA files can be run length encoded to save space; RLE compression is directly proportional to the complexity of the image. "Noisy" images don't compress well, while bands of the same color do compress well.<br />
*TGAs are sometimes called Targas or Targavision, or Truevision Targa<br />
<br />
==Adding An Alpha Channel to an Image ==<br />
<br />
===Adobe Photoshop ===<br />
<br />
# Using the various laso tools, magic wand and the pen tool make your selection. If you don't already know how great the pen tool can be for making your selections try this [http://www.gurusnetwork.com/tutorials/photoshop/pen1intro.html tutorial].<br />
# Go to the channels tab (next where the layers tab is usualy). <br />
# Press the button "Save selection as channel" and a channel named Alpha1 should appear. <br />
#N ow check if what you want to be visible is white. If it's the opposite, click on the Alpha1 channel (should be under the blue) deselect (Ctrl+D) and invert (Ctrl+I). There you have it!<br />
<br />
'''Note:''' that in Photoshop 7.0 there is a bug that makes it imposible to save alpha channels in Targas. To fix this either update to 7.01 or download a small fix for the Adobe web site.<br />
<br />
http://www.adobe.com/support/downloads/detail.jsp?ftpID=1544<br />
<br />
Make sure you follow the instructions given there.<br />
<br />
Also if you're using Photoshop you can save textures with alpha channels in [[Legacy:DXT|DXT]]3 format. It only has a 4-bit alpha, instead of the 8-bit TGA alpha channel, but compression with DXT is much better and in most cases quality isn't much of an issue with alpha channels.<br />
<br />
===Paint Shop Pro ===<br />
# Do Main menu->Selections->Select All, and press CTRL-C to copy the image to the clipboard.<br />
# Press CTRL-V to paste it as a new image (you will be working on the cloned image first).<br />
# Select the parts of the image you want to make transparent. The Wand selection tool is useful for this. Hold down the shift key to select multiple parts of the image.<br />
# Take your floodfill tool and select a dark colour (the darker the colour, the more transparent the pixel will be). Floodfill within the selected areas.<br />
# In the menu, do Selections->Invert. This will invert your selection.<br />
# Whatever you ''do not'' want transparent is now selected. Take your floodfill tool and select a light colour (the lighter the colour, the less transparent the pixel will be). Floodfill within the selected areas.<br />
# In the menu, do 'Layers->Load/Save Mask->Save Mask to Disk'. Type in a filename and hit Save.<br />
# In the menu, click on 'Selections->Select None' to deselect everything.<br />
# Reopen your original image.<br />
# In the menu, click on 'Selections->Select All'.<br />
# In the menu, click on 'Layers->Load/Save Mask->Load Mask from Disk'and look in the menu bar at the top of screen for Mask. Select Mask->New->From Image. In this dialogue box, for the source window, the pulldown box, 'blank' and select your masked texture's filename, and press ok.<br />
# Select Masks->Save to Alpha channel from the menu. Just agree with the next two windows (hit 'OK'), and save your new masked image. Make sure you choose .TGA file format (it will be listed as Truevision TARGA (.TGA)).<br />
<br />
'''DJPaul:''' Did some more work on this. Fell through when I released the Beta 8 of PSP menu-wise is much different from PSP7, so i'm stuck. Plus my art sk1lls about suitable for MS Paint. I will try find someone who knows to finish it.<br />
<br />
===The GIMP===<br />
<br />
# Select the parts of the image you want to be visible. (Or select what you want to be transparent, and do Select->Invert.)<br />
# Do Layer->Mask->Add Layer Mask<br />
## In the dialog, set Initialize Layer Mark to 'Selection'<br />
# You can make further changes by painting directly on the layer mask. The layermask is just a grayscale image; black means fully transparent and white fully opaque.<br />
# The new mask is selected in the layer list. Before you save, click on the original layer to select it. (Otherwise, saving will only export the grayscale mask.)<br />
# When saving as TGA, the export procedure will tell you it needs to "Apply layer mask". Click 'Export'.<br />
<br />
Another way to do is it right click on the layer and select "Add alpha channel" and use the Erase tool or Edit->Clear to erase the parts you want transparent.<br />
<br />
==Related Topics ==<br />
* [[Legacy:Graphics Application|Graphics Application]]<br />
* [[Legacy:Texture Import And Export|Texture Import And Export]] for [[Legacy:UnrealEd|UnrealEd]]<br />
<br />
==Discussion==<br />
<br />
'''Birelli:''' Make sure you check the "Alpha" checkbox when you import your texture.<br />
<br />
'''EricBlade:''' I have a "Masked" checkbox on the Import box, and that's about it. Seems like there's some important step missing here, since I can't get transparency to work at all in this thing.<br />
<br />
'''Wormbo:''' You should still be able to set bAlphaTexture to True in the Texture Properties window.<br />
<br />
'''EricBlade:''' awesome, that does it. Didn't know about that setting. Very, very handy.<br />
<br />
'''DJPaul:''' Did some more work on this. Fell through when I released the Beta 8 of PSP menu-wise is much different from PSP7, so i'm stuck. Plus my art sk1lls about suitable for MS Paint. I will try find someone who knows to finish it.<br />
<br />
'''Foxpaw:''' Is there a way to make a add a mask to a texture within UnrealEd? IE Set a texture as the alpha mask for another material?<br />
<br />
'''Wormbo:''' I'm sure this is possible through extensive use of texture modifiers, e.g. you can use a [[Legacy:Combiner|Combiner]] to combine the colors of one texture with the alpha map of a different texture. With a [[Legacy:FinalBlend|FinalBlend]] modifier you can create an alpha channel based on a texture's brightness (like the render style STY_Translucent in [[Legacy:UT|UT]]) and use it in a Combiner to combine texture 1 and alpha channel of that FinalBlend. In both cases you have to apply another FinalBlend to the Combiner to make it actually use its alpha channel.<br />
<br />
'''Foxpaw:''' I haven't been successful in using the finalblend to make an alpha channel like that, but that is basically what I was aiming for.. can you explain the process in greater detail, or maybe make a tutorial page on how to do it?<br />
<br />
'''LegalAssassin:''' If you want an anti-aliased edge in PS you might experience (Geforce 2 GTS at least) that at distances this edge will turn white (!) in UEd. This is because of the the alpha color being white in PS. This looks bad when making, for instance, leaves on a branch. To fix this I use PSP 7 and open a .psd-version of the texture with the transparency as you want it. Now, make a new background layer, fill it with a more appropriate color (for leaves, some green would be nice) and save it as a .tga in PSP. The AA'd edge should now look good.<br />
<br />
I'm sure there's a better way, but I'm learning PS by trial-and-error.<br />
<br />
'''Tarquin:''' Discussion needs cleaning... [[:Category:Legacy Refactor Me]]<br />
<br />
[[Category:Legacy Refactor Me|{{PAGENAME}}]]<br />
[[Category:Legacy To Do|{{PAGENAME}}]]</div>Tarquinhttps://wiki.beyondunreal.com/Legacy:Polaris?diff=5854Legacy:Polaris2006-09-17T10:37:26Z<p>Tarquin: *</p>
<hr />
<div>'''Githianki:''' Welcome to the Wiki!<br />
<br />
'''Highlander:''' Welcome aboard!<br />
<br />
'''Wizzie:''' Hey. Welcome to Wiki! :D<br />
<br />
'''Polaris:''' Great I feel realy welcome... I spent 3 hours makeing 2 tutorials and some fucking asshole deletes it. Great! this wikki Idea is great Come waste your time typeing. All we will do is delete your work after you are done... HA HA HA great joke you shitass little punk. FUCK THIS! I will make my tutorial and post it on planet unreal to help support fileplanet and gamespy. hope they get what they want and take over the entire gameing industry, so everry kid gets to wait in line, and eventualy after they get their monopoly EVERYONE will have to pay to download. every time you link to a game they charge your credit card 25 cents. Every tutorial costs $5.00 to download.<br />
<br />
I thought the WIKI was going to be so that everyone can share. insted only a few elite people get to post and everyone else gets FUCKED!<br />
<br />
BTW... Thanks for welcomeing me, if this is what you guys ment.. I understand that the net is full of fuckoffs and it probably wasnot you guys... I am realy pissed, I am going to have to find another place to post my tutorials where they dont get deleted. I relay liked the Idea of people being able to add or correct work... you guys should make it so that only the admins have the right to delete other peoples work, everyone else can just add to it.<br />
<br />
'''Wizzie:''' Nothing has been deleted what I can see. I saw one tutorial you've made here([[Legacy:Adding_Alpha_Channel_To_TGA_Files|Adding_Alpha_Channel_To_TGA_Files]]) and another version of it here([[Legacy:New_Texture_System|New_Texture_System]]) and link to it here([[Legacy:UT2003_Mapping|UT2003_Mapping]]).<br />
<br />
'''Mychaeel:''' Umm, Polaris... calm down. First off, I suggest you have a look in [[Legacy:Recent Changes|Recent Changes]] once in a while. Second off, I renamed your page [[Legacy:Adding Alpha Channel To TGA Files|Adding Alpha Channel To TGA Files]] because of a typo in the name title ("Chanel" instead of "Channel") &ndash; I trusted that you'd find the renamed page either by following the link you initially created to it (that had been renamed too) or by using [[Legacy:Recent Changes|Recent Changes]].<br />
<br />
Nobody (except admins) can delete pages here, by the way, and nobody can remove information that can't be restored within seconds by anyone. See the "View other revisions" link at the bottom of every page and [[Legacy:Wiki Protection|Wiki Protection]] for more information.<br />
<br />
'''Tarquin:''' Folded back into [[Legacy:Alpha Channel|Alpha Channel]]<br />
<br />
[[Category:Legacy Personal Page|{{PAGENAME}}]]</div>Tarquinhttps://wiki.beyondunreal.com/Legacy:Terrain?diff=8133Legacy:Terrain2006-09-17T10:20:51Z<p>Tarquin: *</p>
<hr />
<div>The basic concept of '''Terrain''' in the [[Legacy:Unreal Engine|Unreal Engine]] ([[Legacy:UT2003|UT2003]] and beyond) is based around creating a large grid of polygons based on a heightmap and centered around a [[Legacy:TerrainInfo|TerrainInfo]] [[Legacy:Actor|Actor]]. Once that is in place, the terrain tool bundle, which is actually a collection of tools, can be used to perfect or even create from scratch a block of terrain for the map. The possibilities for this are endless. It can be used for rolling terrain, the floors and ceilings of caves, and probably many more things that creative UT2003 mappers are sure to come up with in the future. Prior to UT2003, mappers were limited to using BSP brushes to create terrain-like irregularities: see [[Legacy:Making Terrain (UT)|Making Terrain (UT)]] for more on this.<br />
<br />
Terrains can be scaled as big or as small as you want (and you can also have as many as you want). A terrain could be a small area of a map within architecture, such as a sandy courtyard, or the basic world space, such as with a large outdoor level.<br />
<br />
==Tutorials ==<br />
* [[Legacy:Terrain Mode|Terrain Mode]] &ndash; reference page for the terrain mode interface<br />
* [[Legacy:Creating A Terrain|Creating A Terrain]] - In-depth illustrated tutorial<br />
* [[Legacy:Terrain Texture Layer|Terrain Texture Layer]] &ndash; adding and editing texture layers<br />
* [[Legacy:Terrain Decoration Layer|Terrain Decoration Layer]] &ndash; adding and editing deco layers (in progress!)<br />
<br />
==Quick UT2003/UT2004 Terrain==<br />
<br />
# [[Legacy:Subtract A Space|Subtract A Space]]: Subtract a 8192 by 8192 by 8192 cube.<br />
# [[Legacy:Add An Actor|Add an Actor]] >> [[Legacy:Info|Info]] >> [[Legacy:ZoneInfo|ZoneInfo]]. Set ZoneInfo properties ZoneInfo -> bTerrainZone = True <br />
# Add an [[Legacy:Actor|Actor]] >> [[Legacy:Info|Info]] >> [[Legacy:TerrainInfo|TerrainInfo]]<br />
# PSP: Create 128x128 image. Paint heightmap. Reduce to grayscale. Save out as .bmp<br />
# Import into [[Legacy:Texture Browser|texture browser]] (untick generate mipmaps - they aren't required)<br />
# Set TerrainInfo -> TerrainMap to 8bit image<br />
# PSP: Create 128 x128 pure white texture and save out as is to .bmp<br />
# Import into [[Legacy:Texture Browser|texture browser]] (uncheck generate mipmaps seems to have a problem for me ???)<br />Set TerrainInfo -> Layers -> 0 -> AlphaMap to this texture.<br />Layers -> 0 -> Texture to whatever<br />UScale and VScale to anything greater than 1 <br />
<br />
(you can probably build at this point & see the terrain. needs confirming. Certainly works with just Zone lighting)<br />
<br />
# You need to add an [[Legacy:Actor|Actor]] >> [[Legacy:Light|Light]] >> [[Legacy:Sunlight|Sunlight]] into the level and turn the directional arrow so that it faces the terrain. (use lighting only mode <tt>Alt+0</tt> and in actor rotate mode with <tt>Ctrl+ LMB</tt> for height and <tt>Ctrl+RMB</tt> for left to right). Note the position is unimportant, as the light rays emitted are simulated and parallel.<br />
# Create a [[Legacy:SkyBox|SkyBox]] (It's the same procedure as it was in UT), and select fake backdrop in the properties sheet of the sides of your large subtracted level cube. If you don't create a Skybox, SunLight won't work, although your terrain will still be there - it will be stopped by any non-fake backdrop surfaces.<br />
#Build All. The terain should show up now. Set TerrainInfo -> TerrainScale accordingly (you'll probably need something like 16*16 X*Y for an 8192 cube).<br />
<br />
The terrain editing is realtime in the editor, you define various layers (as you would in photoshop) and you paint over the terrain with various opacity brushes. The brushes are scalable, you can add noise, pressure, etc. If you really wanted you could bring in those alpha or height maps yourself, but I don't see that you would ever really NEED to do that. After that, you can select a layer and change the texture associated with it, scale that layer's texture, rotate it, etc... Two textures with alpha blending on top of each other, with different scaling and rotation generally don't tile badly.<br />
<br />
Source: [http://dynamic.gamespy.com/~polycount/ubb/Forum1/HTML/006636.html?00168 Polycount Message Board]<br />
<br />
==Related Topics==<br />
* [[Legacy:G16ed|G16ed]] &ndash; 3rd party application for terrain heightmap editing<br />
* [[Legacy:New Features In UT200X|New Features In UT200X]]<br />
* [[Legacy:Making Terrain (UT)|Making Terrain (UT)]]<br />
<br />
==External Links ==<br />
* http://udn.epicgames.com/pub/Content/TerrainTutorial/<br />
* http://www.epicgames.com/UnrealEngine/Build633Tutorial.html<br />
* http://angelmapper.com/tutorials/terrain1.htm<br />
<br />
[[Category:Legacy Mapping|{{PAGENAME}}]]</div>Tarquinhttps://wiki.beyondunreal.com/Legacy:New_UnrealEd_Interface_In_UT200X?diff=5559Legacy:New UnrealEd Interface In UT200X2006-09-17T10:20:38Z<p>Tarquin: *</p>
<hr />
<div>New tools, toolbar buttons etc.<br />
<br />
Also new editors such as [[Legacy:Matinee|Matinee]] and the [[Legacy:Terrain Mode|Terrain Mode]].<br />
<br />
See also: <br />
* [[Legacy:New Features In UT200X|New Features In UT200X]]<br />
* [[Legacy:New UnrealScript In UT200X|New UnrealScript In UT200X]]<br />
<br />
==Brushes ==<br />
<br />
The [[Legacy:Red Builder Brush|red builder brush]] is now solid lines instead of dotted. (''the campaign to bring back the dotted line starts here!'')<br />
<br />
'''Dark Pulse:''' Really? Never noticed it...<br />
<br />
===Brush-like non-brushes ===<br />
<br />
There are now things about that ''look'' like brushes but aren't.<br />
* [[Legacy:Volume|volume]]s<br />
* [[Legacy:Static Mesh|static mesh]]es, aka Hardware Brushes<br />
* [[Legacy:Antiportal|antiportal]]s<br />
<br />
===Scaling & Rotation ===<br />
* brush scaling is now a dialog box<br />
* brush rotation seems to be no longer stored in the Movement -> Rotation property. O_o &ndash; but setting a value here still changes the brush<br />
<br />
==New Browsers ==<br />
<br />
==Problems & Solutions ==<br />
<br />
* I can't click anything in the [[Legacy:Viewport|viewport]]s<br />
<br />
You probably activated anti-aliasing - turning it off should fix the problem.<br />
<br />
==Discussion ==<br />
<br />
'''Tarquin:''' We could fold material from this page into the FAQ and the general UEd Interface pages<br />
<br />
[[Category:Legacy Mapping|{{PAGENAME}}]]</div>Tarquinhttps://wiki.beyondunreal.com/Legacy:New_Features_In_UT200X?diff=5555Legacy:New Features In UT200X2006-09-17T10:19:47Z<p>Tarquin: *</p>
<hr />
<div>This is a page of features in [[Legacy:UT2003|UT2003]] and [[Legacy:UT2004|UT2004]], focusing on the changes from [[Legacy:Unreal Tournament|Unreal Tournament]] editing.<br />
<br />
See also: <br />
* [[Legacy:New UnrealScript In UT200X|New UnrealScript In UT200X]]<br />
* [[Legacy:New UnrealEd Interface In UT200X|New UnrealEd Interface In UT200X]]<br />
<br />
==Key Differences ==<br />
* [[Legacy:BSP|BSP]] no longer occludes<br />
* [[Legacy:Static Mesh|Static Mesh]]es form most of the [[Legacy:Unreal World|Unreal World]], much less BSP work<br />
* [[Legacy:Volume|Volume]]s instead of [[Legacy:Zone|Zone]]s for effects such as water, gravity etc. In other words, zones now are ''only'' used for [[Legacy:Map Optimization|Map Optimization]].<br />
* [[Legacy:Antiportal|Antiportal]]s are placed by the mapper for occlusion<br />
* [[Legacy:Sunlight|Sunlight]]<br />
<br />
==New Terminology ==<br />
* [[Legacy:Static Mesh|Static Mesh]]es (old page: [[Legacy:Hardware Brush|Hardware Brush]])<br />
* [[Legacy:Karma|Karma]] &ndash; Rigid-body and ragdoll physics, used for map eyecandy and in place of death animations.<br />
* [[Legacy:Terrain|Terrain]]<br />
* [[Legacy:Volume|Volume]]s &ndash; Arbitrary shapes that set players' properties, used instead of zones for water, lava and other zone effects in Unreal Tournament.<br />
* [[Legacy:Antiportal|Antiportal]] &ndash; Used for manual occlusion, since BSP doesn't automatically occlude anymore (and static meshes never did).<br />
* [[Legacy:Static Mesh|Static mesh]]<br />
* [[Legacy:Volume|Volume]]<br />
* [[Legacy:Topics On Materials|Topics On Materials]] - Shaders, cubemaps, whathaveyou.<br />
* [[Legacy:Fluid Surfaces|Fluid surfaces]] - Animated sheets used for fluid surfaces<br />
* [[Legacy:ScriptedTrigger|ScriptedTrigger]] - replaces Counter, Dispatcher, SpecialEventTrigger that were used in UT<br />
<br />
==New Tools ==<br />
* [[Legacy:Karma Authoring Tool|Karma Authoring Tool]] (KAT)<br />
* [[Legacy:Matinee|Matinee]]<br />
* [[Legacy:Maya|Maya]]<br />
* [[Legacy:UDE|UDE]] &ndash; This is based on WotGreal.<br />
* [[Legacy:UDebugger|UDebugger]]<br />
* [[Legacy:UPaint|UPaint]] from the Deep Paint guys.<br />
* [[Legacy:Using The Terrain Tool|Using The Terrain Tool]] &ndash; Opens the new Terrain Editor window, for creating complex terrain surfaces.<br />
<br />
==Modelling ==<br />
* [[Legacy:Player Modeling|Player Modeling]]<br />
* [[Legacy:Static Mesh Modeling|Static Mesh Modeling]]<br />
<br />
==Particle Engine ==<br />
<br />
"The particle system in UT2003 looks just amazing. UT just faked it, with particle meshes and animated sprites. UT2003 has a real true-to-life particle system, that lets you do sprite, mesh, or beam emitters. The beam emitters they showed us were used to make very cool lightning effects (and is likely what they use to do the lightning gun's electrical effects). I imagine it can also be used for lasers and similar things. Mesh and sprite emitters really only differ in the type of particles they create. A sprite particle draws a particular texture at its location, a mesh particle draws a fully skinned mesh. In either case, you have a great deal of control over the particles, including their scale, color, and velocity at varying points in time. The particle system in UT2003 looks to be so versatile and adaptive that you can probably spend days creating particle effects and no two will be alike."<br />
<br />
Source: [http://www.rps.net/NE/ Nights Edge]<br />
<br />
Lee Perry (Epic)on Polycount:<br />
<br />
"but even if they're {they were talking about spacewarps to modify particles} not in our system, DE's system is still in the engine as well, and both are full-function."<br />
<br />
So there appears to be 2 particle systems :)<br />
<br />
'''Githianki:''' I posted the above Lee Perry quote on a special mod makers thread over on Polycount where Lee Perry as eepers (:)) hands out info. He comfirmed that yes there are two complete particle implementations.<br />
<br />
"Gith, <br />
<br />
Yeah there's 2 particle systems, Emitters and xEmitters (DE's system). You can use either in levels with no probs. Xemitters still have the ability to be moved around by force effecting things like rockets. DM-Compressed has some steam vents that do this I believe.<br />
<br />
The UDN docs should cover our system, I'm not sure if DE has a tutorial for theirs planned or not, but they're both generally easy to use. I heartily reccomend not making effects from scratch, but instead snagging them from other levels, then editing them to what you want customized. The fields in properties are relatively self explanatory and the effects update realtime in the editor, so it's pretty easy to jack around with.<br />
<br />
There's no vertex manipulation such as the explosion thing you mentioned, I'm not sure where that story came from, sorry, I haven't heard that before.<br />
<br />
There's not a real way to use karma on bits right now without significant code/scripting work for a mod, future engine games may have that but UT2k3 doesn't have that implemented easily right now. Would be nice, but we weren't ready to hold the game's release to implement functions we didn't actually use on the game's shipping characters.<br />
<br />
Maybe James has some more insight..."<br />
<br />
and from BigSquid (James):<br />
<br />
"Regarding dangling Karma stuff from character - as Lee says you can't really do that right now. It will probably be too tricky to add in at this point, but I will look into it if I get a chance..."<br />
<br />
The vertex thing was something I asked about a thread discussion in the BeyondUnreal forums where someone posted a pic that sure as heck looked like it had this. Various previews of Unreal 2 mentiond a similar feature so I thought I'd ask. U2 is a diff engine though (sort of).<br />
<br />
==External References ==<br />
<br />
* [http://www.epicgames.com/UnrealEngine/Build633Enhancements.html UnrealEd and Engine Enhancements]<br />
<br />
==Related Topics ==<br />
<br />
===Transferring Maps from Unreal Tournament ===<br />
* [[Legacy:MapScale|MapScale]]<br />
<br />
===Projects ===<br />
* [[Legacy:Mod Ideas|Mod Ideas]]<br />
<br />
----<br />
<br />
'''UsAaR33''': Are you supposed to know this? :p Can people just put any information they know about UT2K3 or what?<br />
<br />
'''Dma:''' We don't know how we know this. Mainly rumor and hearsay. Try googling for DynamicActors or something. UDN does have some stuff on it about terrain.<br />
<br />
'''Tarquin:''' The link there has a list of new features, but it's a bit old. I'm hoping that with a rough list here we'll have an idea of what to write new pages about when we get the demo. :D<br />
<br />
'''EntropicLqd:''' Arrrrgh! Stop making me impatient for the game. :( New stuff sounds fun :)<br />
<br />
'''Dma:''' Actually some loser leaked a demo version of the game. I didn't know it wasn't legitimate until after I ran it and noticed the banner at the top.<br />
<br />
'''UsAaR33''': But basically, I can put anything I do know about the "new features" of UT2003, regardless of how I got such "information"?<br />
<br />
'''Mychaeel:''' Well, there are ''some'' that have legitimate means of knowing those things (and some of it is public knowledge too). :-) Posting information gathered from illegally obtained software isn't endorsed, in any case.<br />
<br />
'''UsAaR33:''' Well, if I posted something that I don't really know, just delete it :p And projects, er?<br />
<br />
'''Wang:''' Just added a bunch of stuff I came across when bored<br />
<br />
'''Hugh:''' UsAaR33: If you're not under NDA, legally, you can say anything you know about it. However, if you're not, but you found out things using 'dodgy' methods (leaked version, talking to someone who was under NDA), then I'd say you probably ought not to say. If you are under NDA, then you're not allowed to say anything which has not already been made public.<br />
<br />
'''Tarquin:''' I've changed the top of this page to reflect that. Hugh, feel free to change it again if it needs it.<br />
<br />
'''Mychaeel:''' As for NDAs: The one Epic had the people on the [[Legacy:UT2003/Mod Summit|UT2003/Mod Summit]] sign technically disallowed disclosure of any information obtained on the summit to anyone outside the invited mod teams, but Tim Sweeney expressly told us at the end of the summit that we were free to talk about it publicly, and that the NDA's main purpose was to prevent software leaks.<br />
<br />
'''DJPaul:''' If, in theory, I knew someone with a leaked build of UT2003, in theory, and I stole a look at the class file, would the data gathered be postable on the Wiki or considered "hands-off"? Remember, this is in theory and I don't have it, so no accusing.<br />
<br />
'''Mychaeel:''' It would be considered hands-off. We're not going to embrace the use of stolen software, neither directly nor indirectly.<br />
<br />
'''Highlander:''' I have been wondering, Due to the use of static meshes in maps, would it be better to go for a granular / modular approch for making meshs. For example: instead of making a large support beam (one of those made from cylinders if you know what i mean) make the cylinders as meshes and simply use them to make the support beam in unrealed(scaled & rotated etc etc...). I realise the memory footprint of lotsa identical smaller meshes would be less (i think). But would there be a performance hit in fps from having to render "more" objects?<br />
<br />
'''Mychaeel:''' Well... using many different low-poly meshes is worse for performance than using a single high-poly one many times, I believe. As for modularity, settle for what makes sense: That would be (in my opinion, in most cases) neither building an entire map as a static mesh nor making 3D primitives to be combined in UnrealEd but, in your example, building that support beam as a single static mesh.<br />
<br />
'''Highlander:''' Another question would be what is happening with collision in ut2k3? is it still cylinders? or can we create arbitary shapes for collision? (do we even still have the option of cylinders?) <br />
<br />
'''Mychaeel:''' See [[Legacy:Hardware Brush|Hardware Brush]]. (Collision cylinders are only for actors, and static meshes aren't technically related to Unreal Tournament's [[Legacy:Decoration|Decoration]] meshes anymore.)<br />
<br />
----<br />
<br />
'''EntropicLqd:''' So how are we going to handle UT2003 stuff then? Has a decision been made yet. From all accounts (and this is all based upon rumor, speculation, and the odd fact here and there) the class hierarchy for UT2003 is pretty different to that of UT. It also sounds like a lot of the classes have tweaked (or changed) functionality as well. Although it does seem like the game isn't due out any time soon now, I think we'll wind up having to keep most of the script-type information seperate from the UT stuff.<br />
<br />
'''Mychaeel:''' This has been discussed at length in a now lost thread in the Unreal Wiki forum. We haven't found a conclusive answer yet, but your input would certainly be welcome.<br />
<br />
'''EntropicLqd:''' Thanks. I always forget about the Wiki forums.<br />
<br />
'''Luggage:''' Better check this whole thread: [http://dynamic.gamespy.com/~polycount/ubb/Forum1/HTML/006636.html PolyCount's Mod Summit thread]<br />
<br />
'''Tarquin:''' quote from that thread: "as well as a bunch of non-descript europeans or something" !!!<br />
<br />
'''Githianki:''' I've added some info I confirmed about the particle systems. Someone should go through here (who can do a complete list) and re-factor and clean out obviously old comments.<br />
<br />
AS for the mesh questions, recall that each mesh has an overhead so the overall number of dicreet and distinct meshes is what impacts performance (along with tex obviously) not necessarily the number of instances of any one of those meshes or the number of polys in one of those meshes. That said lots of instances of a huge variety of of high poly meshes will have a big performance impact over a few instances, of a few, low poly meshes. The least important factor is the poly count of a mesh since the poly numbers that can be thrown around are enormous.<br />
<br />
'''GRAFIK:''' Seen as how UT2003 differs little in terms of engine features, instead of having seperate [[Legacy:New Features In UT2004|New Features in UT2004]] as linked to on the Home Page, shouldn't there be a [[Legacy:New Features In UT200X|New Features in UT200X]]?<br />
<br />
'''Tarquin:''' Since the 2004 page doesn't exist, yup. Might as well rename this one to 200x and link all the more spcific new feature lists from here.<br />
<br />
'''GRAFIK:''' Done. :)<br />
:[Edit: Updated pages linked to at top of page as well.]<br />
<br />
'''LionsPhil:''' Would it be worth having a section on "broken/removed features in UT200X", like warp zones, mirrors, and even vaguely advanced dynamic lighting (no, projectors do not replace that as they don't actually cast light, and "casting shadow" is an unnecessarily complex ugly kludge; bDynamic doesn't work for animation effects like rotation)? I don't mean a whole new node, but just another heading on this one.<br />
<br />
'''Evilmrfran:''' There is one big difference in the old and new editors. The Unreal Ed 2.0 had an option called "create new path network" As far as I know UT2k3/UT2k4 doesn't have this option. I miss being lazy -_- lol<br />
<br />
[[Category:Legacy Refactor Me|{{PAGENAME}}]]</div>Tarquinhttps://wiki.beyondunreal.com/Legacy:Adding_A_Block?diff=1570Legacy:Adding A Block2006-09-10T06:37:12Z<p>Tarquin: no subtract in UE4?</p>
<hr />
<div>''This page is both:''<br />
* ''a [[:Category:Legacy Basic Procedure]] tutorial page. It explains how to perform a single procedure which is required in many different contexts.''<br />
* ''One of a sequence of [[Legacy:Mapping Lessons|Mapping Lessons]].''<br />
<br />
==Overview ==<br />
<br />
The [[Legacy:Unreal Engine|Unreal Engine]] thinks of the entire [[Legacy:Unreal World|Unreal world]] as solid matter when you start a new map. Once you have '''subtracted a space''' you may want to add a small piece back in. This is called '''adding''', because we tell UnrealEd to add a chunk of "solid" material to a subtracted space.<br />
<br />
You can not add solid geometry into your Map unless you first place it into a Subtracted Space. ''Only relevant in older versions of Unrealed, 1,2,3.''<br />
<br />
==Instructions==<br />
<br />
To create a block in your level:<br />
# You will need a map with a subtracted space. [[Legacy:Subtract A Space|Subtract a Space]] <br />
# <br />
The [[Legacy:UnrealEd Interface|UnrealEd Interface]] has a set of buttons running down the left side of the screen. This is called the [[Legacy:Toolbox|toolbox]] and is divided into several groups. In the 3rd group of buttons, find the top-left button of that group is a blue-green cube. (In UnrealEd 2 and later, each group can be collapsed, but normally this group is visible.) Right-click the cube button.<br />
<br />
[[Image:Legacy_interface-Ed3-CubeBuilder.png|center|setting the cube builder parameters]]<br />
<br />
<br />
# This opens a floating window with a list of parameters for the '''Cube Brushbuilder'''. Type in the height, width and breadth you want for the block. You can use the mouse to select the fields or hit Tab to move the focus. The numbers are all in [[Legacy:Unreal Unit|Unreal Unit]]s.<br />
# For now create a small cube, make it 64x64x64. For more on using the parameters window, see [[Legacy:Brushbuilders|Brushbuilders]].<br />
# You will now see that the red outline, [[Legacy:Red Builder Brush|Red Builder Brush]], has now resized to your set dimensions. If you would like to move this object, select it (you should see it turn to a light red), then hold the ctrl button and drag with your mouse.<br />
<br />
[[Image:Legacy_interface.toolbox.BrushOperations.png|left|]]<br />
<br />
# Find the 4th group of buttons in the [[Legacy:Toolbox|toolbox]]. Choose #2 or the one thats tooltip says "add". click it. Before you can see the additive block you will have to Press "build". This action has taken the current shape of the red builder brush, and used it as a template to create a real, additive [[Legacy:Brush|brush]] in the world.<br />
# You should now see a block in your level.<br />
#The other brushbuilder buttons create different basic shapes, try messing around with adding different shapes to your level. Dont forget to "rebuild" or you may not be able to see the changes, sometimes you will not need to "rebuild" but until you learn when to use unrealed effectively I suggest doing it often.<br />
<br />
==Rules of thumb==<br />
<br />
'''You should not make additive brushes go outside the area which you subtracted.'''<br />
<br />
'''You should not make additive brushes overlap each other.'''<br />
<br />
These above can cause undesired results in you map I would strongly recommend against it. (see [[Legacy:BSP Hole|BSP Hole]])<br />
<br />
To save yourself some hastles when you are getting started I suggest using [[Legacy:Snap To Grid|Snap To Grid]].<br />
<br />
'''Foxpaw:''' Why shouldn't additive brushes overlap each other?<br />
<br />
'''OlympusMons:''' Im not entirely sure I thought it caused holes in the map. I figured it would be safe if beginners started simple. If im wrong in anyway please change it.<br />
<br />
==Related Topics==<br />
* [[Legacy:Creating A Terrain|Creating A Terrain]] &ndash; Your recommended next step in the [[Legacy:Mapping Lessons|Mapping Lessons]].<br />
* [[Legacy:UnrealEd Interface|UnrealEd Interface]] &ndash; a complete reference for UnrealEd's menus, windows and buttons.<br />
* [[Legacy:General Scale And Dimensions|General Scale And Dimensions]] &ndash; compares Unreal Unit dimensions to real world scale.<br />
* [[Legacy:Brushbuilders|Brushbuilders]] &ndash; a must if you would like to add shapes other than cubes.<br />
* [[Legacy:Brush|Brush]] &ndash; a complete reference for the brush class, has lots of useful information on using brushes of all types.<br />
<br />
----<br />
<br />
==Comments==<br />
<br />
'''OlympusMons:''' Touch it up alittle and made it alittle easier to read as well as some more intermediate suggestions. Wow I never thought this page was going to be useful but now it seems it will be a starting point in Unrealed 4 is it? Are there any ideas on what formats we might be going for with the new engine? I would perhaps suggest pre-fixs or something to comments/procedures only related to certain engine versions.#<br />
<br />
'''Tarquin:''' What's going to be different in UEd 4?<br />
<br />
[[Category:Legacy Basic Procedure|{{PAGENAME}}]]<br />
[[Category:Legacy Mapping|{{PAGENAME}}]]<br />
[[Category:Legacy Tutorial|{{PAGENAME}}]]</div>Tarquinhttps://wiki.beyondunreal.com/Legacy:Exec_Directive?diff=2983Legacy:Exec Directive2006-09-10T06:36:26Z<p>Tarquin: *</p>
<hr />
<div>"#exec" directives in [[Legacy:UnrealScript|UnrealScript]] [[Legacy:Class Syntax|class syntax]] execute [[Legacy:Console Commands|console commands]] at compile time. This is useful for keeping content closely coupled with the code that uses it (textures/sounds), or for referenced separate content packages for organizational purposes.<br />
<br />
Every "#exec" directive can be executed in UnrealEd's [[Legacy:Console Bar|console bar]] (without the "#exec" part). Currently in the newer engine builds, they are the only method of importing vertex meshes (think .3ds). <br />
<br />
Look for lines in Editor.log that start with "Cmd:" to find out about more possibly interesing exec directives.<br />
<br />
See [[Legacy:UnrealEd Console|UnrealEd Console]] for more information on this fun stuff!<br />
<br />
See [[Legacy:Exec Directive (UT)|Exec Directive (UT)]] for UT Import commands.<br />
<br />
==Textures==<br />
<br />
===Import===<br />
<br />
Textures can be imported upon compilation of a class or series of classes into a .u package. This is done using the #exec preprocessing directive.<br />
<br />
Syntax:<br />
<br />
<uscript><br />
#exec TEXTURE IMPORT NAME=NameForTextureToImportAs FILE=PATH\TO\SomeTexture.pcx GROUP=SomeGroup MIPS=OFF FLAGS=2 PALETTE=SomeTexPalette LODSET=2<br />
// note no terminating ";". Presumably must be all on one line, too<br />
</uscript><br />
<br />
;NAME : (optional) Name the texture is imported as. Defaults to the file name without extension if omitted.<br />
;FILE : Path to the texture being imported. Paths are local to the root of the package directory.<br />
;GROUP : (optional) Name of the group the texture is classified under (used in, for example, the UEd Texture browser.)<br />
;MIPS : (optional) OFF or ON. Generate [[Legacy:MipMap|MipMap]]s.<br />
;FLAGS : (optional) Numerical value. Assigns the texture rendering style. Valid styles are:<br />
;* 1: Normal <br />
;* 2: 2-sided ''&ndash; isn't that masked? &rarr;[[Legacy:Wormbo|Wormbo]]'' &rarr;[[Legacy:Kirin|Kirin]]'' Yes Wormbo it is &rarr; ''SabbathCat'': In most UT code FLAGS=2 is commented as just "two sided". <br />
;* 3: Translucent 2-sided<br />
;* 4: Masked 2-sided <br />
;* 5: Modulated 2-sided<br />
;PALETTE : (optional) Color palette to use if not default.<br />
;LODSET : (optional) Numerical value. Level of detail. Homologous to the LODSet Texture property in UEd. Affects texture clarity as dictated by the user's settings.<br />
;* 0: no detail settings applied.<br />
;* 1: LODSET_World &ndash; affected by user's World Texture Detail setting.<br />
;* 2: LODSET_Skin (or LODSET_PlayerSkin for ([[Legacy:UT2003|UT2003]]) ) &ndash; affected by user's Skin Detail setting.<br />
;* 3: ([[Legacy:UT2003|UT2003]]) LODSET_WeaponSkin &ndash; used for weapon textures<br />
;* 4: ([[Legacy:UT2003|UT2003]]) LODSET_Terrain &ndash; used for Terrain textures<br />
;* 5: ([[Legacy:UT2003|UT2003]]) LODSET_Interface &ndash; used for menu items like HUD and Player Portraits<br />
;* 6: ([[Legacy:UT2003|UT2003]]) LODSET_RenderMap &ndash; used for shaders<br />
;* 7: ([[Legacy:UT2003|UT2003]]) LODSET_LightMap &ndash; used for light maps<br />
;* 8: ([[Legacy:SWAT4|SWAT4]]) LODSET_NormalMap<br />
;ALPHA : ([[Legacy:UT2003|UT2003]]) (optional) Binary value. Defines whether a texture is imported as a Texture with an Alpha Channel <br />
;UCLAMPMODE : ([[Legacy:UT2003|UT2003]]) (optional) can be CLAMP or WRAP, WRAP is default, so you don't have to add it then. I'm not totaly sure what is does, but it's needed for projector textures, and for team symbols.<br />
;VCLAMPMODE : ([[Legacy:UT2003|UT2003]]) (optional) see UCLAMPMODE.<br />
;DXT : ([[Legacy:UT2003|UT2003]]) (optional) One of: 1/3/5. DXT format to use when compressing the imported texture.<br />
<br />
Note that it's possible but usually not practical to include a <code>PACKAGE=...</code> parameter. There may also be other parameters, but the ones listed above should be all you ever need.<br />
<br />
Context:<br />
<br />
<uscript><br />
class SomeClass extends SomeActor;<br />
<br />
#exec TEXTURE IMPORT NAME=SomeTex1 FILE=Textures\SomeTexture.pcx GROUP=Skins FLAGS=2<br />
#exec TEXTURE IMPORT NAME=SomeTex2 FILE=Textures\AnotherTexture.pcx GROUP=Skins FLAGS=2<br />
#exec TEXTURE IMPORT NAME=SomeTex3 FILE=Textures\StillAnotherTexture.pcx GROUP=Skins FLAGS=2<br />
</uscript><br />
<br />
Imported textures are addressed as PackageName.Texturename, and available via UnrealEd after PackageName is loaded in the Actor browser.<br />
<br />
See also [[Legacy:Texture Import And Export|Texture Import And Export]]<br />
<br />
==Compressing (UT2003)==<br />
<br />
<uscript>#exec TEXTURE COMPRESS NAME=Package.TextureName FORMAT=DXT?</uscript><br />
<br />
'''DJPaul:''' To compress a texture to a format. Replace "DXT?" with a compresssion type: i.e. DXT1, DXT3, or DXT5. '''<br />
<br />
'''Kirin:''' Default is RGBA8 for non-DDS files (eg. TGA) and DXT? for DDS files depending on what was imported. You can use the DXT Tools for Photoshop from http://developer.nvidia.com/view.asp?IO=ps_texture_compression_plugin to export a DDS texture from Photoshop. non-nVidia users: Don't it worry! It'll work if you don't have an nvidia card. I have a Radeon 9700 and the preview function hasn't bailed on me yet. ;)<br />
<br />
'''Kirin:''' WOW! That's a lot added in UT2003. Just added a bunch of discovered LODSET variables<br />
<br />
'''smattbac''' Package Reference. It seems that if you only reference to an object in a package in the defaultproperties, you don't have to load the file (is this true for all engine builds?), but it might be good practice to load it anyway.<br />
<br />
'''Uncommon:''' I have had zero luck getting the compress directive to work. None of the UT2003 classes use it; instead they have DXT=1-5 at the end of the TEXTURE IMPORT line. But that didn't work for me either (sure would help if there was an error message!). I ended up doing the compressing in UnrealEd, exporting the .dds file, and importing that instead.<br />
<br />
'''Faithful:''' This TEXTURE COMPRESS directive appears to be a UnrealEd-only command. Note that ucc make's #exec will not give errors for commands it does not recognize, but simply will do nothing (resulting in everyone's complete failure to get this exec directive to work). Perhaps confusions like this could be solved if all new Editor.log-found directives were first added to [[Legacy:UnrealEd Console|UnrealEd Console]] and later (if found to work with the MakeCommandlet) could be copied here or to a "common exec directive" page of sorts. Also I wasn't able to get TEXTURE IMPORT's DXT= property to give me any problems. I'm using UCC.exe from UT2004 patch 3204.<br />
<br />
'''BlackHawk:''' Isn't this TEXTURE COMPRESS directive supposed to be called AFTER you do a TEXTURE IMPORT, in which you put it in a package and give it a name?<br />
<br />
==Sounds==<br />
<br />
To import sound files into your code package, a syntax similar to texture import is used.<br />
<br />
Syntax:<br />
<br />
<uscript><br />
#exec AUDIO IMPORT NAME=NameForSoundToImportAs FILE=PATH\TO\Soundfile.wav GROUP=SomeGroup<br />
</uscript><br />
<br />
;NAME : (optional) Name the sound is imported as. Defaults to the file name without extension if omitted.<br />
;FILE : Path to the sound file being imported. Paths are local to the root of the package directory.<br />
;GROUP : (optional) Name of the group the sound is classified under (used in, for example, the UEd [[Legacy:Sound Browser|Sound browser]].)<br />
<br />
Note that it's possible but usually not practical to include a <code>PACKAGE=...</code> parameter.<br />
<br />
See [[Legacy:Importing Sounds|Importing Sounds]] for details about supported sound file formats.<br />
<br />
==Packages==<br />
<br />
===Loading Other Packages===<br />
<br />
You can use the OBJ LOAD parameters to load a specific file at compile time, so that you can reference objects in that package at compile time. For example, say you want to store a bunch of textures in a seperate .utx so that you don't necessarily have to re-compile the package everytime you want to update/change/add/remove textures, you could do something like:<br />
<br />
<uscript><br />
#exec OBJ LOAD FILE="..\Textures\MyTextures.utx"<br />
<br />
var Texture SomeTexture;<br />
<br />
defaultproperties<br />
{<br />
SomeTexture=Texture'MyTextures.SomeCoolTexture_A'<br />
}<br />
</uscript><br />
<br />
You can use OBJ LOAD to load any sort of Unreal package, be it for textures, sounds, animations, or even other script packages. Useful sometimes for bypassing annoying dependency issues as well (although you should probably just design your code not to have these in the first place).<br />
<br />
PACKAGE specifies the package which the referenced FILE is compiled into. Setting it equal to the package in which the calling class resides will compile the loaded package <b>into</b> the compiled package. For example, with a texture package called MyTextures.utx and a script MyScript.uc in package MyPackage:<br />
<br />
<uscript><br />
#exec OBJ LOAD FILE="..\Textures\MyTextures.utx" PACKAGE=MyPackage<br />
<br />
var Texture SomeTexture;<br />
<br />
defaultproperties<br />
{<br />
SomeTexture=Texture'MyPackage.SomeCoolTexture_A'<br />
}<br />
</uscript><br />
<br />
SomeCoolTexture can then be referenced through MyPackage instead of MyTextures, eliminating the need for a separate texture package when MyPackage is distributed.<br />
<br />
Oh yes, here's a little something I learned the hard way...if you want to EXEC OBJ LOAD files, make certain they have different names (i.e., it doesn't like having MyModWeapons.utx and MyModWeapons.uax). Simple work-around is to just name them like MyModWeaponsSkins.utx and MyModWeaponsSounds.uax. Sigh. Maybe I'm just an idiot, but it took me 10 minutes to figure that out. Hopefully this will save someone else that trouble.<br />
<br />
==Static Meshes==<br />
<br />
===Import===<br />
<br />
You can import static meshes to be compiled in your .u file. You can import Lightwave (.lwo) and the .ase files exported from the [[Legacy:ActorX|ActorX]] Utility.<br />
<br />
====Lightwave (*.lwo files)====<br />
<br />
<uscript>#exec STATICMESH IMPORT NAME=GrenadeMesh FILE=Models\assaultgrenade.lwo GROUP=EnemyWeapons</uscript><br />
<br />
====ActorX Exported (*.ase files)====<br />
<br />
<uscript>#exec NEW STATICMESH NAME=AnotherGrenadeMesh FILE=Models\assaultgrenade2.ase GROUP=TeamWeapons</uscript><br />
;NAME : Name the static mesh is imported as.<br />
;FILE : Path to the static mesh being imported. Paths are local to the root of the package directory.<br />
;GROUP : (optional) Name of the group the static mesh is classified under (used in, for example, the UEd static mesh browser.)<br />
;PACKAGE : (optional) I'm not sure about this one. It is the name of the package you want to import the static mesh into. Not much use for this in compiling a .u file. However, you may be able to use it to create a batch compiler to compile and save out several packages at once? Like I said I'm not sure.<br />
<br />
'''Daid303:''' There seems to be another parameter called "COLLISION" it's used alot in the resource UC files in UT2003, but I have no idea what it does.<br />
<br />
Oh, wait if you say "COLLISION=0" then all the Materials have EnableCollision to false. Any idea what that does?<br />
<br />
==Skeletal Meshes==<br />
<br />
===Import===<br />
<br />
You can import .PSK files obtained from the [[Legacy:ActorX|ActorX]] utility, that are placed in the /models folder of your package directory.<br />
<br />
<uscript>#exec MESH MODELIMPORT MESH=Weapon_1st MODELFILE=models\WeaponModel.PSK LODSTYLE=10</uscript><br />
<br />
;MESH : Name that the mesh is imported as.<br />
;MODELFILE : Path to the mesh being imported. Paths are local to the root of the package directory.<br />
;GROUP : (optional) Name of the group that the mesh is classified under.<br />
;LODSTYLE : ''not sure - I use 10 for weapons fine.''<br />
<br />
See also http://unreal.epicgames.com/skeletal/UtSkelAnim.htm for more detailed information.<br />
<br />
===Position, Rotation and Scale===<br />
<br />
<uscript><br />
#exec MESH ORIGIN MESH=Weapon_1st X=0 Y=0 Z=0 YAW=0 PITCH=0 ROLL=0<br />
#exec MESHMAP SCALE MESHMAP=Weapon_1st X=1.0 Y=1.0 Z=1.0<br />
</uscript><br />
<br />
In this case the rotation unit is a byte: a full circle is 255.<br />
<br />
===Assign Animations and Textures===<br />
<br />
<uscript>#exec MESH DEFAULTANIM MESH=Weapon_1st ANIM=WeaponAnim</uscript><br />
<br />
<uscript>#exec MESHMAP SETTEXTURE MESHMAP=Weapon_1st NUM=0 TEXTURE=WeaponTex</uscript><br />
<br />
;NUM : Material number the texture is assigned to on the mesh.<br />
<br />
==Animations==<br />
<br />
===Import===<br />
<br />
You can import .PSA files obtained from the [[Legacy:ActorX|ActorX]] utility, that are placed in the /models folder of your package directory.<br />
<br />
<uscript>#exec ANIM IMPORT ANIM=WeaponAnim ANIMFILE=models\WeaponAnim.PSA COMPRESS=1 MAXKEYS=999999 IMPORTSEQS=1</uscript><br />
<br />
;ANIM : Name that the animations are imported as.<br />
;ANIMFILE : Path to the animations being imported. Paths are local to the root of the package directory.<br />
;GROUP : (optional) Name of the group that the mesh is classified under.<br />
;COMPRESS : Compresses the animations. 1 is normal, uncompressed, lower numbers are more compressed.<br />
;MAXKEYS : ''not sure''<br />
;IMPORTSEQS : ''not sure''<br />
<br />
==Fonts==<br />
<br />
===Importing True Type Fonts===<br />
<br />
Importing fonts involves using the NEW command with a factory class, the Aa [[Legacy:TrueTypeFontFactory|TrueTypeFontFactory]].<br />
<br />
Example:<br />
<br />
<uscript>#exec NEW TRUETYPEFONTFACTORY NAME=ZoomStatsFontLarge FONTNAME="OCR A Extended" HEIGHT=24 ANTIALIAS=1 DROPSHADOWX=1 DROPSHADOWY=1 CHARS=".0123456789x"</uscript><br />
<br />
See [[Legacy:TrueTypeFontFactory|TrueTypeFontFactory]] for more information.<br />
<br />
==Comments==<br />
<br />
'''BlackHawk:''' Does anyone know if there is a way to construct shaders in an automatic way?<br />
<br />
For example: you create a diffuse, specular, and opacity texture that have you want combined in a shader. Is there another way to do this, besides doing it by hand?<br />
<br />
----<br />
<br />
[[:Category:Legacy Refactor Me]] - This needs Splitting into UT and UT2003 Imports<br />
<br />
[[:Category:Legacy To Do]] &ndash; What is UT2003 and which is UT? Remove UT-only stuff from this page<br />
[[Category:Legacy Refactor Me|{{PAGENAME}}]]<br />
[[Category:Legacy To Do|{{PAGENAME}}]]</div>Tarquinhttps://wiki.beyondunreal.com/Legacy:UnrealScript_For_Beginners?diff=9063Legacy:UnrealScript For Beginners2006-09-09T21:53:25Z<p>Tarquin: *</p>
<hr />
<div>==Table of Contents:==<br />
<br />
[[Legacy:UnrealScript For Beginners/Introduction|Introduction]]<br />
:Who is This Book For?<br />
:What This Book is Not<br />
<br />
[[Legacy:UnrealScript For Beginners/Chapter 1|Chapter 1 - A Running Start]]<br />
:Introducting UnrealScript<br />
::What is UnrealScript?<br />
::Why UnrealScript?<br />
:Setting Up for UnrealScript<br />
::The Compiler, a.k.a. UCC make<br />
::A Nurturing Environment<br />
:Project 1: Your First Program<br />
:UnrealScript Program Anatomy<br />
:Summary<br />
<br />
[[Legacy:UnrealScript_For_Beginners/Chapter_2|Chapter 2 - Remembering Stuff]]<br />
<br />
[[Legacy:UnrealScript_For_Beginners/Chapter_3|Chapter 3 - Controlling Your Programs]]<br />
<br />
[[Legacy:UnrealScript_For_Beginners/Chapter_4|Chapter 4 - Objected Oriented Programming]]<br />
<br />
[[Legacy:UnrealScript_For_Beginners/Chapter_5|Chapter 5 - The Unreal Zoo]]<br />
<br />
[[Legacy:UnrealScript_For_Beginners/Chapter_6|Chapter 6 - A Replication Crash Course]]<br />
<br />
[[Legacy:UnrealScript_For_Beginners/Chapter_7|Chapter 7 - How to Mutilate a Game]]<br />
<br />
[[Legacy:UnrealScript_For_Beginners/Chapter_8|Chapter 8 - It's CTF, but Not]]<br />
<br />
[[Legacy:UnrealScript_For_Beginners/Chapter_9|Chapter 9 - Mods and Modding]]<br />
<br />
[[Legacy:UnrealScript_For_Beginners/Chapter_10|Chapter 10 - Miscellany]]<br />
<br />
[[Legacy:UnrealScript_For_Beginners/Appendix_A|Appendix A - Installing UT2004]]<br />
<br />
[[Legacy:UnrealScript_For_Beginners/Appendix_B|Appendix B - Setting Up UDE v3005]]<br />
<br />
[[Legacy:UnrealScript_For_Beginners/Appendix_C|Appendix C - Unreal Object Heiarchy]]<br />
<br />
[[Legacy:UnrealScript_For_Beginners/Appendix_D|Appendix D - Source Code]]<br />
<br />
==Discussion==<br />
<br />
'''Jimboh:''' Currently, there's no way to directly link to the sub-sections (that I know of) so just jump to the desired chapter and use the "Quick Navigation" menu on the top of the page to go to the subsection.<br />
<br />
'''Tarquin:''' Hi... we already have an [[Legacy:UnrealScript Lessons|UnrealScript Lessons]] page. If you think it's not doing a good enough job, please improve it instead of trying to start from scratch. I'm sorry to generalize, but massive projects like this above almost never reach completion. Small changes, however, add up. Secondly, please use screenshots only where they really show something of value. A picture of a folder with UCC.exe in it.... not useful :)</div>Tarquinhttps://wiki.beyondunreal.com/Legacy:StarWeaver?diff=7851Legacy:StarWeaver2006-09-09T09:43:47Z<p>Tarquin: *</p>
<hr />
<div>==Starweaver Is==<br />
<br />
A coder, a writer, a gamer, an amatuer everything; a dragon.<br />
<br />
Sometimes Star Weaver, sometimes Starweaver, sometimes Starweaver Blue.<br />
<br />
Involved in this stuff on and off since Worldcraft 1.0, though dosn't remember ever actually releasing anything.<br />
<br />
More perhaps to come.<br />
<br />
==Random Thoughts==<br />
<br />
===Bombing Run===<br />
<br />
Why is it that to score a touch goal, the vast majority of maps require or encourage killing yourself? I don't really understand this . . . I mean, I play the game to stay alive as long and as much as possible in general, this self destructive requirement baffles me.<br />
<br />
==Projects==<br />
<br />
[[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/MutPassLess]]<br />
<br />
==Guestbook==<br />
<br />
'''Tarquin:''' Hi. Sorry you've not had a proper welcome yet :) Thanks for your spammer-thwacking and your additions to pages.</div>Tarquinhttps://wiki.beyondunreal.com/Legacy:Mutator_Topics?diff=4988Legacy:Mutator Topics2006-08-15T11:36:25Z<p>Tarquin: *</p>
<hr />
<div>This page is the topic page for Mutator related information. For a general look at mods and mutators, see [[Legacy:Making Mods|Making Mods]]. (There's also an introduction into how mutators work at [[Legacy:Mod Authoring/Making A Mutator|Mod Authoring/Making A Mutator]], but bear in mind that it is a UT guide and is not fully applicable for UT2003.)<br />
<br />
==What is a mutator?==<br />
<br />
Mutators are a way to implement a modification, but they are not the ''only'' way. Mutators have to follow some important guidelines, which do not apply to new gametypes or total conversions (TCs), the other two types of [[Legacy:Mod|mod]] in Unreal.<br />
* Mutators should work with any [[Legacy:Gametype|gametype]]. (However, there are mutators which were written only for certain game types, e.g. the Jail Fight mutator for UT [[Legacy:Jailbreak|Jailbreak]].)<br />
* Mutators should work with each other, that means any other mutator that someone might make. (Of course, two arena mutators won't work together, but nobody would expect that.)<br />
<br />
Roughly, mutators make a small difference to the game: they change settings such as speed or gravity, they add a weapon or a power-up and so on. The player should be able to set and configure mutators as if they were just extra game options.<br />
<br />
==UT==<br />
* [[Legacy:Useful Mutator Functions|Useful Mutator Functions]] &ndash; Making HUD mutators, destroying mutators, and functions for replacing items and giving weapons to players<br />
* [[Legacy:INT File|INT File]] &ndash; Syntax of the .INT file<br />
<br />
==UT2003==<br />
* [[Legacy:Mutator Config GUI (UT2003)|Mutator Config GUI (UT2003)]] &ndash; Creating a config screen for your mutator<br />
* [[Legacy:INT File|INT File]] &ndash; Syntax of the .INT file<br />
* [[Legacy:Maintaining Compatibility|Maintaining Compatibility]]<br />
* [[Legacy:Writing And Using An Embedded Mutator|Writing and Using an Embedded Mutator]]<br />
<br />
==UT2004==<br />
* [[Legacy:Mutator Availability (UT2004)|Mutator Availability (UT2004)]] &ndash; Ensuring your mutator is available in the game's mutator lists<br />
* [[Legacy:Mutator Config GUI (UT2004)|Mutator Config GUI (UT2004)]] &ndash; Adding your mutator config to the default GUI window.<br />
<br />
==Related Topics==<br />
* [[Legacy:Making Mods|Making Mods]]<br />
<br />
==Discussion==<br />
<br />
'''HunterKiller:'''How can this page and [[Legacy:Mutator|Mutator]] can be merged ? They talk about the same thing. I dont feel safe to do it by myself...<br />
<br />
'''Tarquin:''' This is a topic page, for overview & links. [[Legacy:Mutator|Mutator]] is a class spec page :)<br />
<br />
'''DJPaul:''' Rename this to [[Legacy:UT2003 Engine Overview/Mutator|UT2003 Engine Overview/Mutator]]?<br />
<br />
'''Tarquin:''' I folded [[Legacy:UT2003 Engine Overview|UT2003 Engine Overview]] into [[Legacy:Unreal Engine|Unreal Engine]]. Or I was going to. I forget.<br />
<br />
'''Ch3z''' But there are two topics called mutator. One is the class module; The other is a type of mod. This page is about the mod type, mutator. Not the class.<br />
<br />
{{innerbox| You don't always know that you're going to like a given mod, and you don't know that until you play it, and half of the time when you connect to a server these days it just starts sending you ten or so megs of bullshit that you may or may not appreciate. The practical upshot of this is that the community online is highly fractured. Virtually any server you connect to is packed to the gills with bots, and when you do find a server with people on it, they're probably playing some mod, mutator, or gametype that is distasteful to you. &ndash; [http://www.penny-arcade.com/news.php3?date=2004-01-21 Tycho on Penny-Arcade]<br />
<br />
}}<br />
<br />
'''Tarquin:''' curious what you guys think of the above.<br />
<br />
'''Uncommon:''' This strays from the topic of mutators, but I think what should happen is when you try to connect to a server that will require you to download various files, it should give you a summary of what needs to be downloaded so you can decide if it's worth it. Otherwise you sit there downloading file after file, never knowing when it will end...<br />
<br />
'''EntropicLqd:''' The problem is also excacerbated by the way in which the ServerPackages entries work. If something is listed there then you have to download it - even if it's not actually being used in the current game. I agree with Uncommon - it would be nice to see just how much crap you are going to have to download before you have to download it.<br />
<br />
'''MadNad''' We have been told this will be fixed for ut2004<br />
<br />
'''EntropicLqd:''' It kind of is. There is an "bAddToServerPackages" property than can be set on a mutator which means that it is only sent to game clients when the mutator itself is in use. I've no idea whether gametypes are handled in a similar way (although in UT you didn't need to add the new gametype packages to the ServerPackages list for it to be pushed to clients when running.<br />
<br />
'''Stewart:''' This page does not do much to explain what the mutator is. Does not give much of a breakdown of mutator's. Nor does it list the necessary components involved in a mutator. For a wiki, it seems to be written with the lot of a assumed prior knowledge.<br />
<br />
'''Tarquin:''' Add a link to [[Legacy:UnrealScript Lessons|UnrealScript Lessons]] somewhere. There are some simple mutator tutorials there.</div>Tarquinhttps://wiki.beyondunreal.com/Legacy:WalknBullseye?diff=9605Legacy:WalknBullseye2006-07-08T22:06:38Z<p>Tarquin: *</p>
<hr />
<div>This is my contribution to the Unreal community.<br />
<br />
I am pretty new to the coding aspect of gaming. So new in fact that I had know idea how the game actually worked, internally. I have had no previous coding experience whatsoever. Everything that I have learned is self taught thru this site. Without this resource it would have been impossible for me to have gotten to where I am now.<br />
<br />
I started off modifying rifles for sniper/camper clans. I have progressed to the point where I have actually created a few mutators from scratch.<br />
<br />
One thing that I have found difficult to do is actually get a mutator to work. Meaning to get the mutator assigned to a player and then getting the mutator to function.<br />
<br />
I will use as an example a mutator that I recently created.<br />
<br />
SID ( Slow It Down ) an Anti-Run mutator<br />
<br />
to be continued...<br />
<br />
'''Tarquin:''' Hi, welcome to Unreal Wiki :)</div>Tarquinhttps://wiki.beyondunreal.com/Legacy:Chemos?diff=2208Legacy:Chemos2006-07-07T07:58:49Z<p>Tarquin: *</p>
<hr />
<div>'''Wormbo:''' Welcome to the Wiki. :) Please add yourself to the [[Legacy:Project Contributors|Project Contributors]] page.<br />
<br />
'''Trystan:''' Heya Chemos and welcome aboard.<br />
<br />
[[Category:Legacy Personal Page|{{PAGENAME}}]]</div>Tarquinhttps://wiki.beyondunreal.com/Legacy:UnrealEd_Bug_List?diff=8637Legacy:UnrealEd Bug List2006-06-26T11:35:09Z<p>Tarquin: *</p>
<hr />
<div>A page to list bugs in UnrealEd. Please add to this page, comment on bugs, etc. [[Legacy:Unreal Mapping FAQ|Unreal Mapping FAQ]] has some more solutions to a few common problems. See also [[Legacy:Crashing UnrealEd|Crashing UnrealEd]] for a list of things to avoid.<br />
<br />
==UnrealEd 3==<br />
<br />
===Interface Issues ===<br />
* FIRST! If you have graphics issue, try updating your video card's drivers.<br />
* UnrealEd 3 does not like video card antialiasing. Turn it off if you have trouble with UnrealEd because you have your video card's antialiasing settings turned on, turn them off.<br />
* On occasion no viewports will appear at startup. To change this, select View -> Viewports -> Configure... and change the viewport setting. This causes UnrealEd to rebuild the interface a little bit and shows your windows. You can then change it back by using the same method.<br />
<br />
===Terrain===<br />
* If you try to smooth [[Legacy:Terrain|terrain]] near the edges of a terrain map, it will do one of two things: It will cause weird almost-unfixable jaggies in your terrain; Or it will cause UnrealEd to crash. To stop this from happening, make the terrain map a little bit bigger than the area you want to map. If this conflicts with other geometry, use the [[Legacy:Terrain Visibility Tool|terrain visibility tool]].<br />
* The Terrain tool in UnrealEd can be a bit flaky at times. Save often and don't trust the autosave.<br />
* Terrain will be removed at times when using add/subtract red brushes to create rooms. <br />
<br />
===Lighting===<br />
* Changing the lighting of multiple light sources simultaneously must be done using the slider, trying to select the button to choose color/intensity causes a crash.<br />
<br />
===UnrealEd and Graphics Card Settings ===<br />
* UnrealEd can clash with certain graphics card settings. If you are having problems with selecting, or with adding textures, go to [http://www.ina-community.com/forums/showthread.php?s=&threadid=306583&highlight=Unreal+Editor This Thread].<br />
<br />
===Static Meshes Editor ===<br />
* Trying to 'Refresh Karma Primitives' when the mesh has no collision hull causes a crash.<br />
<br />
===Tools and Tool Configs ===<br />
<br />
===Console Commands===<br />
* The ''dumpint'' command crashes UnrealEd. Use the DumpIntCommandlet for UCC instead.<br />
<br />
==UnrealEd 2 Bug List==<br />
<br />
===Vertices coming together===<br />
* One thing to look out for while [[Legacy:Vertex Editing|vertex editing]] is that you don't move and drop a vertex at the same position of another. It'll crash UED.<br />
<br />
===Filenames and paths ===<br />
* UnrealEd doesn't like file paths of over a certain length; nor does it like spaces in filenames.<br />
* For example, when you import a texture with a long pathname and/or filename, it will get cut off. This will result in UED being unable to import and use the texture.<br />
* Filenames should be a maximum of 10 characters when saving; any longer than this and the file extension will be changed (e.g. to ".un" instead of ".unr").<br />
* The same goes for levels. Opening a level which is nested deep in the directory structure, will result in the pathname + filename getting cut off and UED won't load the level cos it cannot find it. (see [[Legacy:Texture Import And Export|Texture Import and Export]] for more)<br />
<br />
===(De)intersecting sheets===<br />
* When intersecting or deintersecting a [[Legacy:Sheet|sheet]], the sheet brush's form will break up, creating a distorted brush which will not work when added. So don't do this. It is perfectly safe to have the whole sheet function as a zone portal/decoration even if it doesn't exactly fit in its place. (And there's still Vertex Editing, as long as you don't move vertices onto each other as described above.)<br />
<br />
===Actor class selection===<br />
* UEd2 has problems differentiating between two classes with the same name but from different packages and different subclassing. See [[Legacy:Torin/Decoration Problems In UEd2|Torin/Decoration Problems In UEd2]]<br />
<br />
===Exporting map files===<br />
* UEd2 does not export a package name as part of the actor class when it exports a map file. This causes problems if there are multiple objects with the same name but from different packages. See [[Legacy:Torin/Decoration Problems In UEd2|Torin/Decoration Problems In UEd2]]<br />
<br />
==Related Topics==<br />
* [[Legacy:UnrealScript Language Test|UnrealScript Language Test]] &ndash; ElMuerte's collection of code samples about UnrealScript language bugs and features<br />
<br />
==Discussion==<br />
<br />
'''RegularX:''' I think I found a new one. I have Brush Builder View, like where you select the cube/cylinder/etc to the right. There's the little triangle/bar that goes above it, but no actual brushbuilder toolbox. Any suggestions?<br />
<br />
'''GRAF1K:''' Click on the triangle.<br />
<br />
'''RegularX:''' Yeah. That was like the first thing I tried. No dice. No toolbox appears. Deleting the unrealed.ini file didn't help either.<br />
<br />
'''MythOpus:''' Save all needed files somewhere else on HD and re-install :O :)<br />
<br />
'''DDSquad:''' The problem is most likely a missing "EditPackages=Editor" line under the [Editor.EditorEngine] section of your UT2004.ini file. This happened to me and in my case I think it was UDE's fault.<br />
<br />
'''LionsPhil:''' Should there be a node for "UCC bugs"? The parser, in particular, is pretty horrendous in places. You can confuse it with whitespace in structure initialises, for goodness' sake, or the lovely construct "/* foo */// bar", which then seems to comment out the ''following'' line as well (even more confusing when WOTGreal/UDE/Vim get it right).<br />
<br />
'''Wormbo:''' For UnrealScript language bugs see the new related topic link above.<br />
<br />
[[Category:Legacy Mapping|{{PAGENAME}}]]<br />
[[Category:Legacy Feedback|{{PAGENAME}}]]</div>Tarquinhttps://wiki.beyondunreal.com/Legacy:PerObjectConfig?diff=6044Legacy:PerObjectConfig2006-06-24T18:59:34Z<p>Tarquin: Answer needed</p>
<hr />
<div>"PerObjectConfig" is a [[Legacy:Class Syntax|class Syntax]] modifier that was introduced to UnrealScript for UT200x.<br />
<br />
The configuration for classes that are declared with the PerObjectConfig will be saved to the specified configuration file using their name as the section. ([[Legacy:Answer Needed|Answer needed]]: which name? Do you mean the particular object's name?)<br />
<br />
This will allow you to have multiple configurations for your class in the same configuration file. It's somewhat the same as using [[Legacy:DataObject|DataObject]]s, except that this is mean for simple configurations that also have to be edited from outside the game. [[Legacy:DataObject|DataObject]]s are more designed for saving completed class instances, not for just configuration.<br />
<br />
==Saving information==<br />
<br />
For example you have the following class:<br />
<br />
<uscript><br />
class MyClass extends Object PerObjectConfig;<br />
<br />
var config string var1;<br />
var config int var2;<br />
</uscript><br />
<br />
When saving the config of an instance of this object it will be saved as:<br />
[MyClass MyClass]<br />
var1=<br />
var2=0<br />
<br />
Note the section name, the first part before the space is the classes instance name. The second part is the real class name.<br />
<br />
This is ofcourse useless since it will still limited you to a single configuration set for your class. So you have to change the name of the instance of MyClass. Changing the name can only be done when creating the Object.<br />
<br />
<uscript><br />
mci = new(None, "ThisIsMyName") class'MyClass';<br />
mci.SaveConfig();<br />
</uscript><br />
<br />
This will generate the following:<br />
[ThisIsMyName MyClass]<br />
var1=<br />
var2=0<br />
<br />
The name argument in new is a string, this means that the name may contain everything you want. However, there are a couple of limitations, as you can see the space is used as the Instance Name &ndash; Class Name delimiter. So obviously you can't use spaces in the name. Another character that breaks this functionallity is the <code>]</code> character.<br />
<br />
So if you allow people to set the name of the object you have to make sure you limit the available characters, or replace the unallowed characters in the name.<br />
<br />
<uscript><br />
function CreateStorageClass(coerce string objectname)<br />
{<br />
objectname = repl(objectname, " ", Chr(27)); // replace " " for the ASCII ESC character<br />
mci = new(None, objectname) class'MyClass';<br />
}<br />
</uscript><br />
<br />
'''Note:''' if you do the following the configuration will be stored in <tt>MapName.ini</tt> instead of the specified config file (in the class declaration).<br />
<br />
<uscript><br />
mci = new(Level, "ThisIsMyName") class'MyClass';<br />
mci.SaveConfig();<br />
</uscript><br />
<br />
==Loading information==<br />
<br />
The configuration of the class is automatically loaded when it's created. It loads the variables from the section that matches the name.<br />
<br />
If the object names arn't defined somewhere, or when you allow users to add additional object instances you won't know what names are available.<br />
<br />
For this the following function has been defined in Object:<br />
<br />
<uscript><br />
native static final function array<string> GetPerObjectNames( string ININame, optional string ObjectClass, optional int MaxResults /*1024 if unspecified*/ ); //no extension<br />
</uscript><br />
;ININame: the name of the configuration file, as defined in the config(MyConfig) class declration. System and User will be replaced with the correct System and User configuration files. You don't have to include the .ini extention<br />
;ObjectClass: the name of your per object config class. This is not the fully qualified name only the real class name: <code> string(MyClass.name)</code>. If it's ommited the current class name will be used.<br />
;MaxResults: the maximum results you want to have.<br />
<br />
This will return a string array containing all the names of objects that have a section. Now all you have to do is load them:<br />
<br />
<uscript><br />
function LoadMyClasses()<br />
{<br />
local array<MyClass> MyClasses;<br />
local array<string> Names;<br />
local int i;<br />
<br />
Names = GetPerObjectNames("System", string(class'MyClass'.name));<br />
for (i = 0; i < Names.length; i++)<br />
{<br />
MyClasses[MyClasses.length] = new(None, Names[i]) class'MyClass';<br />
}<br />
}<br />
</uscript><br />
<br />
==Deleting information==<br />
<br />
Deleting a object configuration from the ini file is easy. For that you only need the instance of that object and class<br />
<br />
<uscript><br />
MyClassInstance.ClearConfig();<br />
</uscript><br />
<br />
==Tips & tricks==<br />
<br />
These where just the basics on how to use PerObjectConfig. Here are a couple of tricks.<br />
<br />
===Use an object name variable===<br />
<br />
As said above you have to mangle the objects real name for it to save correctly. This ofcourse isn't user friendly when you want to list the object names. So add an addditional object name variable to the PerObjectConfig that contains the name to show to use user (the one that does contain spaces).<br />
<br />
===Renaming===<br />
<br />
You can't rename an object. For that to work you have to create a new object with the new name and copy the data from the old object. then delete the old object from the configuration.<br />
<br />
Ofcourse when you use an object name as said above you can simly change that variable.<br />
<br />
===Diffirent ini files===<br />
<br />
In the example above we save out config in the System's configuration file. To change the configuration in a different file just use the config(MyConfig) for the class declaration and use "MyConfig" for GetPerObjectNames call.<br />
<br />
Keep in mind that most GISPs want to have all the per server configuration in the system file. There's an easy way to give people some control where the configuration is saved.<br />
<br />
Use the following approach:<br />
<br />
====The main MyClass====<br />
<br />
First we define our main MyClass that will contain all the logic that it might need.<br />
<br />
<uscript><br />
class MyClass extends Object PerObjectConfig config(System);<br />
<br />
var const string ConfigFile;<br />
<br />
// config variables and logic<br />
<br />
defaultproperties<br />
{<br />
ConfigFile="System"<br />
}<br />
</uscript><br />
<br />
As you can see the config will be saved in the System configuration. I also defined a constant string variable and set it's value to "System". This variable will be used to load the configuration. This value ''must'' be the same as the value for the config() class declaration element. This variable can't be a config variable because you can't change the value for the config() class element on the fly.<br />
<br />
Also using ParseConfig in the class declaration won't work because the main code won't know what config file to use.<br />
<br />
====A subclass====<br />
<br />
Now we will define a subclass that uses a diffirent ini file<br />
<br />
<uscript><br />
class MyClassIni extends MyClass config(MyConfig);<br />
<br />
defaultproperties<br />
{<br />
ConfigFile="MyConfig"<br />
}<br />
</uscript><br />
<br />
====Using it====<br />
<br />
Now we have two classes that save the config in different locations. For this to work you have to define a config variable in your main code (the code that loads these objects), to define what class is used for storage.<br />
<br />
<uscript><br />
var config class<MyClass> StorageClass;<br />
<br />
function LoadMyClasses()<br />
{<br />
local array<MyClass> MyClasses;<br />
local array<string> Names;<br />
local int i;<br />
<br />
Names = GetPerObjectNames(StorageClass.default.ConfigFile, string(StorageClass.name));<br />
for (i = 0; i < Names.length; i++)<br />
{<br />
MyClasses[MyClasses.length] = new(None, Names[i]) StorageClass;<br />
}<br />
}<br />
<br />
defaultproperties<br />
{<br />
StorageClass=class'MyPackage.MyClass'<br />
}<br />
</uscript><br />
<br />
Note that we use the value of ConfigFile from the storage class as the ini file name to load the variables from. And use the StorageClass to create the class.<br />
<br />
Also note that the name of the classname in the GetPerObjectNames depends on the StorageClass. The result section in the ini file will have this as class name, so using different StorageClasses doesn't reuse the configuration entries.<br />
<br />
==Related Topics==<br />
* [[Legacy:Config Vars And .Ini Files|Config Vars And .Ini Files]]<br />
* [[Legacy:DataObject|DataObject]]</div>Tarquinhttps://wiki.beyondunreal.com/Legacy:WhiteNinja?diff=9602Legacy:WhiteNinja2006-06-21T10:06:44Z<p>Tarquin: *</p>
<hr />
<div>Just a noob trying to learn. Thanks for all the info/education thus far.<br />
<br />
==Comments==<br />
<br />
'''Wormbo:''' Welcome to the UnrealWiki. :)<br />
<br />
'''Tarquin:''' Hi! Welcome to the wiki<br />
<br />
[[Category:Legacy Personal Page|{{PAGENAME}}]]</div>Tarquinhttps://wiki.beyondunreal.com/Legacy:CamperZone?diff=2484Legacy:CamperZone2006-06-15T14:37:50Z<p>Tarquin: *</p>
<hr />
<div>{{classbox| ... >> [[Legacy:ZoneInfo|ZoneInfo]] >> CamperZone}}<br />
<br />
I found a custom ZoneInfo that kills you when you stay in too long. Some of the comments are in french but the code itself works just fine. Also you can set the time in UnrealEd itself.<br />
<br />
When you go in the zone you will see a timer in the chat saying how much time you have left. <br />
<br />
This zone is the best for CTF campers or you can use it for a room with a limit time that you can enter like a redeemer room with lots of pickups. <br />
<br />
<uscript><br />
<br />
class CamperZone extends ZoneInfo;<br />
<br />
// Time to live once inside the zone<br />
var() int KillTimeR;<br />
<br />
struct PlayerDansLaZone<br />
{<br />
var Pawn P; <br />
var int TempsSurvi; //Set a maximum time they can sit there. Once it finishes they are killed.<br />
};<br />
var PlayerDansLaZone PZ[64];<br />
<br />
function PostBeginPlay(){<br />
SetTimer(1,true);<br />
}<br />
event Timer(){<br />
local int i;<br />
for(i=0;i<64;i++)<br />
if( PZ[i].P != None ){<br />
PZ[i].TempsSurvi--;<br />
if( PZ[i].TempsSurvi == 0 ){<br />
if( Level.Game.bGameEnded ){<br />
PZ[i].P.PlayerReplicationInfo.Score+=4;<br />
SetTimer(0,false);<br />
}<br />
BroadcastMessage(""@PZ[i].P.PlayerReplicationInfo.PlayerName@"is now a Dead Camper ", false, 'CriticalEvent');<br />
PZ[i].P.health = -1000;<br />
PZ[i].P.Died( None, '', PZ[i].P.Location );<br />
PZ[i].P.PlayerReplicationInfo.Score-=0;<br />
}<br />
else<br />
PZ[i].P.ClientMessage("Time left to move your ass :"@(PZ[i].TempsSurvi));<br />
<br />
}<br />
}<br />
// Uses the function of the superclass to add to our list of people to kill in the zone<br />
event ActorEntered( actor Other )<br />
{<br />
// Executes the function from the superclass to prevent problems with the zone as a whole<br />
super.ActorEntered(Other);<br />
// Neither a bot nor a player : Reset and do nothing more<br />
if( !Other.IsA('TournamentPlayer') && !Other.IsA('Bot') )<br />
return;<br />
PZ[Pawn(Other).PlayerReplicationInfo.PlayerID].P=Pawn(Other);<br />
PZ[Pawn(Other).PlayerReplicationInfo.PlayerID].TempsSurvi=KillTimeR;<br />
}<br />
// Resets when the player/bot leaves the zone<br />
event ActorLeaving( actor Other )<br />
{<br />
super.ActorLeaving(Other);<br />
if( !Other.IsA('TournamentPlayer') && !Other.IsA('Bot') )<br />
return;<br />
PZ[Pawn(Other).PlayerReplicationInfo.PlayerID].P=none;<br />
PZ[Pawn(Other).PlayerReplicationInfo.PlayerID].TempsSurvi=0;<br />
}<br />
<br />
<br />
</uscript><br />
<br />
this is NOT my code i found it in a map called CTF-(SLv)DragonBall_AC.unr (used with rocketx or strangeloves)<br />
<br />
[WJF]Cyborg<br />
<br />
'''Tarquin:''' It might be a good idea to try to contact the author of that map & ask for permission to host the script here<br />
<br />
'''Cyborg''' the map whas maked by OrgaZmo i cant find him anywhere</div>Tarquinhttps://wiki.beyondunreal.com/Legacy:Actor_(UT)/Filter?diff=1319Legacy:Actor (UT)/Filter2006-06-14T10:40:44Z<p>Tarquin: *</p>
<hr />
<div>The Filter properties of an actor determine the conditions under which the actor will be present in gameplay.<br />
<br />
; bDifficulty0, bDifficulty1, bDifficulty2, and bDifficulty3 : In SinglePlayer, there are four difficulty levels that can be applied. In Unreal, they are called Easy, Medium, Hard, and Unreal. The default difficulty level is Medium. The contents of these variables is used to determine which difficulty levels the actor should be present or absent in.<br />
<br />
; bNet : If True, then this actor will appear in regular network play.<br />
<br />
; bNetSpecial : If True, then this actor will appear in special network play mode.<br />
<br />
; bSinglePlayer : If True, then this actor will appear in standalone gametypes.<br />
<br />
; OddsOfAppearing : In a game where this actor would normally exist, this value (between 0 and 1.0) determines the probability of the actor actually appearing. For most actors, this value is equal to 1, which means that the actor will always exist in relevant games.</div>Tarquinhttps://wiki.beyondunreal.com/Legacy:Teleporter?diff=7949Legacy:Teleporter2006-06-13T06:17:30Z<p>Tarquin: *</p>
<hr />
<div>{{classbox|[[Legacy:UT|UT]] :: [[Legacy:Actor (UT)|Actor (UT)]] >> [[Legacy:NavigationPoint (UT)|NavigationPoint (UT)]] >> Teleporter (Package: Engine)}}<br />
<br />
A Teleporter is a method by which an actor (usually a [[Legacy:Pawn (UT)|Pawn (UT)]]) can be sent from one location to another. Teleporters are typically used to connect two disjunctive locations on a level, but this comes nowhere near the extent of what they are capable of being used for. Teleporters can also be used to send players to other levels, or even to send them to static Unreal servers found somewhere on the internet. For a simple tutorial on using them, read [[Legacy:Teleportation Basics|Teleportation Basics]].<br />
<br />
Here is a list of the configurable properties of a Teleporter. Due to the significance of the URL property, it will be listed first.<br />
<br />
==URLs ==<br />
<br />
The URL property determines where the actor will be teleported to. This can take several forms:<br />
<br />
<blank><br />
TeleporterTag<br />
Mapname#TeleporterTag?peer<br />
unreal://server.site.name.com:portnum/levelname#teleportername<br />
<br />
===Destination ===<br />
<br />
If the URL property is left blank, then the Teleporter is set up to work only as a destination for other Teleporters. Set its ''Events -> Tag'' property for other teleporters to point to.<br />
<br />
===Same map ===<br />
<br />
To make a Teleporter connect to another Teleporter on the same level, simply enter the Tag of the destination Teleporter into the URL property.<br />
<br />
===Local map ===<br />
<br />
To make a Teleporter connect to some Teleporter on another level, use the form ''Mapname#TeleporterTag?peer'', where:<br />
* ''Mapname'' is the name of another map to load, <br />
* ''TeleporterTag'' is the tag of a destination Teleporter in this map, <br />
* ''peer'' is a keyword telling the engine to load another map. <br />
<br />
Note that the ''Mapname'' parameter must not contain the .unr extension at the end. Also, the current map and the map that is being referenced must be in the same folder, preferably the Maps folder or some other folder accessible to the engine.<br />
<br />
===Net ===<br />
<br />
To make a Teleporter connect to a server on the internet, use the form ''<nowiki>unreal://server.site.name.com:portnum/levelname#teleportername</nowiki>''. A few of these parameters are optional.<br />
* ''unreal://'' is the identifier that Unreal's servers use to be recognized by web browsers. This allows you to enter URLs into web pages, so that either Unreal or UT can connect directly to that server from a hyperlink beginning with this identifier. When entering a URL into a Teleporter's properties, this parameter is optional.<br />
* ''server.site.name.com'' is the web address of the server that Unreal or UT will try to connect to. It can be an actual text URL, but this is usually just a set of IP values.<br />
* ''portnum'' is the port number that should be used to connect to the server. For example, multiple Unreal engine games on the same computer can be used to run two or more servers at once, so they must use different port numbers so that a player trying to connect to one server doesn't end up on the other (since any two such games are running servers from the same computer, then the two servers will have the same IP address, but different port numbers). In many cases, this parameter is unneccessary, but there are a few instances where it must be specified.<br />
* ''levelname'' specifies a specific level to connect to. By default, this is left blank, so that the player will automatically enter the level that the server is running. For ''teleportername'', the same is true. When this parameter is left blank, the player will simply spawn at a random PlayerStart in the level.<br />
<br />
==Properties ==<br />
; bChangesVelocity, TargetVelocity : If bChangesVelocity is set to False, then the Actor that enters the Teleporter will exit the destination teleporter with the same velocity as it originally had. If True, then the Actor's velocity will be changed to match the TargetVelocity vector when it is successfully teleported. (Note: these variables are applied to the destination teleporter, not the starting teleporter.)<br />
<br />
; bChangesYaw : If set to True, this teleporter will alter the direction an incoming [[Legacy:Actor|actor]] faces. The change in yaw is relative to the incoming actor's yaw prior to teleportation. The amount of change is determined by the ''Movement -> Rotation.Yaw'' of this teleporter. Because the end result Yaw is not absolute, this is only slightly useful to keep a player from facing a wall after he is teleported. The custom [[Legacy:YawTeleporter|YawTeleporter]] class fixes this behaviour.<br />
;* For this to work in network games, set ''Advanced -> bNoDelete'' to True. <br />
<br />
; bReversesX, bReversesY, bReversesZ : If any of these is set to True, then that particular component of the teleported Actor's velocity will be reversed. (Note: these variables are applied to the destination teleporter.)<br />
<br />
; bEnabled : This determines if the Teleporter is currently turned on. [[Legacy:Trigger|Trigger]]ing the Teleporter will toggle it on and off. Turning a Teleporter on when it has actors inside it will cause the Teleporter to try to teleport those actors.<br />
<br />
==Triggering ==<br />
<br />
Teleporter toggles the bEnabled property when triggered. See [[Legacy:Trigger Systems|Trigger Systems]] for ways to use this.<br />
<br />
==Known Subclasses ==<br />
* FavoritesTeleporter &ndash; Broken, don't use<br />
<br />
* [[Legacy:DelayedTeleporter|DelayedTeleporter]] (custom) &ndash; Deactivates for a short time after usage to prevent telefragging.<br />
* [[Legacy:VisibleTeleporter|VisibleTeleporter]]<br />
* [[Legacy:YawTeleporter|YawTeleporter]] (custom) &ndash; Sets the player's yaw to a fixed value when leaving the teleporter<br />
<br />
==Related Topics ==<br />
* [[Legacy:Teleportation Basics|Teleportation Basics]]<br />
<br />
Other things that can teleport:<br />
* [[Legacy:WarpZoneInfo|WarpZoneInfo]]<br />
* [[Legacy:TeleporterZone|TeleporterZone]]<br />
* [[Legacy:TransbeaconTeleporter|TransbeaconTeleporter]]<br />
<br />
----<br />
<br />
'''Wormbo:''' This page seems to cover only the UT Teleporter class. Should it be renamed to "Teleporter (UT)" or should it be updated with UT2k3 info. (If the differences aren't too big.)<br />
<br />
'''Psyk:''' It doesn't look like anything has changed in 2kx. All this info is relevant in any case.<br />
<br />
[[Category:Legacy Class (UT)|{{PAGENAME}}]]</div>Tarquinhttps://wiki.beyondunreal.com/Legacy:View_Fog?diff=9237Legacy:View Fog2006-06-10T22:25:22Z<p>Tarquin: *</p>
<hr />
<div>'''View Fog''' is a simple method of adding [[Legacy:Fog|fog]] to a map or an area in a map. It works by simply tinting the rendered scene by a specified amount. View Fog is sometimes also referred to as "fake fog". It uses practically no rendering resources, so it is very cheap resource-wise, but it is not that realistic. Often an underwater area will have a blueish view fog.<br />
<br />
==Setting Up View Fog in Unreal Tournament==<br />
<br />
In [[Legacy:Unreal Tournament|Unreal Tournament]], view fog is specific to the zone containing the camera. It is specified by the ''ViewFlash'' and ''ViewFog'' variables in the zone's [[Legacy:ZoneInfo (UT)|ZoneInfo]]. Here's a sample configuration:<br />
<br />
{|<br />
<br />
|-<br />
|ViewFlash X<br />
|-0.5<br />
|-<br />
|ViewFlash Y<br />
|-0.5<br />
|-<br />
|ViewFlash Z<br />
|-0.5<br />
|-<br />
|ViewFog X<br />
|0.5<br />
|-<br />
|ViewFog Y<br />
|0.5<br />
|-<br />
|ViewFog Z<br />
|0.5<br />
|}<br />
<br />
==Setting Up View Fog in UT2003==<br />
<br />
View Fog does not appear to work properly in [[Legacy:UT2003|UT2003]], however, the variables for it are still present so theoretically it may still work on some graphics hardware. View Fog is controlled by [[Legacy:PhysicsVolume|PhysicsVolume]]s in UT2003. Specifically, PhysicsVolumes are used. To set up View Fog, simply set the PhysicsVolume->ViewFog property to whatever color you want the screen to be tinted.<br />
<br />
'''Tarquin:''' so does it work or not?<br />
<br />
'''SuperApe:''' I'm wondering if the author meant to say ViewFlash doesn't work in UT200x, not ViewFog. Distance fog seems to work fine. But the issue is confused by the properties ViewFog and FlashFog in [[Legacy:DamageType|DamageType]]. I found this page through a search for that stuff.</div>Tarquinhttps://wiki.beyondunreal.com/Legacy:UltraN00b?diff=9047Legacy:UltraN00b2006-06-09T08:26:39Z<p>Tarquin: *</p>
<hr />
<div>--UltraN00b&ndash;<br />
<br />
I'm a serious noob at this, hence the name, I'm learning something new with everything that I undertake. I tend to learn fast, and jump from project to project. I'll try not to be a nucance.<br />
<br />
'''Tarquin:''' When you create a new page, please remove the default template text! :)<br />
<br />
[[Category:Legacy Personal Page|{{PAGENAME}}]]</div>Tarquinhttps://wiki.beyondunreal.com/Category:Legacy_Class_(RTNP)?diff=2287Category:Legacy Class (RTNP)2006-06-05T07:21:59Z<p>Tarquin: sorry this is the wrong place</p>
<hr />
<div>{{Legacy category}}<br />
This is the category page for all classes that Legend added to [[Legacy:Unreal 1|Unreal]] when they created the ''Unreal Mission Pack'', probably known more commonly as ''Return to Na Pali''.<br />
<br />
* To find pages in this category: Click the page title above to generate a list of all the pages that belong to this category.<br />
* To add a page to this category: Add the text <code>[[Category</code><code> Class (RTNP)]]</code> to that page so it will show on searches.<br />
<br />
All category pages belong to [[:Category:Legacy Category]]: Go there to find other categories.<br />
<br />
[[Category:Legacy Category|Class (RTNP)]]<br />
[[Category:Legacy Class (RTNP)|Class (RTNP)]]</div>Tarquinhttps://wiki.beyondunreal.com/Legacy:Gametype?diff=3323Legacy:Gametype2006-06-01T10:58:12Z<p>Tarquin: the key is not good</p>
<hr />
<div>Unreal Tournament (1/2003/2004) comes with a number of gametypes, and more are created by modders. Each gametype has its own rules for the player, and sometimes its own systems of actors that must be implemented by the mapper. Just as important, the general gameplay aspect of a map is influenced by the gametype it is designed for. This topic page lists pages that cover individual gametypes. For a full list of available gametypes, see the subclass tree at [[Legacy:GameInfo|GameInfo]].<br />
<br />
==Standard Game Types==<br />
* [[Legacy:Mapping For DM|Mapping for DM]]<br />
* [[Legacy:Mapping For CTF|Mapping for CTF]]<br />
<br />
[[Legacy:UT2004|UT2004]] only gametypes:<br />
* [[Legacy:Mapping For ONS|Mapping for ONS]]<br />
* [[Legacy:Mapping For AS (UT2004)|Mapping For AS (UT2004)]] and [[Legacy:Assault Mapping Tutorial|Assault Mapping Tutorial]]<br />
* [[Legacy:Mapping For VCTF|Mapping for VCTF]]<br />
<br />
[[Legacy:UT2003|UT2003]] and [[Legacy:UT2004|UT2004]] gametypes:<br />
* [[Legacy:Mapping For BR|Mapping for BR]]<br />
* [[Legacy:Mapping For DDOM|Mapping for DDOM]]<br />
<br />
[[Legacy:Unreal Tournament|Unreal Tournament]] only gametypes:<br />
* [[Legacy:Mapping For DOM|Mapping for DOM]]<br />
* [[Legacy:Mapping For AS (UT)|Mapping For AS (UT)]]<br />
<br />
[[Legacy:Unreal 1|Unreal 1]] gametypes:<br />
* [[Legacy:Mapping For Unreal SinglePlayer|Mapping for Unreal SinglePlayer]]<br />
* [[Legacy:Mapping For Unreal Coop|Mapping for Unreal Coop]]<br />
<br />
==UT2004 Mods==<br />
* [[Legacy:Mapping For BR4|Mapping for BR4]]<br />
* [[Legacy:OverloadUT/Making CTF4 Maps|Mapping for CTF4]]<br />
* [[Legacy:Mapping For Flag Domination|Mapping for Flag Domination]]<br />
* [[Legacy:Mapping For UTXMP|Mapping For UTXMP]]<br />
<br />
==UT2003 Mods==<br />
* [[Legacy:Mapping For Find The Ball|Mapping for Find The Ball]]<br />
* [[Legacy:Mapping For Flag Domination|Mapping for Flag Domination]]<br />
* [[Legacy:Mapping For Jailbreak|Mapping for Jailbreak]]<br />
* [[Legacy:Mapping For One Flag Capture|Mapping for One Flag Capture]]<br />
<br />
==UT Mods ==<br />
* [[Legacy:Mapping For FEBA|Mapping for FEBA]]<br />
* [[Legacy:Mapping For UT Jailbreak|Mapping For UT Jailbreak]]<br />
* [[Legacy:Mapping For King Of The Hill|Mapping for King of the Hill]]<br />
* [[Legacy:Mapping For MCTF|Mapping for MCTF]]<br />
* [[Legacy:Mapping For RocketArena|Mapping for RocketArena]]<br />
* [[Legacy:Mapping For Monster Hunt|Mapping for Monster Hunt]]<br />
* [[Legacy:Monster_Arena_Mapping|Monster_Arena_Mapping]]<br />
* [[Legacy:Mapping For UnrealFortress|Mapping for UnrealFortress]]<br />
* [[Legacy:Mapping For TTR|Mapping for TTR]]<br />
<br />
==Other Gametypes ==<br />
* [[Legacy:Mapping For Territories|Mapping for territories]]<br />
* [[Legacy:Mapping For DrawBridges|Mapping for DrawBridges]]<br />
<br />
==Mod pages ==<br />
<br />
A number of mods have dedicated pages on the wiki:<br />
* [[Legacy:Jailbreak|Jailbreak]]<br />
* [[Legacy:Esc|Esc]], and [[Legacy:Esc/FAQ|Esc/FAQ]]<br />
* [[Legacy:ThieveryUT|ThieveryUT]]<br />
<br />
==Related Topics==<br />
* [[Legacy:Mapping Lessons|Mapping Lessons]]<br />
* [[Legacy:GameInfo|GameInfo]] &ndash; The class that determins gametype<br />
* [[Legacy:Topics On Mapping|Topics On Mapping]]<br />
* [[Legacy:Gameplay|Gameplay]] &ndash; The concept in general<br />
* [[Legacy:Map Design|Map Design]] &ndash; Game concepts related to mapping<br />
* [[Legacy:Map Flow|Map Flow]] &ndash; Maximizing replay value through design<br />
* [[Legacy:Z-Axis|Z-Axis]] &ndash; Effectively using the dimension of height in map layouts<br />
* [[Legacy:Map Ideas|Map Ideas]] &ndash; A breeding ground for new maps<br />
* [[Legacy:Mod Ideas|Mod Ideas]] &ndash; A breeding ground for new mods<br />
* [[Legacy:Map File Prefix|Map File Prefix]]<br />
<br />
==Discussion==<br />
<br />
'''Sweavo:''' Should fill in all the actual gametype names here. Obviously there are new ones coming along from time to time, but the official ones can be listed and the Power of Wiki can be left to deal with the rest.<br />
<br />
'''Milambyr:''' What about VCTF??<br />
<br />
'''Phoenix:''' AlphaCoop is another one I would like dealt with.<br />
<br />
'''SuperApe:''' [[Legacy:Mapping For VCTF|Mapping for VCTF]] page created.<br />
<br />
'''EricBlade:''' May I suggest renaming it "Unreal Tournament Game Types"?<br />
<br />
'''Tarquin:''' Non-UT gametypes are welcome here :) ... at least until the page gets too big.<br />
<br />
'''Tarquin:''' Sorry, the key idea is hideous. If you prefer a flat list, just use the game names, they are short enough.<br />
<br />
[[Category:Legacy Mapping|{{PAGENAME}}]]</div>Tarquinhttps://wiki.beyondunreal.com/Legacy:Collision_Cylinder?diff=2006Legacy:Collision Cylinder2006-06-01T10:56:38Z<p>Tarquin: *</p>
<hr />
<div>The collision cylinder was the basis of the [[Legacy:Collision|collision]] system in [[Legacy:Unreal Engine Versions|Unreal Engine versions]] up to and including [[Legacy:UT|UT]]. In [[Legacy:UT2003|UT2003]], collision is far more complex, but an actor can be made to use a collision cylinder by [[Legacy:Set The Following Properties|setting the property]] Collision -> bUseCylinderCollision (see [[Legacy:Actor/Collision|Actor/Collision]] for more). <br />
<br />
==Definition ==<br />
<br />
A '''collision cylinder''' is simply an invisible cylinder, centred on the actor's mesh or icon. In pre-2003 versions, every actor has one. This is how the Unreal engine determines whether actors (players, projectiles, pickup, triggers, decoration, etc) touch each other during play, and when to cause one actor to block another.<br />
<br />
==Visibility ==<br />
<br />
To see collision cylinders in UnrealEd, check the [[Legacy:Viewport Caption Context Menu|Viewport Caption Context Menu]] -> Actors -> ViewRadius item. This setting is independent for each viewport. All selected actors will now display:<br />
* a cylinder made of dotted red lines in 3D viewports<br />
* a circle in top 2D view<br />
* and a rectangle in side and front views (this is the cylinder seen from the side).<br />
<br />
==Setting the cylinder size ==<br />
<br />
The collision cylinder is defined by a height and a radius, set in an actor's [[Legacy:Actor (UT)/Collision|collision]] properties. It is always upright, no matter what the actor's orientation. This is somewhat of a drawback, as it means that some actors do not block properly: for example the pipe decoration when used horizontally can't block realistically. It's up to the mapper to work around this limitation.<br />
<br />
==Behaviour ==<br />
<br />
An actor's collision can be set to ''block'' others or ''collide'' with them.<br />
<br />
; Block : An actor which blocks prevents other actors from entering its cylinder. Monsters, bots, players and some kinds of decoration can't be walked into and feel solid to the player. <br />
<br />
; Collide : An actor which collides allows other actors to pass through its cylinder, but will be affected by this. For example: a player can walk through a weapon pickup actor. The pickup will make itself disappear and act upon the player to make him receive a weapon. Another example: triggers send out an [[Legacy:Event|event]] to other actors. What happens for both the trigger and the pickup is that the engine calls the Touch() function of the actor.<br />
<br />
; Neither : An actor which does neither simply has no effect on other actors which pass through its cylinder. Actors such as Light and ZoneInfo do nothing when another actor passes through them. Some decoration is set to this behaviour, for example the pipe decorations. <br />
<br />
===Mixed behaviour ===<br />
; at least one of the actors does not collide or block : Nothing is called.<br />
; one of the actors collides, the other blocks or collides : Both actors have Touch() called.<br />
; both actors block : Both actors have Bump() called.<br />
<br />
Note that behaviour is also dependent on the presence in the actor's class script of Bump() or Touch() functions. Actors such as [[Legacy:Light (UT)|Light (UT)]] do not override the base Actor.Touch() function, and therefore nothing happens when a player walks through a light actor, even if flags have been set in the collision properties.<br />
<br />
==Preset blocking actors (UT) ==<br />
<br />
The actors [[Legacy:BlockPlayer|BlockPlayer]], [[Legacy:BlockActor|BlockActor]] and [[Legacy:BlockAll|BlockAll]] are simply invisible actors with some of the collision properties set, located under Keypoint in the class tree. They're purely a convenience to the mapper; any other actor can be set to perform the same function.<br />
<br />
Ways to work around collision orientation:<br />
* Use several BlockAll to make a row of cylinders. This may not feel entirely realistic to the player though.<br />
* prevent the player from touching non-blocking decoration with architecture: eg the solid trim above and below the curved pipes outside the chamber in DM-Pressure.<br />
* Create level geometry with surfaces set to invisible, and make sure it's hollow.<br />
<br />
==Related Topics ==<br />
* [[Legacy:Actor/Collision|Actor/Collision]], [[Legacy:Actor (UT)/Collision|Actor (UT)/Collision]]: collision properties explained<br />
* [[Legacy:Collision Detection|Collision Detection]]<br />
* [[Legacy:OCD|OCD]]<br />
* [[Legacy:General Scale And Dimensions|General Scale And Dimensions]]</div>Tarquinhttps://wiki.beyondunreal.com/Legacy:Importing_Models_From_Maya?diff=3810Legacy:Importing Models From Maya2006-05-20T18:57:54Z<p>Tarquin: *</p>
<hr />
<div>==Prerequisites==<br />
* You should have [[Legacy:Maya|Maya]] PLE installed. It can be found on the UT200x install disc.<br />
* You should have the [[Legacy:UnEditor.Mll|UnEditor.mll]] Maya plugin installed and enabled as a Maya plugin.<br />
* You should be familiar enough with Maya to have a polygonal model built and ready to import into [[Legacy:UnrealEd|UnrealEd]].<br />
* You should be familiar enough with Maya to apply shaders, project texture alignment and manipulate polygon normals, edges and vertices.<br />
* It may help to be familiar with other Maya tools related to modeling, including component selection tools, the various Polygon modeling tools, the Outliner, Multilister and UV Mapping tools.<br />
<br />
==Tutorial==<br />
<br />
This tutorial will demonstrate importing a polygonal model into Ued as a [[Legacy:Static Mesh|static mesh]] from Maya PLE. This is not a polygonal modeling in Maya tutorial. However, it does outline the important aspects of a Maya model ready for export to Ued.<br />
<br />
===Your Model===<br />
#Should be "facing positive X". Meaning, in Maya, the model's front side should be toward the positive end of the X-axis. This will ensure a proper orientation in Ued.<br />
#Should be near the origin. Meaning, in Maya, the model's center should be on or near Maya's world origin, where all axis converge at zero.<br />
#Should have its Center pivot placed in a reasonable place. For example, a wheel would likely need the center pivot in the middle, while an hammer may need the center to be along the handle somewhere. It depends on if this is meant to be used as a mover, how it should move, or how it should be normally placed as a static mesh object in UnrealEd.<br />
#Should be one single object, not multiple objects placed together (unless you want them to be separate in UnrealEd). Use Polygon -> Combine. Merge any extraneous faces, edges and vertices.<br />
#Should have the normals facing the correct direction. Use Display -> PolygonComponents -> Normals to see which direction your polygonal faces are "facing".<br />
#Should have different materials (shaders) applied to the polygonal faces that are meant to have different materials textures applied in UnrealEd. For example, you are making a car. You chassis has a texture all its own, but you want to use a simple glass material for the windshield. In this case, in Maya, you'd apply one color (material, shader) to the chassis and another color for the windshield. It doesn't matter what color, it's just an indicator to UnrealEd that these are separate materials that you'll apply in UnrealEd.<br />
#Should have its polygon texture alignment ready to go. Use the tools found in EditPolygons -> Texture -> ... to apply various projection schemes (like cylindrical, planar or automatic) and adjust the scale and orientation of those projections, if applicable.<br />
<br />
===Exporting from Maya to Ued===<br />
#Select your model object. <br />[[Image:Legacy_MayaImportTut0.jpeg|]]<br />
#If your UnEditor.mll Maya plugin is installed and enabled, you should have a button tab available called, "UnrealEdExport". Click on that and click on the "Static Mesh Export Window" button. If not already open, this will automatically launch Ued and put it in the background. <br />[[Image:Legacy_MayaImportTut1.jpeg|]]<br />
#The Static Mesh UT2Kx Export Window will pop up. There are spaces to enter a package name, group name and model name. If you've selected your model, the model name will default to the name as it appears in Maya. <br />[[Image:Legacy_MayaImportTut2.jpeg|]]<br />
#Select a Unreal package to export to, if you've already created one (and skip the next step). If you haven't, select "Create New Package".<br />[[Image:Legacy_MayaImportTut3.jpeg|]]<br />
#A small window will pop up to give you a chance to name the new package. For example, to import your model as an embedded resource, select enter "myLevel". (please read the warnings about using the [[Legacy:MyLevel|myLevel]] package.) <br />[[Image:Legacy_MayaImportTut4.jpeg|]]<br />
#Enter a group name. This is optional. <br />[[Image:Legacy_MayaImportTut5.jpeg|]]<br />
#Enter a static mesh name, unless you want to keep it the same name. <br />[[Image:Legacy_MayaImportTut6.jpeg|]]<br />
#You can choose to import the model based on the Relative position in Maya space, or based rigidly on the World space. This refers to the position of the object's center in Maya and its location in Maya space with relation to the origin.<br />
#Hit the Export button.<br />
#You should see a confirmation that, "Result: Export complete."<br />
<br />
===In UnrealEd===<br />
#Open the [[Legacy:Static Mesh Browser|Static Mesh Browser]].<br />
#Find your package. Select myLevel if you chose to embed the resource. <br />
#You should see your static mesh model, now imported. <br />
#Assign the materials you'd like to use. You'll find there will be one [[Legacy:Material|Material]] slot available for every material shader you assigned to the polygons of this model in Maya. In our car example, there would be two material slots: one for the chassis and one for the windshield. In this case, you'd simply assign your chassis texture to one slot and a simple glass material to the other.<br />
#Don't forget to save either your [[Legacy:Package|package]] file or your map, if the static mesh you imported is embedded in MyLevel.<br />
<br />
===Wrap up===<br />
<br />
That's it. From here you'll no doubt see things you'll want to change or alter. Perhaps you found a polygon facing the wrong way and you need to reverse that normal, perhaps you'd like to assign more shaders to different polygons to make more material slots, perhaps you need to adjust the texture projections.<br />
<br />
==Tips==<br />
* Sometimes it's a good idea to delete the modeling History ''(using the Delete by Type selection under the Edit menu)'' on your object after the model is built, but before you begin to apply texture projections and shader assignments. This is not necessary, but it helps to keep things cleaner and easy to find the aspects of your model that will need tweaking after the initial import.<br />
<br />
==Related Topics==<br />
* [[Legacy:UnEditor.Mll|UnEditor.mll]]<br />
* [[Legacy:Maya|Maya]]<br />
* [[Legacy:Introduction To Maya|Introduction to Maya]]<br />
* [[Legacy:Maya FAQ|Maya FAQ]]<br />
* [[Legacy:Maya PLE Character Model Tutorial|Maya PLE Character Model Tutorial]]<br />
* [[Legacy:Unreal Modeling FAQ|Unreal Modeling FAQ]]<br />
<br />
==Discussion==<br />
<br />
'''SuperApe:''' Finished. What do you think?<br />
<br />
'''SuperApe:''' Please don't try to link to Maya tools or properties described in this tutorial. Some terminology conflicts with Unreal terminology. That will only serve to confuse the Ued mapper.<br />
<br />
'''Tarquin:''' Good point, I wasn't sure about linking Pivot. But surely [[Legacy:MyLevel|MyLevel]] is the same everywhere? I linked the tools to suggest we might want to make pages for these.<br />
<br />
[[Category:Legacy Tutorial|{{PAGENAME}}]]</div>Tarquinhttps://wiki.beyondunreal.com/Legacy:Introduction_To_Maya?diff=3709Legacy:Introduction To Maya2006-05-19T09:33:36Z<p>Tarquin: reply & link</p>
<hr />
<div>==Introduction==<br />
<br />
What you need too know to proceed to the next tutorial:<br />
<br />
*Maya runs only on NT kernel OSes i.e. NT/2000/XP<br />
** Minimum Configuration <br />
** Read Instant Maya Chapter 1 and 2.<br />
** Using Maya: Essentials<br />
***Parts Chapter 1,2,3,4 9(Attribute Editor, Channel Editor, Outliner)- Have a basic Understanding of these.<br />
<br />
==Related Topics==<br />
<br />
* [[Legacy:Maya PLE Character Model Tutorial|Maya PLE Character Model Tutorial]]<br />
<br />
----<br />
<br />
==Diuscussion==<br />
<br />
'''Wormbo:''' I wouldn't call a page "Introduction", this could be an introduction to anything. How about renaming it to "Introduction to Maya" ?<br />
<br />
'''Mychaeel:''' What about Maya/Introduction (since there's already [[Legacy:Maya|Maya]] and [[Legacy:Maya/Discuss|Maya/Discuss]])?<br />
<br />
'''AlphaOne:''' Does it mean that I cannot make models for UT2k3 on win ME/95????<br />
<br />
'''Tarquin:''' AFAIK, yup, you can't make [[Legacy:Static Mesh|Static mesh]]es under Win9x. :(<br />
<br />
'''Mychaeel:''' Okay. "Maya/Introduction" is it then for this page?<br />
<br />
'''Bjorn:''' You can of course make models under Win9x with other 3D modelling programs like [[Legacy:MilkShape|MilkShape]] and [[Legacy:3D Studio Max|3D Studio Max]].<br />
<br />
'''Tarquin:''' What's wrong with this page.... not much of an introduction! I have just installed maya, and I want to know: HOW do I get a mesh from Maya into UEd???<br />
<br />
'''sandorski:''' Hehe, Tarquin. You are right. Leveldesigner had a real nice Tut, but it's down now. :( At any rate, goto http://sv3.3dbuzz.com/vbforum/uunr_onlc.php and sign up for the Free Static Mesh Design course. It gives some basics for both 3DMax and Maya that'll get you started.<br />
<br />
'''Tarquin:''' Those are video tutes, right? Down a modem!? Anyway, it looks like whoever started off this page here has vanished. Any info would be appreciated.<br />
<br />
'''sandorski:''' A Modem? Ok, I hear a. To get started(assuming MayaPLE 5/UT2k4) Install Maya and the Plugin which will be in the same directory. Open Maya and in the Help menu there will be a UT2004 Export entry, click on it and it'll open up in your web browser(from Local location). It contains a number of steps you need to do to get things setup properly. Once that is done a Tab should appear(may require Maya restart)above the work areas called "UnrealEdExport", clicking on it will open up 4 buttons, the first button(looks like a doorway)is for Exporting Static Meshes, the second for Skeletal Meshes(I assume for character Models), third to Connect to UnrealEd(if you set Autoconnect in the Plugin setup you won't need that button), fourth disconnect rom UEd. <br />
<br />
Basics: If you have a Polygonal Mesh created, before Export you need to Triangulate it(Polygons/Triangulate). If your Mesh is made of more than 1 objects, but you want them as 1 object, Combine them(Polygons/Combine)(Triangulate before Combine). Once those are complete you can now Select your Mesh and open the Export Window(doorway). Enter Package name("mylevel" recommended), Group Name(if you want aka optional), and the Name for your Mesh(whatever you want). Assuming you have your Map loaded in UEd, opening the "mylevel"(or name you choose) in the Static Mesh browser should now contain your Mesh.<br />
<br />
That is a very Basic description of it. If you are new to Static Mesh making, MayaPLE comes with an excellent set of Tutorials that leads you through the making of some models, they helped me a lot and I was/am a total noob at it. <br />
<br />
'''Tarquin:''' Aha... I found the details in Maya help that's installed along with Maya. In your Maya folder: docs/en_US/html/UT2003/index.html</div>Tarquinhttps://wiki.beyondunreal.com/Legacy:Introduction_To_Maya?diff=3708Legacy:Introduction To Maya2006-05-19T09:32:38Z<p>Tarquin: reply</p>
<hr />
<div>===Introduction===<br />
<br />
What you need too know to proceed to the next tutorial:-<br />
*Maya runs only on NT kernel OSes i.e. NT/2000/XP<br />
** Minimum Configuration <br />
** Read Instant Maya Chapter 1 and 2.<br />
** Using Maya: Essentials<br />
***Parts Chapter 1,2,3,4 9(Attribute Editor, Channel Editor, Outliner)- Have a basic Understanding of these.<br />
<br />
----<br />
<br />
==Diuscussion==<br />
<br />
'''Wormbo:''' I wouldn't call a page "Introduction", this could be an introduction to anything. How about renaming it to "Introduction to Maya" ?<br />
<br />
'''Mychaeel:''' What about Maya/Introduction (since there's already [[Legacy:Maya|Maya]] and [[Legacy:Maya/Discuss|Maya/Discuss]])?<br />
<br />
'''AlphaOne:''' Does it mean that I cannot make models for UT2k3 on win ME/95????<br />
<br />
'''Tarquin:''' AFAIK, yup, you can't make [[Legacy:Static Mesh|Static mesh]]es under Win9x. :(<br />
<br />
'''Mychaeel:''' Okay. "Maya/Introduction" is it then for this page?<br />
<br />
'''Bjorn:''' You can of course make models under Win9x with other 3D modelling programs like [[Legacy:MilkShape|MilkShape]] and [[Legacy:3D Studio Max|3D Studio Max]].<br />
<br />
'''Tarquin:''' What's wrong with this page.... not much of an introduction! I have just installed maya, and I want to know: HOW do I get a mesh from Maya into UEd???<br />
<br />
'''sandorski:''' Hehe, Tarquin. You are right. Leveldesigner had a real nice Tut, but it's down now. :( At any rate, goto http://sv3.3dbuzz.com/vbforum/uunr_onlc.php and sign up for the Free Static Mesh Design course. It gives some basics for both 3DMax and Maya that'll get you started.<br />
<br />
'''Tarquin:''' Those are video tutes, right? Down a modem!? Anyway, it looks like whoever started off this page here has vanished. Any info would be appreciated.<br />
<br />
'''sandorski:''' A Modem? Ok, I hear a. To get started(assuming MayaPLE 5/UT2k4) Install Maya and the Plugin which will be in the same directory. Open Maya and in the Help menu there will be a UT2004 Export entry, click on it and it'll open up in your web browser(from Local location). It contains a number of steps you need to do to get things setup properly. Once that is done a Tab should appear(may require Maya restart)above the work areas called "UnrealEdExport", clicking on it will open up 4 buttons, the first button(looks like a doorway)is for Exporting Static Meshes, the second for Skeletal Meshes(I assume for character Models), third to Connect to UnrealEd(if you set Autoconnect in the Plugin setup you won't need that button), fourth disconnect rom UEd. <br />
<br />
Basics: If you have a Polygonal Mesh created, before Export you need to Triangulate it(Polygons/Triangulate). If your Mesh is made of more than 1 objects, but you want them as 1 object, Combine them(Polygons/Combine)(Triangulate before Combine). Once those are complete you can now Select your Mesh and open the Export Window(doorway). Enter Package name("mylevel" recommended), Group Name(if you want aka optional), and the Name for your Mesh(whatever you want). Assuming you have your Map loaded in UEd, opening the "mylevel"(or name you choose) in the Static Mesh browser should now contain your Mesh.<br />
<br />
That is a very Basic description of it. If you are new to Static Mesh making, MayaPLE comes with an excellent set of Tutorials that leads you through the making of some models, they helped me a lot and I was/am a total noob at it. <br />
<br />
'''Tarquin:''' Aha... I found the details in Maya help that's installed along with Maya. In your Maya folder: docs/en_US/html/UT2003/index.html</div>Tarquinhttps://wiki.beyondunreal.com/Legacy:Game_Ini_File?diff=3421Legacy:Game Ini File2006-05-18T11:44:22Z<p>Tarquin: *</p>
<hr />
<div>The '''Game Ini File''' or '''Game configuration file''' is an INI file with the same name as the executable file of the particular [[Legacy:Unreal Engine|unreal engine]] game. For instance, UnrealTournament.ini or UT2003.ini.<br />
<br />
This file:<br />
* sets up the paths for the [[Legacy:Engine Directory Structure|Engine Directory Structure]]<br />
* stores configuration set in [[Legacy:Class Syntax|Class Syntax]] (by default; classes can specify another file)<br />
* tells [[Legacy:Ucc|Ucc]] which [[Legacy:Package|package]]s to compile<br />
* tells the game which packages to load<br />
* tells [[Legacy:UnrealEd|UnrealEd]] which packages to load. It's here that you can add [[Legacy:Custom Brushbuilder|Custom Brushbuilder]]s.<br />
<br />
==Headings ==<br />
<br />
===[URL]===<br />
<br />
===[FirstRun]===<br />
<br />
The FirstRun entry tells you which version of the game you're currently running, in other words, are you on the latest patch?<br />
<br />
===[Engine.Engine]===<br />
<br />
===[Core.System]===<br />
<br />
===[Engine.GameEngine]===<br />
<br />
===[WinDrv.WindowsClient]===<br />
<br />
===[SDLDrv.SDLClient]===<br />
<br />
===[Engine.Player]===<br />
<br />
===[ALAudio.ALAudioSubsystem]===<br />
<br />
===[IpDrv.TcpNetDriver]===<br />
<br />
===[IpDrv.HTTPDownload]===<br />
<br />
===[Engine.DemoRecDriver]===<br />
<br />
===[Engine.GameReplicationInfo]===<br />
<br />
===[IpServer.UdpServerQuery]===<br />
<br />
===[IpDrv.UdpBeacon]===<br />
<br />
===[D3DDrv.D3DRenderDevice]===<br />
<br />
===[OpenGLDrv.OpenGLRenderDevice]===<br />
<br />
===[Engine.NullRenderDevice]===<br />
<br />
===[Editor.EditorEngine]===<br />
<br />
"EditPackages" lines list packages to load with UnrealEd.<br />
<br />
'''Tarquin:''' Are ''all'' of these necessary? When working with textures or static meshes, there's an awful lot of guff already loaded that detracts from the resources currently in use in your map. Can any be removed safely?<br />
<br />
===[UWeb.WebServer]===<br />
<br />
===[Engine.Console]===<br />
<br />
===[Engine.AccessControl]===<br />
<br />
===[Engine.GameInfo]===<br />
<br />
===[Engine.AmbientSound]===<br />
<br />
===[Engine.LevelInfo]===<br />
<br />
===[xInterface.Tab_MultiplayerHostMain]===<br />
<br />
===[xInterface.Tab_InstantActionMain]===<br />
<br />
===[xInterface.Tab_InstantActionBaseRules]===<br />
<br />
===[xInterface.Tab_IADeathMatch]===<br />
<br />
===[xInterface.Tab_IATeamDeathMatch]===<br />
<br />
===[xInterface.Tab_IACaptureTheFlag]===<br />
<br />
===[xInterface.Tab_IABombingRun]===<br />
<br />
===[xInterface.Tab_IADoubleDomination]===<br />
<br />
===[xInterface.Tab_InstantActionMutators]===<br />
<br />
===[xInterface.Tab_MultiplayerHostServerSettings]===<br />
<br />
===[xInterface.ExtendedConsole]===<br />
<br />
===[XInterface.GUIController]===<br />
<br />
Enable Interactive GUI Design Mode here (see [[Legacy:GUIController|GUIController]])<br />
<br />
===[XGame.xDeathMatch]===<br />
<br />
===[XGame.xTeamGame]===<br />
<br />
===[XGame.xCTFGame]===<br />
<br />
===[XGame.xDoubleDom]===<br />
<br />
===[XGame.xBombingRun]===<br />
<br />
===[IpDrv.MasterServerLink]===<br />
<br />
===[XInterface.MapListDeathMatch]===<br />
<br />
===[XInterface.MapListTeamDeathMatch]===<br />
<br />
===[XInterface.MapListCaptureTheFlag]===<br />
<br />
===[XInterface.MapListDoubleDomination]===<br />
<br />
===[XInterface.MapListBombingRun]===<br />
<br />
===[xInterface.IRC_System]===<br />
<br />
===[xInterface.IRC_Page]===<br />
<br />
===[XInterface.ServerBrowser]===<br />
<br />
===[Xinterface.Tab_AudioSettings]===<br />
<br />
===[BonusPack.xLastManStandingGame]===<br />
<br />
===[Skaarjpack.Invasion]===<br />
<br />
===[UnrealGame.DMMutator]===<br />
<br />
===[UnrealEd.UnrealEdEngine]===<br />
<br />
==Game Specific Information==<br />
* [[Legacy:UnrealTournament.Ini|UnrealTournament.Ini]]<br />
* [[Legacy:DeusEx.INI|DeusEx.INI]]<br />
* [[Legacy:UT2004.Ini|UT2004.ini]]<br />
** [[Legacy:UT2k4Mod.Ini|UT2k4Mod.ini]] &ndash; For Epic's Mod system<br />
** [[Legacy:UT2k4 Default.Ini|UT2k4 Default.ini]] &ndash; Used for generating UT2004.ini's<br />
** [[Legacy:UT2k4 DefaultUser.Ini|UT2k4 DefaultUser.ini]] Used for generating User.ini's<br />
<br />
==Discussion==<br />
<br />
'''Chip:''' If it's not already in the works, I think an explanation of the many <game>.ini sections and what info they contain/how they function would be very helpful, particularly for those new to writing their own <mymod>.ini files. Syntax notes would also be useful. Examples like that for [Core.System] on the [[Legacy:Releasing A Mod|Releasing a Mod]] page are very instructive.<br />
<br />
'''HSDanClark:''' The section headings are going to be different for each game (and the content gets changed/updated with each patch), but it would be a great idea to post the current-build version of the UT2003.ini with explanations. I'll set to work on it tonight if nobody beats me to it.<br />
<br />
'''Tarquin:''' well there are the headings from mine if that's any help. Aren't any headigns at all common to all engine versions?<br />
<br />
'''HSDanClark:''' The major ones, like [Core.System] or [Engine.Engine] are common to all versions (as far as I know), but others such as [XGame.xBombingRun] or [XGame.DoubleDom] are specific to UT2003 or higher.<br />
<br />
'''Chip:''' I think documentation of UT2003.ini should be enough to provide a basis for figuring out many headings/sections not explicitly described on this page. The [Package.Class] heading syntax is consistent, right? If there's similar consistency in the section entries, that'll be a good clue for reading other .ini's.<br />
<br />
'''OlympusMons:''' Maybe this should be the base page for unreal engine game ini's and all other game specific ini's can be on there respective pages. I'll see what I can do about adding some details and maybe a [[Legacy:UT2004.Ini|UT2004.ini]] page.<br />
<br />
----<br />
<br />
[[:Category:Legacy To Do]] &ndash; add more to this page & change links to [[Legacy:UnrealTournament.Ini|UnrealTournament.Ini]] to link here if suitable<br />
[[Category:Legacy To Do|{{PAGENAME}}]]</div>Tarquinhttps://wiki.beyondunreal.com/Legacy:Odo324?diff=5696Legacy:Odo3242006-05-18T06:28:09Z<p>Tarquin: reverting pam</p>
<hr />
<div>==About:==<br />
<br />
I'm somewhat of a Jack-of-All trades, master of absolutely none! I think I spread my talent too thin. I love anything 'tech', so my work often turns out SciFi~ish.<br />
<br />
{|<br />
<br />
|-<br />
|"Many people think I'm ''smart'' but I disagree. It's NOT that I'm ''smart'', I just find obvious conclusions faster." :p odo324 <br />
|}<br />
<br />
===Hobbies===<br />
<br />
====Scripting:====<br />
;UnrealScript: A solid base understanding.<br />
;Visual C++: A solid basic understanding (only oop).<br />
;Visual Basic (v6): Beginner - Did a ton of stuff in High School, but quit and moved to C++ as soon as I could! <br />
;XHTML/PHP: Did a couple of pages a while back. Nothing now. Big fan of [http://www.phpbb.com PhpBB].<br />
<br />
====Media:====<br />
;3DsMax: Intermediate Modeling Skills (Most basic skills with Render Effects and Animation). You can view my work [http://sv2.3dbuzz.com/vbforum/showcase_page.php?userid=7259 here @ 3DBuzz]!<br />
;Paint Shop Pro: All-Around Intermediate (Much simpler UI then Photoshop!)<br />
;Adobe Audition: Solid Beginner :) (this was formally '<i>CoolEdit Pro<i>').<br />
<br />
==My Work==<br />
<br />
Sorry, everything's unreleased. :p Not that its much of anything.<br />
<br />
; MAP - Dyson Sphere - Away Team Mission -4- DS9 The Fallen: My first unreal-engine level. Way back when, I made this away-mission level for my old Star Trek club. Think "Final Fantasy 7" meets "DS9" (and it worked quite well). Involved Triggered Lighting, Movers, and some tricky CSG modeling of Jenova. Wish I had 3DsMax back then!<br />
<br />
; USCRIPT - Double Door Closer -4- TheveryUT: My first attempt at scripting for unreal. At the time (beta 1.2?) mappers couldn't open/close double-doors simultaneously like you could in Thief2. Don't remember the exact problem, but I ended up coding it using a new trigger subClass. And it worked! Think I'd call it a 'scripted trigger' now.<br />
<br />
===In Development===<br />
; MAP - WARfare: A map I've been planning since 1998.: Think "Hall of Giants meets [http://www.destroy-all-monsters.com/sacepisodeguide.shtml "Ghost in the Shell"] , much more tech-military style look to it. The back story is that, once the Landri Co. gained the old Sakarj arena "Hall of Giants", they completely refit the arena for war! I haven't asked permission from the original Hall of Giants creator, so the story will change if I don't get it. ...but that's the idea.<br />
<br />
; An Advanced Turret Actor: Damageable sections, damage distribution, hit modifications, shield abilities, interface Enhancements, UI Enhancements, and Gameplay Enhancements! Perhaps I'm being too ambitious (as usual). This very well could be used for new vehicle classes as well. As of this writing, its in pre-infant stages, setting up the variable declarations.<br />
<br />
==Wiki-Docs==<br />
<br />
The kind-of stuff I contribute, organized by topic.<br />
<br />
===Vehicle Related===<br />
<br />
This is where I'm starting at. I want to make my own vehicles, but my knowledge with unreal vehicles is vary-much lacking. Documentation is scarce and that really pisses me off. In order to learn what I need, I'm attempting to dissect the classes and add my findings here.<br />
* [[Legacy:ONSVehicle|ONSVehicle]] - Defines most variables! Still need to to the functions.<br />
* [[Legacy:Vehicles|Vehicles]] - Nearly re-wrote the topic! Tons of Re-Factoring! I was still learning the WIKI, at this point. Thankfully, [[Legacy:Tarquin|tarquin]] fixed my stupid mistakes. :) (Thank you tarquin!)<br />
<br />
====Pages Started:====<br />
* The 3-page vehicle bundle, my first original contribute-tation to UnrealWiki. This was a pain to complete, I hope it goes well.<br />
** [[Legacy:Vehicles/Dynamics|Vehicles/Dynamics]] - Physics related, but not necessarily Karma-Related. <br />
** [[Legacy:Vehicles/Anatomy|Vehicles/Anatomy]] - How vehicles work and how ''Unreal'' can simulate its function.<br />
** [[Legacy:Vehicles/Anatomy-Land|Vehicles/Anatomy-Land]] - Specifically for Land-Based Vehicles.<br />
<br />
==Rants==<br />
<br />
Your comments and discussions are welcome :)<br />
<br />
* [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/Gaming_History]]: It's an Awkward Life<br />
*: "The games" I grew-up on and "how they've influenced my life". FYI: This is "Old-Skool" stuff, so DONT expect to find anything about Halo, Doom 3, or Half-Life!<br />
<br />
----<br />
<br />
==Guestbook==<br />
<br />
'''EntropicLqd:''' Hi, Welcome to the Wiki. Enjoy your stay here.<br />
<br />
'''Tarquin:''' Welcome :D<br />
<br />
'''odo324:''' Thank you guys! It's truly a pleasure to contribute.<br />
<br />
'''Mychaeel:''' Sorry for the inconvenience of being put on readonly for a while by our spam buster &ndash; I hope it wasn't too unpleasant. When I read the notification email this morning, the automatic ban had already expired.<br />
<br />
'''odo324:''' Pff, no prob :tup:. I'll support any action that helps keep UnrealWiki running smoothly! I personally think the time/link ratio is quite good.</div>Tarquin