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XSpartan Semi-Nub

Joined: 12 Jun 2009 Posts: 26 :
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Posted: Tue Jun 16, 2009 5:10 pm Post subject: Trouble with UED |
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i was going through some tutorials on making maps on UED and i found that some things where missing, like some textures etc , and when i click on the mover button a health base appears instead of the purple brush, need help, ty
XSpartan |
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Merrell 2nd Admin


Joined: 04 Dec 2006 Posts: 182 :
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Posted: Tue Jun 16, 2009 9:01 pm Post subject: |
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You need to open up the entire texture package for all of them to appear. This can be done by clicking the open button and selecting the package or by selecting the package in the dropdown menu and clicking "Load Entire Package", pictured as three pieces of paper lined up.
For movers, you need to select a static mesh from the browser and then click the mover button. If you want a brush to act as a mover, create the brush, right click it in one of the 2D views, and select Convert --> Static Mesh. Make sure the package is myLevel, and the rest if up to you. |
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XSpartan Semi-Nub

Joined: 12 Jun 2009 Posts: 26 :
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Posted: Wed Jun 17, 2009 1:39 am Post subject: |
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ok thank you, i will try that out now.
EDIT:
ok that is now solved, thank you, now just need to know how to make build maps lol |
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Chris Oh My Dear God Sir


Joined: 13 Dec 2007 Posts: 1502 : Location: Hinckley, Leicestershire, UK
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Posted: Wed Jun 17, 2009 4:11 am Post subject: |
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And it's only a health base because that is the static mesh that is selected by default when the UED loads. _________________
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XSpartan Semi-Nub

Joined: 12 Jun 2009 Posts: 26 :
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Posted: Wed Jun 17, 2009 5:28 am Post subject: |
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yeah i kinda found that out today lol, well im getting really good at making maps now, made my first map with live cam, teleporters, and some lava, (this was just a test map btw)
chris could u help me out with making a build map please. i dunno where to start |
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Chris Oh My Dear God Sir


Joined: 13 Dec 2007 Posts: 1502 : Location: Hinckley, Leicestershire, UK
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Posted: Wed Jun 17, 2009 6:28 am Post subject: |
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| XSpartan wrote: | yeah i kinda found that out today lol, well im getting really good at making maps now, made my first map with live cam, teleporters, and some lava, (this was just a test map btw)
chris could u help me out with making a build map please. i dunno where to start |
It's been a very long time since I did any of this UED stuff, and you've come to ask at the wrong time. With finals here I don't have the time.
If you made lave using a Volume, then you add build zomes the same way, you just need to go and open us the Constructor.u packages. _________________
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[HSP]@uToPL@y Oh My Dear God Sir


Joined: 23 Jul 2007 Posts: 1872 : Location: Liandri Headquarters, Unreal Universe
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Posted: Wed Jun 17, 2009 2:16 pm Post subject: |
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| XSpartan wrote: | ok thank you, i will try that out now.
EDIT: ok that is now solved, thank you, now just need to know how to make build maps lol | Once you load the 'Consrtuctor.u' file(as Chris mentioned) in the actor/class
browser, you will find some new entries in the 'info' section like
'SaveConfigDefiner' and in the 'Volume > right-click context menu
to make different types of build volumes such as 'Public & Private'
with the later requiring the 'SaveConfigDefine' actor in the 'Actor >
info' section in order to function properly and save the bricks set
by players on a server.
If you plan on making a bunch of build maps, you may want to add
'constructor' in the UT2004.INI section for the 'editpackages=' in
order to have it load every time you open UED.
| Code: | [Editor.EditorEngine]
EditPackages=ConStructor | This would need to be done before you open UED.
As both the game engine and UED write to the INI when shutting
down and would replace any edits you have made in the INI.
If UED hasn't crashed on you yet, then be prepared to restart it
many times after trying something new that the engine doesn't like.
I run my UED from a looping script, so it shows me the log after a
crash so I can see what it didn't like and when I close the log it restarts UED.
And I would suggest doing a search for UED stuff on the forums
before asking, since we have already posted on many common errors in UED.
BTW, if you haven't already, you will also need to extract the build
mutators from your cahe with a cache extractor in order to use
them while making build maps.
To my knowledge, this is a list of the minimum required files to
use & edit almost any build map to date:
- ConstConvexMeshes.u
- Constructeddata.ini
- ConStructor.int
- ConStructor.u
- ConStructor.ucl
- ConstructorE.int
- ConstructorE.u
- Constructorf.int
- ConstructorF.u
- Constructorf.ucl
- ConstructorS32.int
- ConstructorS32.u
- ConstructorS32.ucl
- SummonV8Fix.int
- SummonV8Fix.u
- SummonV8Fix.ucl
- SummonV9d.int
- SummonV9d.u
- SummonV9d.ucl
And will be required to be in your ut2004/system folder in order to
use and test build maps properly.
If you cannot get or find these files, I'm sure one of us could
provide you with them.
BTW, you seem genuinely enthusiastic about making stuff in UED,
but if your not into learning new stuff or a lot of reading and such,
then you will have trouble learning to use UED. _________________ http://www.gamefront.com/files/user/likemikes/
" War is lost, without it's Shepard's to sustain it. " :P
Last edited by [HSP]@uToPL@y on Fri Jun 19, 2009 8:40 pm; edited 1 time in total |
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XSpartan Semi-Nub

Joined: 12 Jun 2009 Posts: 26 :
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Posted: Thu Jun 18, 2009 4:38 am Post subject: |
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| Quote: | | If you cannot get or find these files, I'm sure one of us could provide you with them. |
i can only find:
ConstConvexMeshes.u
ConStructor.u
SummonV9d.u
SummonV8Fix.u
i may of deleted some because it didnt extract right |
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[HSP]Sonix Oh My Dear God Sir


Joined: 21 Mar 2007 Posts: 1247 : Location: I'm from Holland, where the frak you from?
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Posted: Thu Jun 18, 2009 11:41 am Post subject: |
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Open up UCC with CMD, then do this:
"UCC Dumpint ConstConvexMeshes.u "
"ucc exportcache ConstConvexMeshes.u"
Do this with all your mutators. _________________ Kick up that pan.
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[HSP]@uToPL@y Oh My Dear God Sir


Joined: 23 Jul 2007 Posts: 1872 : Location: Liandri Headquarters, Unreal Universe
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Posted: Thu Jun 18, 2009 1:41 pm Post subject: |
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| XSpartan wrote: | I may of deleted some because it didnt extract
right | Nope, those are the files the client
gets when they login, the other files are set to be 'serversideonly'
- although you will also need at least 1 other staticmesh file for the
bricks you would use to build with called 'HSPCM01' and the
'constructeddata.ini' to keep the brick data for the private zones.
Those are really only necessary if you plan on doing a lot of
testing online with your maps.
Or you could browse through the meshes in the game or even
make your own, to make your own list of meshes to build with.
BTW, did you do a search on the forum for any other info on this subject?
You may find some of the answers your looking for here:
Constructor
Server
Build
UED _________________ http://www.gamefront.com/files/user/likemikes/
" War is lost, without it's Shepard's to sustain it. " :P
Last edited by [HSP]@uToPL@y on Fri Jun 19, 2009 8:52 pm; edited 1 time in total |
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XSpartan Semi-Nub

Joined: 12 Jun 2009 Posts: 26 :
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Posted: Fri Jun 19, 2009 3:00 pm Post subject: |
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i got some where, i finaly got the Mutator to show up on the list, but now when i pick up the con guns they are just the normal link guns and shock rifle,
my Constructor.ucl is
| Code: | | Mutator=(ClassName=ConStructor.ReplicationHandler,GroupName=Constructor,IconMaterialName=MutatorArt.nosym,FriendlyName=ConStructor.ReplicationHandler.FriendlyName,Description=ConStructor.ReplicationHandler.Description,FriendlyName=ConStructor.ReplicationHandler.FriendlyName,FallbackName="Replication Handler",FallbackDesc="Replication Handler For Constructor.") |
the mutator only showed up in the list, when i replaced it with the code above, when i had the code before the cons gun worked but i couldnt see the mesh,
in the log when i was testing a map, this shows up for all the meshs:
| Code: | | Error: MeshNames::ImportText: Illegal or missing key name in: (ConvexMeshName="",StaticMeshName="",EmitterClassName"Constructor.EmitC") |
also in the log when i tryed to use the con gun this show up everytime i clicked: | Code: | Error: ConstructorInv None (Function Constructor.ConstructorInv.UpdateFXEmitter:0025) Accessed array 'MeshesType' out of bounds (-1/0)
Error: ConstructorInv Autoplay.ConstructorInv (Function Constructor.ConstructorInv.RenderOverlays:064C) Accessed array 'MeshesType' out of bounds (-1/0) | [/code]
the code i had in my my Constructor.ucl that made the con guns work but didnt show up in the mutator is:
| Code: | Mutator=(ClassName=ConStructor.ReplicationHandler,IconMaterialName=MutatorArt.nosym,FriendlyName=ConStructor.ReplicationHandler.FriendlyName,Description=ConStructor.ReplicationHandler.Description,FallbackName="ReplicationHandler",FallbackDesc="Replication_Handler_For_ConStructor_Gun")
Weapon=(ClassName=ConStructor.ConstKillerInv,PickupClassName=ConStructor.ConstKiller,AttachmentClassName=XWeapons.ShockAttachment,FriendlyName=ConStructor.ConstKillerInv.ItemName,Description=ConStructor.ConstKillerInv.Description,FallbackName="Construction_Killer!",FallbackDesc="ConStruction_Killer!")
Weapon=(ClassName=ConStructor.ConstKillerInvZ,PickupClassName=ConStructor.ConstKillerZ,AttachmentClassName=XWeapons.ShockAttachment,FriendlyName=ConStructor.ConstKillerInvZ.ItemName,Description=ConStructor.ConstKillerInvZ.Description,FallbackName="Construction_Killer_Zoned!",FallbackDesc="Construction_Killer_Zoned!")
Weapon=(ClassName=ConStructor.ConstructorInv,PickupClassName=ConStructor.ConStructor,AttachmentClassName=XWeapons.LinkAttachment,FriendlyName=ConStructor.ConstructorInv.ItemName,Description=ConStructor.ConstructorInv.Description,FallbackName="Constructor_Gun",FallbackDesc="ConStructor_Gun.")
Weapon=(ClassName=ConStructor.ConstructorInvZ,PickupClassName=ConStructor.ConstructorZ,AttachmentClassName=XWeapons.LinkAttachment,FriendlyName=ConStructor.ConstructorInvZ.ItemName,Description=ConStructor.ConstructorInvZ.Description,FallbackName="Constructor_Gun_Zoned",FallbackDesc="ConStructor_Gun_Zoned.") |
i got both codes from this fourm |
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[HSP]@uToPL@y Oh My Dear God Sir


Joined: 23 Jul 2007 Posts: 1872 : Location: Liandri Headquarters, Unreal Universe
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Posted: Fri Jun 19, 2009 4:32 pm Post subject: |
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Once you have extracted "ALL" the constructor
related UCL & INT files from the mutators(as SoniX suggested with
UCC) instead of copying from the forum - since there may be
omissions in the forum stuff because the BBCode interpreter in the
forums interfers with the display of all the text/code in the UCL &
INT files, unless it was put in code []'s.
The only file you would need to get/make from the forum text is
the "constructeddata.ini" file, unless someone sent that to you
over xfire or other chat app. You shouldn't have to change
anything for them to work properly.
The errors about mesh names in the log are just because the
mutator itself doesn't fully describe the mesh names(maybe so you
can change them in the ini to load different meshes - it wasn't hard
coded for only those certain meshes)
The "Out of Bounds error" might be due to your not having a
correctly formatted UCL, INT or INI file.
When you put the con guns in your map, you can just use the
xWeapon spawn bases to get them in your map - speaking of
which, are you going to post any screen shots of your map soon?
I'm curious to see what it looks like.
If you would prefer, I have a package already setup to send to
users/members that wish to use the congun mutators - either in
instant action or on there own server for testing purposes.
My xfire name is: 1devilishdude
_________________ http://www.gamefront.com/files/user/likemikes/
" War is lost, without it's Shepard's to sustain it. " :P
Last edited by [HSP]@uToPL@y on Fri Jun 19, 2009 8:54 pm; edited 1 time in total |
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XSpartan Semi-Nub

Joined: 12 Jun 2009 Posts: 26 :
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Posted: Fri Jun 19, 2009 5:11 pm Post subject: |
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the screen shots are on my xfire, its not done yet still lots of things but i got the basic shape of the map, il add you now
yeah i would perfer that lol |
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