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View Full Version : [TUTORIAL] Using the UMOD Wizard! [Updated for UT2003 v2166]



legacy-Kirin RiotCrash
01-05-2003, 12:46 AM
http://www.planetquake.com/polycount/resources/unreal/tutorials/umod/

... The tutorial is pretty geared to packaging skins but it also does wonders to packaging other things, like soundpacks, maps, music and that sort of thing.

What do you think?

The tutorial has been updated for UT2003 so some of the older UT1 bits might still be there but it should benefit some people for distributing content, especially if you choose not to include all your map assets in the MyLevel package.

/edit 2/17/03 - Just changed the stupid message icon ... that's all.

Dag nabbit! It still says RECRUIT! ... oh well ... at least it doesn't say "PLEASE DELETE ME!" :confused:

legacy-Teddie
01-05-2003, 01:45 AM
KRC,

Thanks... I was checking that out a while back but it wasn't updated for UT2003 yet.

Thanks again. Good info :up:

legacy-Kirin RiotCrash
01-05-2003, 03:09 AM
I'm glad you like it.

If the UT2MOD format becomes used more and more, it might eventually replace those rar/zip auto-extracting programs, since the purpose of the UT2MOD is to distribute content, especially content that contains a lot of files (such as mods, mutators, and maps that like to use custom stuff outside the MyLevel package).

legacy-Kirin RiotCrash
01-05-2003, 12:07 PM
Figured that I should bump this before it falls off to the void, that is page 2.

Plumb_Drumb
01-05-2003, 12:13 PM
I always loved it when people would package thier content in .umod format. It made things so much easier.

legacy-Kirin RiotCrash
01-05-2003, 06:11 PM
That's why I wrote it.

To make life a bit easier, both for the distributor and the end-user.:up:

I could write a version for maps but the instructions are pretty much self-explanatory.

legacy-Kirin RiotCrash
01-07-2003, 10:45 PM
Someone asked me in an email in regards to presets and stuff

In the page that has requirements and stuff {page 4}, I added a preset for UT2003.


http://www.planetquake.com/polycount/resources/unreal/tutorials/umod/13-addutreq.png

Note: That was never there in the original installation of the UMOD Wizard. Instead, open Presets.ini (which should be located in the same directory as the UMOD wizard) and add these lines at the very end of the file:


[UnrealTournament 2003]
Product=UT2003
Version=2166
Developer=Epic Games, Inc.
ProductURL=http://www.unrealtournament2003.com/
VersionURL=http://unreal.epicgames.com/
DeveloperURL=http://www.epicgames.com/

That should clear things up, I would think. :)

legacy-Railgunner
01-07-2003, 11:04 PM
Im not downloading it from fileplanet! :mad:

mirrors anybody?

legacy-Kirin RiotCrash
01-07-2003, 11:37 PM
www.saphiria.net/d/umodwizard126.zip :mad: :up:

legacy-Kirin RiotCrash
02-17-2003, 11:37 PM
BTW, if you want to test your Windows-made UT2MODs on a Linux box, be sure that the Linux version is updated to version 2199.

To update the linux version, run the loki_update application in the updater folder. Then run the following command to extract ut2mod files:


quote:
--------------------------------------------------------------------------------
Usage:
to extract:
./ucc-bin umodunpack -x file.ut2mod -nohomedir

to list contents of file.
./ucc-bin umodunpack -l file.ut2mod -nohomedir

This hasn't been well-tested and is fairly inflexible right now. Feedback is welcome.

legacy-JaFO(JBE)
02-18-2003, 07:37 AM
Where did you find the instructions for creating the umod-packages ?

/me is thinking of integrating this stuff into my next version of the botmanager ...
Because I already have automatic compilation of the player-record classes so I might as well create umods for characters ...

legacy-Kirin RiotCrash
02-18-2003, 01:28 PM
I wrote that whole tutorial myself.

But if you must go inside the workings, the UMOD wizard creates an int and ini file that the ucc program parses... uh ..

more info here: http://wiki.beyondunreal.com/wiki/UMOD

It's better explained at that link above.

Basically, the UMOD Wizard is just a front-end to creating the appropriate scripts in compiling a UMOD or UT2MOD with the ucc program.

legacy-JaFO(JBE)
02-18-2003, 06:26 PM
I figured that much because the ucc help provided hints that it could do this stuff. ...
I hadn't thought of searching the Wiki.

Thanks anyway :D