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BattleMode
11-17-2007, 04:55 AM
Made a list with "UT3 HELP LIST" and compared the results with "UCC HELP".

Compress and decompress seem to be missing. Are those no longer needed? Or are they hidden somewhere else?


Commandlet Description
--------------------------------------------------------------------------------
Core.Help - This commandlet displays help information on other commandlets
Engine.Server - Network game server
Engine.SmokeTest - This commandlet runs a series of tests to validate a build
Editor.AnalyzeContent - this will print out an overview of the content the packages listed to the cmd prompt (c.f. AnalyzeReferencedContent for getting more in depth stats)
Editor.AnalyzeCookedContent - Displays statistics about cooked packages, such as the total disk space used by each type of asset or assets which are duplicated in multiple packages.
Editor.AnalyzeCookedPackages - @todo
Editor.AnalyzeFallbackMaterials - Outputs a CSV file with information about what components were dropped to get a material to compile for the sm2 fallback.
Editor.AnalyzeReferencedContent - this dump a number of .cvs with an overview of all content in the game
Editor.AnalyzeScript - Analyzes all Unrealscript .u files and generates a list of potential optimizations.
Editor.BatchExport - Export objects in bulk from Unreal packages to various formats
Editor.Conform - Makes two versions of the same package network compatible
Editor.CookPackages - Resaves packages so that they can be loaded on a console.
Editor.CreateDefaultStyle - Creates a package containing the default UISkin
Editor.CutDownContent - Removes unused content from packages. Processed packages are output to the UnrealEngine3/CutdownPackages/Packages/ directory
Editor.DiffPackages - Compares the property values of two packages (optionally against a common base) and prints out the differences
Editor.DumpEmitters - Particle system information dump - identifies emitters and their modules
Editor.DumpLightmapInfo -
Editor.ExamineOuters - Displays the Outer for all subobjects in all packages, in a table view format
Editor.ExportLoc - Exports localized property values for the specified package"
Editor.FindDuplicateKismetObjects -
Editor.FindEmitterMismatchedLODs -
Editor.FindEmitterModifiedLODs -
Editor.FindQuestionableTextures -
Editor.FindSoundCuesWithMissingGroups -
Editor.FindTexturesWithMissingPhysicalMaterials -
Editor.FixAmbiguousMaterialParameters -
Editor.FixupEmitters -
Editor.FixupRedirects - @todo
Editor.FixupSourceUVs -
Editor.ListCorruptedComponents - Displays components which have been corrupted in some way (incorrect Outer, incorrect ObjectArchetype, etc.) for all packages.
Editor.ListEmittersUsingModule -
Editor.ListLoopingEmitters -
Editor.ListPackagesReferencing - Displays a list of all packages which reference a particular package or asset.
Editor.ListPSysFixedBoundSetting -
Editor.ListScriptReferencedContent - Lists all content referenced by defaultproperties of Unrealscript classes.
Editor.LoadPackage - Loads the specified packages. Used for debugging and/or detecting missing resources.
Editor.LocSoundInfo -
Editor.Make - Compiles Unrealscript source (.uc files) into Unreal packages (.u files) for any packages which are out of date.
Editor.MergePackages - Combines two unrealscript packages into a single package.
Editor.PatchScript -
Editor.PerformMapCheck - Checks maps for errors or specific types of object references
Editor.PerformTerrainMaterialDump -
Editor.PIEToNormal -
Editor.PkgInfo - Display information about the resources contained within one or more packages
Editor.PrecompileShaders -
Editor.RebuildMap -
Editor.ResavePackages - Resaves all packages which are not marked read-only.
Editor.ScaleAudioVolume - Scales the volume of audio data across all packages
Editor.SetMaterialUsage -
Editor.SetPackageFlags - Sets certain allowed package flags on the specified package(s)
Editor.SetTextureLODGroup - Sets the correct texture LOD group on the texture based on the package.group.object name
Editor.ShowObjectCount - Displays the number of objects of the specified class in each package.
Editor.ShowStyles - Display information about all UI styles contained in a UISkin package
Editor.ShowTaggedProps - Displays the property names and values that were saved into the specified package
Editor.SoundGroupInfo -
Editor.StripSource - Removes source code from compiled script packages
Editor.TestCompression -
Editor.TestWordWrap -
Editor.UT3MapStats -
Editor.WrangleContent -
UTGame.UTLevelCheck -
UTGame.UTReplaceActor - Replaces all references to an Actor class in the specified map(s) with another class. Copies changed properties from the most-derived common superclass.
UTEditor.UTCheckCustomCharParts -
UnrealScriptTest.Test0003_ - regression testing for CIS
UnrealScriptTest.Test0005_ - regression testing for CIS
UnrealScriptTest.Test0010_ - regression testing for CIS
UnrealScriptTest.Test0011_ - regression testing for CIS
UnrealScriptTest.Test0020_ - regression testing for CIS
UnrealScriptTest.Test0021_ -
UnrealScriptTest.Test0022_ -
UnrealScriptTest.Test0024_ -
UnrealScriptTest.Test - regression testing for CIS

Ravu al Hemio
11-17-2007, 06:47 AM
According to Epic's Matt Oelfke as posted on the ut3servers mailing list, the compression/decompression commandlets are on the TODO list. I'm not sure if they'll make it into the first patch.

BattleMode
11-17-2007, 06:53 AM
According to Epic's Matt Oelfke as posted on the ut3servers mailing list, the compression/decompression commandlets are on the TODO list. I'm not sure if they'll make it into the first patch. Does anyone know if in the meantime we can simple use the compression commandlet from UT2004 for this?

I assume asking for a date for the first patch will be futile?

Slaughter
11-17-2007, 11:10 AM
Does anyone know if in the meantime we can simple use the compression commandlet from UT2004 for this?

Since it's a different engine I would not count on it.

BattleMode
11-17-2007, 02:09 PM
Since it's a different engine I would not count on it. Hm, that is going to be a problem for new maps then. I mean, how are you supposed to make a redirect this way.

Jrubzjeknf
11-18-2007, 04:43 PM
Is redirect supported? :p

KewlAzMe
11-18-2007, 11:59 PM
How can you specify a single U file for export. I know UED for UT3 can do "Export All" but i want just a specific file.

Wormbo
11-19-2007, 05:40 AM
Try batchexport.

KewlAzMe
11-19-2007, 08:16 AM
Try batchexport.

yea i did... it just crashes and doesn't seem to allow specifying a single file, it looks like it is going to exports everything, even if I pass a single file name. But then it crashes anyway... so the only way to do it is through export all in ued for now

KewlAzMe
11-20-2007, 07:52 AM
Ah I see:
ut3 batchexport xxx.u class .uc c:\mylocation\xxx\Classes

{SAP}THEEDGE
11-22-2007, 08:18 AM
Which directory do you have to be in for batchexport to work? It used to be the system directory, but there isn't one now. Is the command just


batchexport xxx.u class .uc c:\mylocation\xxx\Classes

or do you have to type


ut3 batchexport xxx.u class .uc c:\mylocation\xxx\Classes

{SAP}THEEDGE
11-22-2007, 08:33 AM
OK...so I figured something out, but not sure why it did what it did. Here is what I did to decompile a script. I used the new Zark mod that someone just released:

1. I created a directory in C:\Program Files\Unreal Tournament 3\UTGame\CookedPC called ZarkRifleFN
2. I then created a subdirectory under that called Classes
3. I copied the ZarkRifleFN.u file to the C:\Program Files\Unreal Tournament 3\Binaries folder.
4. I then used the command:


ut3 batchexport ZarkRifleFN.u class .uc C:\Program Files\Unreal Tournament 3\UTGame\CookedPC\ZarkRifleFN

It worked and decompiled the files, but instead of putting them in the directory that I pointed to, it put them in the C:\Program folder. Why?????? Should I just move the files now to the directory I created?

Pfhoenix
11-22-2007, 10:21 AM
Put quotes around your path, otherwise make will take only up to the first space in the path name. Also, you don't want to be putting script in CookedPC at all; you want it in UTGame\Src.

KewlAzMe
11-22-2007, 10:51 AM
First off NEVER touch the game install directory.

Create a batch file named UT3_BatchExport.bat
inside that file put (change your path accordingly):


"C:\Program Files\Unreal Tournament 3\Binaries\UT3.exe" batchexport %1 class .uc "D:\My Documents\My Games\Unreal Tournament 3\UTGame\ExportedScript\%~n1\Classes\"


Save that file anywhere, I save mine in D:\My Documents\My Games\Unreal Tournament 3\UTGame\Published folder but you can save many copies of it anywhere you want.

Now simply drag a U file over the batch file and release. It will pass that file in place of the %1 argument and extract. All files you manually export will go into the ExportedScript\Custom directory.

Ideally you could set the batch file to parse the %1 for just the filename, without the full path and without the extension and then it would create a folder the same name as the u file package name... but i haven't taken the time to figure how to do that in a batch... if it can even be done.

Never touch the game install directory.

{SAP}THEEDGE
11-22-2007, 10:55 AM
OK...thanks so much. These little things are so helpful!

I need more info on how to use the ucc make now for compiling. Do you have a batch you use for that? If I want it to be a mod that I can put on our server do I have to do published or unpublished? Once the scripts are compiled does it create a .u and a .ini? Where do I put those so I can test them in the game?

Thanks again for your knowledge!

KewlAzMe
11-22-2007, 11:39 AM
Here is a little tutorial I put together:
http://forums.epicgames.com/showthread.php?p=25109709#post25109709

Kyllian
11-23-2007, 02:40 AM
ut3 batchexport ZarkRifleFN.u class .uc C:\Program Files\Unreal Tournament 3\UTGame\CookedPC\ZarkRifleFN
You should be able to replace C:\Program Files... with simply ..\FolderName

Seems to drop it into the Documents\Games\UT3 folder under the FolderName

Geist
11-28-2007, 09:27 AM
Personally, I'd rather have the full path in the destination, just so I can extract from a .u in any location.

And btw, you can replace "UTGame\ExportedScript\Custom\Classes\" with "UTGame\ExportedScript\%~n1\Classes\" to export to a folder named the same as your .u! So if it's MyMutator.u, it will export to "UTGame\ExportedScript\MyMutator\Classes\".

KewlAzMe
11-28-2007, 10:11 AM
Personally, I'd rather have the full path in the destination, just so I can extract from a .u in any location.

And btw, you can replace "UTGame\ExportedScript\Custom\Classes\" with "UTGame\ExportedScript\%~n1\Classes\" to export to a folder named the same as your .u! So if it's MyMutator.u, it will export to "UTGame\ExportedScript\MyMutator\Classes\".

aha! %~n1.. thats the code for just the filename.. Thx!

-Edit-
Works perfect!

KewlAzMe
11-28-2007, 10:14 AM
You should be able to replace C:\Program Files... with simply ..\FolderName


That would only drop it in a Foldername directory relative to where the ut3.exe file it.. you don't want files going into the game install directory... technically C:\Program Files.... is wrong too

stick to the path i show:
"X:\My Documents\My Games\Unreal Tournament 3\UTGame\ExportedScript\%~n1\Classes\"

using Geist's tip about %~n1

Kyllian
11-28-2007, 11:05 PM
That would only drop it in a Foldername directory relative to where the ut3.exe file it.. you don't want files going into the game install directory... technically C:\Program Files.... is wrong tooActually, I tried it. It dumps it to your MyDocs/UT3 folder

Bob_Gneu
12-02-2007, 04:45 AM
I am having some issues with using help.


H:\Games\Unreal Tournament 3\Binaries>UT3 HELP LIST
Init: Version: 3487
Init: Epic Internal: 0
Init: Compiled: Oct 21 2007 03:17:32
Init: Command line: LIST
Init: Base directory: H:\Games\Unreal Tournament 3\Binaries\
Init: Character set: Unicode
Log: Executing Class Core.HelpCommandlet

At this point the ut3.exe throws an error and i get this in my clip board:


Assertion failed: BulkDataOffsetInFile == Ar.Tell() [File:.\Src\UnBulkData.cpp] [Line: 610]

Stack:

RaiseException() Address = 0x7c812a5b (filename not found)
CxxThrowException() Address = 0x78158e69 (filename not found)
Address = 0xb27972 (filename not found)
Address = 0xe8781b4c (filename not found)

Any Thoughts?

Nanan
12-25-2007, 03:13 PM
I seem to be having a problem with the batchexport script from a few posts up. I tried the following based off of what is posted tweaked to fit my file structure. The problem is the folders are created but no files are placed in the newly created folders.

I am using Vista64 so that might be the problem but I am really not sure if it is as I have had no other problems with UT3 and it.

export.bat

"C:\UT3\Binaries\UT3.exe" batchexport %1 class .uc "C:\Users\Nanan\Documents\My Games\Unreal Tournament 3\UTGame\ExportedScript\%~n1\Classes\"

drop > WP_Enforcers.upk from the "C:\UT3\UTGame\CookedPC\Weapons" folder

I get 2 cmd windows poping up, one just says the batchexport script the next one seems like it is doing the export like I had done 100+ times in UT2k4.


Init: Version: 3521
Init: Epic Internal: 0
Init: Compiled: Dec 7 2007 15:04:52
Init: Command line: C:\UT3\UTGame\CookedPC\Weapons\WP_Enforcers.upk class .uc "C:\Users\Nanan\Documents\My Games\Unreal Tournament 3\UTGame\ExportedScript\WP_E
nforcers\Classes\"
Init: Base directory: C:\UT3\Binaries\
Init: Character set: Unicode
Log: Executing Class Editor.BatchExportCommandlet
Log: GConfig::Find has loaded file: ..\Engine\Localization\int\Editor.int
Loading package C:\UT3\UTGame\CookedPC\Weapons\WP_Enforcers.upk...

Success - 0 error(s), 0 warning(s)

Execution of commandlet took: 0.01 seconds


The result is..."C:\Users\Nanan\Documents\My Games\Unreal Tournament 3\UTGame\ExportedScript\WP_Enforcers\Classes" folder structure is created but the classes folder is empty.

Geist
12-26-2007, 12:46 AM
Hmmm.. I don't think WP_Enforcers.upk has any script (.uc files), does it? So it seems it is operating correctly. You need to be trying do do this with the .u files in CookedPC\, instead.

username2109863423
12-26-2007, 03:16 AM
Has anyone found a way to bring back the first person/in vehicle view, since out of vehicle view sucks and makes them unplayable to me [just like UT 2003/4]? That would be great! In fact, I would probably start using them again....

KewlAzMe
12-26-2007, 02:34 PM
I seem to be having a problem with the batchexport script from a few posts up. I tried the following based off of what is posted tweaked to fit my file structure. The problem is the folders are created but no files are placed in the newly created folders.

I am using Vista64 so that might be the problem but I am really not sure if it is as I have had no other problems with UT3 and it.

export.bat

"C:\UT3\Binaries\UT3.exe" batchexport %1 class .uc "C:\Users\Nanan\Documents\My Games\Unreal Tournament 3\UTGame\ExportedScript\%~n1\Classes\"

drop > WP_Enforcers.upk from the "C:\UT3\UTGame\CookedPC\Weapons" folder


As Geist said, that is only meant to pull class files (uc) out of U files. Not even sure it works with upk files. I'm also unsure of what else may be in a U or upk file. Perhaps instead of "batchexport %1 class .uc" you could try batchexport %1 texture .pcx" or something.

Wormbo
12-26-2007, 07:38 PM
You cannot extract anything from cooked packages, except source code. I don't really see why since UT3 can still use the sounds and textures in a cooked package, so it should somehow be possible to create audio or image files with the same content based on that.

aCruceSalus
02-22-2008, 11:36 AM
Hers is my UT3_BatchExport.bat file

"D:\Programs\Unreal Tournament 3\Binaries\UT3.exe" batchexport %1 class .uc "P:\My Games\Unreal Tournament 3\UTGame\ExportedScript\%~n1\Classes\"

And I have used it on several mutators to get more examples on how the new Engine works. A special thanks to all those coders out there that got started right away on writing code. It makes it a little easier to have great examples.

Anyways, I have come across a mutator that uses several u files, I know this because during batchexport it shows several lines of Failed to load 'FILENAME1' : Error opening file '..\UTGame\CookedPC\Scripts\FILENAME1.u' (D:\Programs\Unreal Tournament 3\Binaries\).

I have FILENAME1.u, FILENAME2.u, etc in the same folder as the mutator that I am exporting. It seems to be trying to find the other needed files in the program installed directories instead of the My Games directory. How do I get it to look in the correct place for other needed u files? I do have the following lines in my UTEditor.ini file:

[ModPackages]
ModPackagesInPath=..\UTGame\Src
ModOutputDir=..\UTGame\Unpublished\CookedPC\Script

Do I need to change these to absolute paths instead of relative paths?

Thanks for your help.