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G0rdon
11-06-2009, 03:21 PM
Hey there,

I downloaded whizzle and saw it had a custom menu any tutorials out there?

thanks :D

finalDev
11-06-2009, 03:52 PM
Yea a tutorial on simple GUI would be nice. This tutorial would be a great start into creating a standalone game.

Crozz
11-06-2009, 04:26 PM
I'm also looking for such a starting point tutorial. Not asking anybody to do all the work for me, but a guide to anything except a generic "learn unrealscript" site would be invaluable :) For instance I noticed the UI editor in the new udk editor and looked at the ut demo menu, but couldn't figure out how it worked.

lcizzle
11-06-2009, 04:31 PM
-Open the UDK Editor
-In the Content Browser -> bottm left is a window that says "Packages".
-Click New
-Fill in the page and name sections
-Change factory to UIScene
-Click OK

Now you are in the UI Editor.
Design your UI, hook it up to code save the UI and the level.
Change your INI to load the .udk file when your game starts.

G0rdon
11-06-2009, 04:43 PM
-Open the UDK Editor
-In the Content Browser -> bottm left is a window that says "Packages".
-Click New
-Fill in the page and name sections
-Change factory to UIScene
-Click OK

Now you are in the UI Editor.
Design your UI, hook it up to code save the UI and the level.
Change your INI to load the .udk file when your game starts.

thanks alot! :)

Solid Snake
11-06-2009, 05:59 PM
Yeah, I'm planning a UWindow3 module for UDK. Unsure of when it will be released as of yet, as it can be frustrating to figure out how the UI stuff all hooks in together.

Crozz
11-07-2009, 12:11 PM
-Open the UDK Editor
-In the Content Browser -> bottm left is a window that says "Packages".
-Click New
-Fill in the page and name sections
-Change factory to UIScene
-Click OK

Now you are in the UI Editor.
Design your UI, hook it up to code save the UI and the level.
Change your INI to load the .udk file when your game starts.

How do you hook it up to code? I looked in the bundled levels and I couldn't figure out where the connection was made.

Angel_Mapper
11-07-2009, 07:58 PM
You have it a bit backwards there, first you make a custom UI class in UnrealScript (it can be empty to start), then when you're creating your custom UIScene in the editor you select the class in the UIScene creation dialogue box.

musilowski
11-09-2009, 01:32 PM
Bump. Has anyone found a thorough tutorial on this yet?

But basically you create an "empty" map (FrontEnd) which loads UIScenes which then load code? Or something like that?

What is this "empty class" you talk about AM? A UI_FrontEnd class or something?

Any info on creating a main menu from scratch woul be nice. :)

G0rdon
11-09-2009, 02:29 PM
Bump. Has anyone found a thorough tutorial on this yet?

But basically you create an "empty" map (FrontEnd) which loads UIScenes which then load code? Or something like that?

What is this "empty class" you talk about AM? A UI_FrontEnd class or something?

Any info on creating a main menu from scratch woul be nice. :)

well i made my own menu which loads a map when pressing a button
like New Game :D

you could take a look here:
http://forums.epicgames.com/showthread.php?t=592504

yes i made a empty map ( black box lol) and loaded the uiscene
through kismet.

Futaba
11-09-2009, 05:05 PM
well i made my own menu which loads a map when pressing a button
like New Game :D


Any chance we can see your map\scripts as example?:o

G0rdon
11-10-2009, 09:27 AM
Any chance we can see your map\scripts as example?:o

yeah sure

http://pastebin.com/m1446dcf1

note: you need to make a menu with the ui editor and give the button
the name TestButton.

now if the button is pressed it will activate a console command
haven't made more progress yet :D

wildicv
11-10-2009, 09:55 AM
Keep in mind the paste binned example relies on the UT scripts. Therefore may not be legal to distribute with your game.

G0rdon
11-10-2009, 10:00 AM
Keep in mind the paste binned example relies on the UT scripts. Therefore may not be legal to distribute with your game.

well epic allows to use script in commercial projects thats what i heard
only assets are not allowed maybe i am wrong.

Futaba
11-10-2009, 02:06 PM
G0rdon thx a lot its realy helped me)

byteasc
11-10-2009, 02:33 PM
I don't see why there would be an issue with using scripts, since a majority of projects will just be "mods" from UTGame.

Although, Art assets, etc that UTGame relies on, need to be stripped to be in accordance with not distributing Epic's assets (beyond what is licensed). I think this is an area that we need input from Epic on.

musilowski
11-12-2009, 02:54 PM
My compiler doesn't like that ConsoleCommand bit, although it should be entirely correct.

I'm extending from UIScene instead of UTUIScene, would that affect the process?

Steve Polge
11-12-2009, 06:18 PM
You are welcome to use any Epic UnrealScript code/classes in your commercial projects. We only restrict the use of Epic assets.

musilowski
11-13-2009, 10:28 AM
Sure thing! I'll see whether this gets easier this way. :)