View Full Version : Dynamic Content
11-05-2011, 01:36 AM
Is there any way to change, or import new content (such as models or textures) after the game has been packeted for release? As in, players importing their own maps or having custom skins.
11-05-2011, 02:22 AM
I would think something like that would be possible as long as you can direct UDK to look in the right place
11-05-2011, 07:56 AM
You can easily just add new content packages into the appropriate directories. It should work fine.
11-05-2011, 12:16 PM
Also, on a completely unrelated note, how much of a performance hit will i take if the entire level is a single model? Not talking about specifics, just want to know if it will work :)
11-05-2011, 01:03 PM
It just plain won't work. You never want to do that.
11-05-2011, 01:48 PM
From my own experimentation i have yet to find a way to allow for content to be added to a game once packaged. I have tried this with changing game code, compiling and cooking etc and replacing the .u files in a packaged and installed game. This causes the UDK to simply crash. I have also tried this with adding cooked maps to an already packaged and installed game and this also simply causes the UDK to crash. I have been trying to get this to work for nigh on 2 months consistently with no luck. Unfortunately this severely impacts the possibility of DLC or player made content. If anyone has any information or documentation on the subject please do share.
11-05-2011, 05:59 PM
He's talking about adding content, not modifying an existing game. If it's already setup to look in a folder for package files then it shouldn't have a problem.
11-05-2011, 07:31 PM
Wow the smileys sure are... comic sans.
I guessed it wouldn't work, kinda makes sense hehe. Correct, not talking about changing the game itself, only assets.
Ill have to try changing a map after cooking before going any further, since wtfboomheadshot seemed to have issues with it. Thanks so far, anyway.
11-06-2011, 03:33 AM
I assume you could patch existing content & binaries with some sort of binary diff system. It would definitely take some custom installer on your part, but if you're trying to create a DLC type environment, that should be what you'd look into.
There's no out-of-the-box easy solution though.
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