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  1. #1

    Default Error in compiling a weapon

    I am fairly familiar with making weapon/mutators in UT2004 and I wanted to make a weapon for my clan in UT3. I have edited all the files needed for the weapon but when I try to compile I get these errors.

    c:\Program Files\Unreal Tournament 3\Development\Src\ARC_Zark\Classes\UTAmmo_ARC
    zark.uc(12) : Error, BEGIN OBJECT: The component name PickupLightEnvironment is
    already used (if you want to override the component, don't specify a class):
    Begin Object Class=DynamicLightEnvironmentComponent Name=PickupLightEnvironment
    ObjName=PickupLightEnvironment Archetype=DynamicLightEnvironmentComponent'UTGame
    .Default__UTAmmoPickupFactory:PickupLightEnvironme nt'
    c:\Program Files\Unreal Tournament 3\Development\Src\ARC_Zark\Classes\UTAttachme
    nt_ARCzark.uc(58) : Error, BEGIN OBJECT: The component name SkeletalMeshComponen
    t0 is already used (if you want to override the component, don't specify a class
    ): Begin Object Class=SkeletalMeshComponent Name=SkeletalMeshComponent0 ObjNa
    me=SkeletalMeshComponent0 Archetype=SkeletalMeshComponent'UTGame.Default__UT Weap
    onAttachment:SkeletalMeshComponent0'
    c:\Program Files\Unreal Tournament 3\Development\Src\ARC_Zark\Classes\UTWeap_ARC
    zark.uc(521) : Error, BEGIN OBJECT: The component name FirstPersonMesh is alread
    y used (if you want to override the component, don't specify a class): Begin
    Object Class=UTSkeletalMeshComponent Name=FirstPersonMesh ObjName=FirstPersonMes
    h Archetype=UTSkeletalMeshComponent'UTGame.Default__ UTWeapon:FirstPersonMesh'



    I cant seem to figure out how to get around this, any help would be great.

  2. #2

    Default

    You shouldn't include the Class= part of the Begin Object declaration if you are overriding an object defined in a superclass.

  3. #3
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  4. #4

    Default

    Quote Originally Posted by SwaTz0rs View Post
    Yeah, but there a few things I didnt like about it for my needs.

  5. #5

    Default

    well tell me what u don't like ... my version is still veryvery beta.... needs lots of improvement
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    Epic , UT3 rocks !!!
    It's only the console menu....Give us back our good old Uwindows

  6. #6

    Default

    Quote Originally Posted by SwaTz0rs View Post
    well tell me what u don't like ... my version is still veryvery beta.... needs lots of improvement
    Oh its not that I dont like it, its just we are used to more ammo, and less damage. I tried compiling my own, and when I do weapon replacement no weapon shows up, I just walk around with my arms out. I also tried decompiling yours and changed ammo/damage, and when I recompiled I still get nothing but my arms out. Its kinda getting frustrating

  7. #7

    Default

    that sounds like u deleted the whole mesh classes..

    c:\Program Files\Unreal Tournament 3\Development\Src\ARC_Zark\Classes\UTWeap_ARC
    zark.uc(521) : Error, BEGIN OBJECT: The component name FirstPersonMesh is alread
    y used (if you want to override the component, don't specify a class): Begin
    Object Class=UTSkeletalMeshComponent Name=FirstPersonMesh ObjName=FirstPersonMes
    h Archetype=UTSkeletalMeshComponent'UTGame.Default__ UTWeapon:FirstPersonMesh'

    that means that u have to go to line 521 and delete the 'class=' from Object Class=UTSkeletal....
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    Epic , UT3 rocks !!!
    It's only the console menu....Give us back our good old Uwindows

  8. #8

    Default

    Oh thanks, I was deleting Class=UTSkeletalMeshComponent instead of just class=. Now when I just delete class= there is a different error on the object UTAnimNodeSequence. If I dont have class error there, it gives me an unknown class error saying I need to have a class=. If I add class= it says

    c:\Program Files\Unreal Tournament 3\Development\Src\ARC_Zark\Classes\UTAttachme
    nt_ARCzark.uc(59) : Error, BEGIN OBJECT: name MeshSequenceA redefined: Begin
    Object Class=UTAnimNodeSequence Name=MeshSequenceA ObjName=MeshSequenceA Archet
    ype=UTAnimNodeSequence'UTGame.Default__UTWeaponAtt achment:MeshSequenceA'


    I tried just commenting this out but when I do I still get that running around without a weapon stuff.

  9. #9

    Default

    this is just the utattachment file... the file which is causing the problem (hands only) is the actual weapon file.. Post your defaultproperties
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    Epic , UT3 rocks !!!
    It's only the console menu....Give us back our good old Uwindows

  10. #10

    Default

    Here is my default properties for the UTWeap file

    Code:
    defaultproperties
    {
       HeadShotDamageType=Class'ARC_Zark.UTDmgType_ARCzarkHeadShot'
       HeadShotDamageMult=4.000000
       HudMaterial=Texture2D'WP_SniperRifle.Textures.T_SniperCrosshair'
       TeamSkins(0)=Material'WP_SniperRifle.Materials.M_WP_SniperRifle'
       TeamSkins(1)=MaterialInstanceConstant'WP_SniperRifle.Materials.M_WP_SniperRifle_Blue'
       SlowHeadshotScale=1.750000
       RunningHeadshotScale=0.800000
       bDisplayCrosshair=True
       ZoomLoopCue=SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sniper_ZoomLoop_Cue'
       FadeTime=0.300000
       bWarnIfInLocker=True
       bSniping=True
       bTargetFrictionEnabled=True
       bTargetAdhesionEnabled=True
       AmmoCount=250
       LockerAmmoCount=100
       MaxAmmoCount=500
       IconX=451
       IconY=448
       IconWidth=54
       IconHeight=51
       IconCoordinates=(U=726.000000,V=532.000000,UL=165.000000,VL=51.000000)
       CrossHairCoordinates=(U=256.000000)
       InventoryGroup=9
       bZoomedFireMode(0)=0
       bZoomedFireMode(1)=1
       ZoomedTargetFOV=12.000000
       ZoomedRate=30.000000
       AttachmentClass=Class'ARC_Zark.UTAttachment_ARCzark'
       GroupWeight=0.500000
       QuickPickGroup=7
       QuickPickWeight=0.800000
       ArmsAnimSet=AnimSet'WP_SniperRifle.Anims.K_WP_SniperRifle_1P_Arms'
       WeaponFireSnd(0)=SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sniper_Fire_Cue'
       WeaponPutDownSnd=SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sniper_Lower_Cue'
       WeaponEquipSnd=SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sniper_Raise_Cue'
       WeaponColor=(B=64,G=0,R=255,A=255)
       MuzzleFlashPSCTemplate=ParticleSystem'WP_SniperRifle.Effects.P_WP_SniperRifle_MuzzleFlash'
       MuzzleFlashLightClass=Class'UTGame.UTRocketMuzzleFlashLight'
       LockerRotation=(Pitch=0,Yaw=0,Roll=-16384)
       CurrentRating=0.700000
       aimerror=900.000000
       ZoomedTurnSpeedScalePct=0.450000
       TargetFrictionMultiplierRange=(X=0.100000,Y=0.200000)
       TargetFrictionOffset=(X=0.000000,Y=0.000000,Z=40.000000)
       FiringStatesArray(1)="Active"
       FireInterval(0)=0.330000
       FireInterval(1)=0.330000
       InstantHitDamage(0)=70.000000
       InstantHitMomentum(0)=10000.000000
       InstantHitDamageTypes(0)=Class'ARC_Zark.UTDmgType_ARCzarkPrimary'
       InstantHitDamageTypes(1)=None
       EquipTime=0.600000
       PutDownTime=0.450000
       bInstantHit=True
       Begin Object UTSkeletalMeshComponent Name=FirstPersonMesh ObjName=FirstPersonMesh Archetype=UTSkeletalMeshComponent'UTGame.Default__UTWeapon:FirstPersonMesh'
          FOV=65.000000
          SkeletalMesh=SkeletalMesh'WP_SniperRifle.Mesh.SK_WP_SniperRifle_1P'
         /* Begin Object Class=AnimNodeSequence Name=MeshSequenceA ObjName=MeshSequenceA Archetype=AnimNodeSequence'Engine.Default__AnimNodeSequence'
             Name="MeshSequenceA"
             ObjectArchetype=AnimNodeSequence'Engine.Default__AnimNodeSequence'
          End Object
          Animations=AnimNodeSequence'UTGame.Default__UTWeap_SniperRifle:MeshSequenceA'  */
          AnimSets(0)=None
          bForceUpdateAttachmentsInTick=True
          Scale=1.500000
          ObjectArchetype=UTSkeletalMeshComponent'UTGame.Default__UTWeapon:FirstPersonMesh'
       End Object
       Mesh=FirstPersonMesh
       Priority=4.100000
       AIRating=0.700000
       ItemName="[ARC] |ZARK|"
       MaxDesireability=0.630000
       PickupMessage="[ARC] |ZARK|"
       PickupSound=SoundCue'A_Pickups.Weapons.Cue.A_Pickup_Weapons_Sniper_Cue'
       Begin Object SkeletalMeshComponent Name=PickupMesh ObjName=PickupMesh Archetype=SkeletalMeshComponent'UTGame.Default__UTWeapon:PickupMesh'
          SkeletalMesh=SkeletalMesh'WP_SniperRifle.Mesh.SK_WP_SniperRifle_3P_Mid'
          ObjectArchetype=SkeletalMeshComponent'UTGame.Default__UTWeapon:PickupMesh'
       End Object
       DroppedPickupMesh=PickupMesh
       PickupFactoryMesh=PickupMesh
       Name="Default__UTWeap_ARCzark"
       ObjectArchetype=UTWeapon'UTGame.Default__UTWeapon'
    }

    Here is for the Attachment

    Code:
    defaultproperties
    {
       TracerTemplate=ParticleSystem'WP_SniperRifle.Effects.P_WP_SniperRifle_Beam'
       TeamSkins(0)=Material'WP_SniperRifle.Materials.M_WP_SniperRifle'
       TeamSkins(1)=MaterialInstanceConstant'WP_SniperRifle.Materials.M_WP_SniperRifle_Blue'
       Begin Object SkeletalMeshComponent Name=SkeletalMeshComponent0 ObjName=SkeletalMeshComponent0 Archetype=SkeletalMeshComponent'UTGame.Default__UTWeaponAttachment:SkeletalMeshComponent0'
        Begin Object Class=UTAnimNodeSequence Name=MeshSequenceA ObjName=MeshSequenceA Archetype=UTAnimNodeSequence'UTGame.Default__UTWeaponAttachment:MeshSequenceA'
             ObjectArchetype=UTAnimNodeSequence'UTGame.Default__UTWeaponAttachment:MeshSequenceA'
          End Object
          SkeletalMesh=SkeletalMesh'WP_SniperRifle.Mesh.SK_WP_SniperRifle_3P_Mid'
          Animations=UTAnimNodeSequence'ARC_Zark.Default__UTAttachment_ARCzark:SkeletalMeshComponent0.MeshSequenceA'
          CullDistance=5000.000000
          CachedCullDistance=5000.000000
          ObjectArchetype=SkeletalMeshComponent'UTGame.Default__UTWeaponAttachment:SkeletalMeshComponent0'
       End Object
       Mesh=SkeletalMeshComponent0
       MuzzleFlashSocket="MuzzleFlashSocket"
       MuzzleFlashPSCTemplate=ParticleSystem'WP_SniperRifle.Effects.P_WP_SniperRifle_3P_MuzzleFlash'
       bMakeSplash=True
       MuzzleFlashLightClass=Class'UTGame.UTRocketMuzzleFlashLight'
       MuzzleFlashDuration=0.330000
       ImpactEffects(0)=(MaterialType="Dirt",Sound=SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sniper_ImpactDirt_Cue',DurationOfDecal=4.000000,DecalDissolveParamName="DissolveAmount",DecalWidth=16.000000,DecalHeight=16.000000,ParticleTemplate=ParticleSystem'WP_SniperRifle.Effects.P_WP_SniperRifle_Surface_Impact')
       ImpactEffects(1)=(MaterialType="Gravel",Sound=SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sniper_ImpactDirt_Cue',DurationOfDecal=4.000000,DecalDissolveParamName="DissolveAmount",DecalWidth=16.000000,DecalHeight=16.000000,ParticleTemplate=ParticleSystem'WP_SniperRifle.Effects.P_WP_SniperRifle_Surface_Impact')
       ImpactEffects(2)=(MaterialType="Sand",Sound=SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sniper_ImpactDirt_Cue',DurationOfDecal=4.000000,DecalDissolveParamName="DissolveAmount",DecalWidth=16.000000,DecalHeight=16.000000,ParticleTemplate=ParticleSystem'WP_SniperRifle.Effects.P_WP_SniperRifle_Surface_Impact')
       ImpactEffects(3)=(MaterialType="Dirt_Wet",Sound=SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sniper_ImpactMud_Cue',DurationOfDecal=4.000000,DecalDissolveParamName="DissolveAmount",DecalWidth=16.000000,DecalHeight=16.000000,ParticleTemplate=ParticleSystem'WP_SniperRifle.Effects.P_WP_SniperRifle_Surface_Impact')
       ImpactEffects(4)=(MaterialType="Energy",Sound=SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sniper_ImpactEnergy_Cue',DurationOfDecal=4.000000,DecalDissolveParamName="DissolveAmount",DecalWidth=16.000000,DecalHeight=16.000000,ParticleTemplate=ParticleSystem'WP_SniperRifle.Effects.P_WP_SniperRifle_Surface_Impact')
       ImpactEffects(5)=(MaterialType="WorldBoundary",Sound=SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sniper_ImpactEnergy_Cue',DurationOfDecal=4.000000,DecalDissolveParamName="DissolveAmount",DecalWidth=16.000000,DecalHeight=16.000000,ParticleTemplate=ParticleSystem'WP_SniperRifle.Effects.P_WP_SniperRifle_Surface_Impact')
       ImpactEffects(6)=(MaterialType="Flesh",Sound=SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sniper_ImpactFlesh_Cue',DurationOfDecal=4.000000,DecalDissolveParamName="DissolveAmount",DecalWidth=16.000000,DecalHeight=16.000000,ParticleTemplate=ParticleSystem'WP_SniperRifle.Effects.P_WP_SniperRifle_Surface_Impact')
       ImpactEffects(7)=(MaterialType="Flesh_Human",Sound=SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sniper_ImpactFlesh_Cue',DurationOfDecal=4.000000,DecalDissolveParamName="DissolveAmount",DecalWidth=16.000000,DecalHeight=16.000000,ParticleTemplate=ParticleSystem'WP_SniperRifle.Effects.P_WP_SniperRifle_Surface_Impact')
       ImpactEffects(8)=(MaterialType="Kraal",Sound=SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sniper_ImpactFlesh_Cue',DurationOfDecal=4.000000,DecalDissolveParamName="DissolveAmount",DecalWidth=16.000000,DecalHeight=16.000000,ParticleTemplate=ParticleSystem'WP_SniperRifle.Effects.P_WP_SniperRifle_Surface_Impact')
       ImpactEffects(9)=(MaterialType="Necris",Sound=SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sniper_ImpactFlesh_Cue',DurationOfDecal=4.000000,DecalDissolveParamName="DissolveAmount",DecalWidth=16.000000,DecalHeight=16.000000,ParticleTemplate=ParticleSystem'WP_SniperRifle.Effects.P_WP_SniperRifle_Surface_Impact')
       ImpactEffects(10)=(MaterialType="Robot",Sound=SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sniper_ImpactMetal_Cue',DurationOfDecal=4.000000,DecalDissolveParamName="DissolveAmount",DecalWidth=16.000000,DecalHeight=16.000000,ParticleTemplate=ParticleSystem'WP_SniperRifle.Effects.P_WP_SniperRifle_Surface_Impact')
       ImpactEffects(11)=(MaterialType="Foliage",Sound=SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sniper_ImpactFoliage_Cue',DurationOfDecal=4.000000,DecalDissolveParamName="DissolveAmount",DecalWidth=16.000000,DecalHeight=16.000000,ParticleTemplate=ParticleSystem'WP_SniperRifle.Effects.P_WP_SniperRifle_Surface_Impact')
       ImpactEffects(12)=(MaterialType="Glass",Sound=SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sniper_ImpactGlass_Cue',DurationOfDecal=4.000000,DecalDissolveParamName="DissolveAmount",DecalWidth=16.000000,DecalHeight=16.000000,ParticleTemplate=ParticleSystem'WP_SniperRifle.Effects.P_WP_SniperRifle_Surface_Impact')
       ImpactEffects(13)=(MaterialType="Liquid",Sound=SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sniper_Impac****er_Cue',DurationOfDecal=4.000000,DecalDissolveParamName="DissolveAmount",DecalWidth=16.000000,DecalHeight=16.000000,ParticleTemplate=ParticleSystem'WP_SniperRifle.Effects.P_WP_SniperRifle_Surface_Impact')
       ImpactEffects(14)=(MaterialType="Water",Sound=SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sniper_Impac****er_Cue',DurationOfDecal=4.000000,DecalDissolveParamName="DissolveAmount",DecalWidth=16.000000,DecalHeight=16.000000,ParticleTemplate=ParticleSystem'WP_SniperRifle.Effects.P_WP_SniperRifle_Surface_Impact')
       ImpactEffects(15)=(MaterialType="ShallowWater",Sound=SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sniper_Impac****er_Cue',DurationOfDecal=4.000000,DecalDissolveParamName="DissolveAmount",DecalWidth=16.000000,DecalHeight=16.000000,ParticleTemplate=ParticleSystem'WP_SniperRifle.Effects.P_WP_SniperRifle_Surface_Impact')
       ImpactEffects(16)=(MaterialType="Lava",Sound=SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sniper_Impac****er_Cue',DurationOfDecal=4.000000,DecalDissolveParamName="DissolveAmount",DecalWidth=16.000000,DecalHeight=16.000000,ParticleTemplate=ParticleSystem'WP_SniperRifle.Effects.P_WP_SniperRifle_Surface_Impact')
       ImpactEffects(17)=(MaterialType="Slime",Sound=SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sniper_Impac****er_Cue',DurationOfDecal=4.000000,DecalDissolveParamName="DissolveAmount",DecalWidth=16.000000,DecalHeight=16.000000,ParticleTemplate=ParticleSystem'WP_SniperRifle.Effects.P_WP_SniperRifle_Surface_Impact')
       ImpactEffects(18)=(MaterialType="Metal",Sound=SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sniper_ImpactMetal_Cue',DurationOfDecal=4.000000,DecalDissolveParamName="DissolveAmount",DecalWidth=16.000000,DecalHeight=16.000000,ParticleTemplate=ParticleSystem'WP_SniperRifle.Effects.P_WP_SniperRifle_Surface_Impact')
       ImpactEffects(19)=(MaterialType="Snow",Sound=SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sniper_ImpactSnow_Cue',DurationOfDecal=4.000000,DecalDissolveParamName="DissolveAmount",DecalWidth=16.000000,DecalHeight=16.000000,ParticleTemplate=ParticleSystem'WP_SniperRifle.Effects.P_WP_SniperRifle_Surface_Impact')
       ImpactEffects(20)=(MaterialType="Wood",Sound=SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sniper_ImpactWood_Cue',DurationOfDecal=4.000000,DecalDissolveParamName="DissolveAmount",DecalWidth=16.000000,DecalHeight=16.000000,ParticleTemplate=ParticleSystem'WP_SniperRifle.Effects.P_WP_SniperRifle_Surface_Impact')
       ImpactEffects(21)=(MaterialType="NecrisVehicle",Sound=SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sniper_ImpactMetal_Cue',DurationOfDecal=4.000000,DecalDissolveParamName="DissolveAmount",DecalWidth=16.000000,DecalHeight=16.000000,ParticleTemplate=ParticleSystem'WP_SniperRifle.Effects.P_WP_SniperRifle_Surface_Impact')
       DefaultImpactEffect=(Sound=SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sniper_ImpactDirt_Cue',DecalWidth=16.000000,DecalHeight=16.000000,ParticleTemplate=ParticleSystem'WP_SniperRifle.Effects.P_WP_SniperRifle_Surface_Impact')
       BulletWhip=SoundCue'A_Weapon_Enforcer.Cue.A_Weapon_Enforcer_AmmoWhip_Cue'
       WeaponClass=Class'ARC_Zark.UTWeap_ARCzark'
       Name="Default__UTAttachment_ARCzark"
       ObjectArchetype=UTWeaponAttachment'UTGame.Default__UTWeaponAttachment'
    }

  11. #11

    Default

    change the part after bInstantHit=true of your utweap file defproperties to this
    Code:
          Begin Object UTSkeletalMeshComponent Name=FirstPersonMesh ObjName=FirstPersonMesh Archetype=UTSkeletalMeshComponent'UTGame.Default__UTWeapon:FirstPersonMesh'
          FOV=65.000000
          SkeletalMesh=SkeletalMesh'WP_SniperRifle.Mesh.SK_WP_SniperRifle_1P'
         Begin Object Class=AnimNodeSequence Name=MeshSequenceA ObjName=MeshSequenceA Archetype=AnimNodeSequence'Engine.Default__AnimNodeSequence'
             Name="MeshSequenceA"
             ObjectArchetype=AnimNodeSequence'Engine.Default__AnimNodeSequence'
          End Object
          /*Animations=AnimNodeSequence'UTGame.Default__UTWeap_SniperRifle:MeshSequenceA'
          AnimSets(0)=AnimSet'WP_SniperRifle.Anims.K_WP_SniperRifle_1P_Base'
          bForceUpdateAttachmentsInTick=True
          Scale=1.500000
          ObjectArchetype=UTSkeletalMeshComponent'UTGame.Default__UTWeapon:FirstPersonMesh'*/
       End Object
    this will enable the weapon model and disable the reload animation as it looks stupid when u reload your weapon 3 times/ second

    to disable the arms animation just comment this line

    Code:
    ArmsAnimSet=AnimSet'WP_SniperRifle.Anims.K_WP_SniperRifle_1P_Arms'

    do u actually changed anything in your utattachment file? if not just tell your zark rifle to use the snipers one
    Last edited by SwaTz0rs; 11-21-2007 at 05:41 PM.
    Fraggednation.com - A Community of gamers. For gamers - By gamers

    Epic , UT3 rocks !!!
    It's only the console menu....Give us back our good old Uwindows


 

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