Page 2 of 6 FirstFirst 1234 ... LastLast
Results 11 to 20 of 52

Thread: UDK Frontend v1.0.6.5

  1. #11
    Nik Gastovski
    Guest
    >also have the UnrealFrontend source
    No-no,my version old and not included frontend

    Old(24.01.10) screens link

  2. #12
    research
    Guest
    Updated to v1.0.6.1, to allow multiple languages to be cooked one after the other.

    @Nik: Does that mean the old UE3 didn't have a Frontend at all? Do you do everything with command line?
    What arguments do you use? If they're the same (e.g. make, cookpackages etc), you can use the current version by just changing the exe to your engine's binary file.

  3. #13
    TheAgent
    Guest
    Im wondering will this matter if you use this version of the front end that you're providing with any version of UDK? So i can use this version of your front end with August, and when September is released its the same deal?

  4. #14
    research
    Guest
    You can use it for new versions of UDK, assuming they don't change the syntax of any commandlet. Old versions can also be used (if the commandlet exists for that version).

    For future builds, the only thing that you 'may' need to change is the custom Manifest file for packaging (only required if you see any changes in the 'Binaries\UnSetup.Manifests.xml' file for that build)

  5. #15
    TheAgent
    Guest
    Great! Thanks for the info.

  6. #16
    Hourences
    Guest
    I am trying to run a cook with Additional Cooker Options but it doesn't seem to work. I tried with a -, without, etc. It ignores it.

  7. #17
    research
    Guest
    Thanks for telling. Apparently, I forgot to use it while creating the cooking string. It's been fixed (version is the same - v1.0.6.1)

  8. #18
    Hourences
    Guest
    By the way, it may be nice to add Installed as a flag to the Game tab, you can add it to Extra Options manually, but it is such an important flag that it should maybe be an option, especially since few people also are aware of the flag.

    "-installed"

    If you are interested in doing another one of these kind of programs, I think an array tool for the editor would be really handy, and probably very possible. From there on it is probably also possible to do a whole lot of other things...

  9. #19
    research
    Guest
    Thanks. I'll add that to the next release.

    Could you elaborate about the array tool? I might try to do it in my free time.

  10. #20
    Hourences
    Guest
    If you copy paste something in UnrealEd, you can paste it into notepad and it will be converted into T3D, Unreal text. It will be readable, and you can easily make adjustments in notepad, like changing the location of the actor, and then copy paste it back into UnrealEd. I think this possibility can be exploited and allow for new tools to be created. One big thing lacking in the editor is an array tool. If you got 20 lamps and you want to place them all into a straight corridor you got to place all 20 manually, and manually measure the distance between each. Let alone if you want to place them in a circle. That is near impossible to do without first placing a temp cylinder mesh so you got a guideline as to where exactly to place them... So I was thinking, if you would be able to copy paste an actor into an external program, and if that external program would then be able to duplicate what you pasted X times, and adjust the rotation and location values from each instance, and then give you a text back you can paste into the editor, you would basically have a full blown array tool.

    From there on there is probably a lot more you can do by modifying things in text, and then pasting it back.

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •