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Quickly Reimport SWF Files

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    Quickly Reimport SWF Files

    Make some SWF file changes and need to reimport them quickly, without opening the editor?

    Create a batch file (.bat) on your desktop using your favorite text editor.
    Inside the batch file, type:

    (for 64 bit version):

    C:\UDK\UDK-2011-06\Binaries\Win64\UDK.exe gfximport

    or (for 32 bit version):

    C:\UDK\UDK-2011-06\Binaries\Win32\UDK.exe gfximport

    Now, every time you want to reimport your SWFs, just execute this batch file.

    #2
    wow thank you. does this update and save the neccessary packages aswell?

    Comment


      #3
      just tested - it does!

      Comment


        #4
        What if I only want to re-import one particular SWF. Is that possible by adding the name somehow?

        Comment


          #5
          It only reimports SWFs that have changed since the last import. So, if you only changed one SWF, it will only reimport that SWF.

          Comment


            #6
            Originally posted by Skalamondre View Post
            What if I only want to re-import one particular SWF. Is that possible by adding the name somehow?
            Indeed!
            http://udn.epicgames.com/Three/Scale...t%20Commandlet

            Comment


              #7
              Really Cool!

              Comment


                #8
                Indeed this seems like it could save a lot of time, problem is: every time i try to use this method it skips the .swf i want to reimport. Am I doing something wrong here?

                UDK Dir: C:\UDK\UDK-2013-02\Binaries\Win64\UDK.exe
                Batch file: C:\UDK\UDK-2013-02\Binaries\Win64\UDK.exe gfximport -> Is on the Desktop, it doesn't need to be in the same folder, does it?
                Assets Directory: C:\UDK\UDK-2013-02\UDKGame\Flash\TowerDefense -> TDHUD.swf and TDHUD.fla
                C:\UDK\UDK-2013-02\UDKGame\Flash\TowerDefense\TDHUD -> Textures

                Results:
                Code:
                [0002.25] Init: Version: 10900
                [0002.25] Init: Epic Internal: 0
                [0002.25] Init: Compiled (64-bit): Feb 18 2013 19:25:57
                [0002.25] Init: Command line:
                [0002.25] Init: Base directory: C:\UDK\UDK-2013-02\Binaries\Win64\
                [0002.26] Init: Character set: Unicode
                [0002.26] Log: Executing Class GFxUIEditor.GFxImportCommandlet
                [0006.83] Found 3 files to import
                [0006.83] Skipping Overlords.QTETest
                [0006.93] Skipping TowerDefense.TDHUD
                [0006.95] UDKGFxUnitTests.AS3UnitTest is up to date, not reimporting
                [0006.95] ---Summary---
                [0006.95] 0 assets reimported
                [0006.95] 1 assets up to date
                [0006.95]       UDKGFxUnitTests.AS3UnitTest
                [0006.95] [0:00:00] time taken
                [0006.95]
                [0006.95] Success - 0 error(s), 0 warning(s)
                [0006.95]
                Execution of commandlet took:  0.14 seconds

                Comment


                  #9
                  Have you imported the swf before? You should have, at least once, and even if you did you might had do it wrong. Open udk, import it and don't try to change the path of the import, nor move or rename it after import. (if you already imported, go and delete the whole imported package, close/reopen udk and do it from the beginning, the right way)

                  Once it's imported right, whenever you run this commanlet, IF your swf has been updated since last time, it'll reimport it and let you know in the log.

                  Comment


                    #10
                    It's alive and working! Muahahaha.

                    This is gonna be such a time saver, everyone should know about it, bumping again!

                    In the end turned out that the specific package I was trying before kept being deleted or overwritten when i closed the UDK, even after saving it, really don't know why, so i created a copy and saved it in another package, yea, to make it work. Changed the folders name from TowerDefense to something else and it's working as a clock now.

                    Comment

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