Seems like a lot of the information people are looking for is spread out in the forums. So we are getting repeated questions. To help clean the mess I have gathered the most frequently asked questions and answered them below. If you have more to add please feel free to do so.
Can the Unreal Engine make so and so game:
How to create a new empty game project:
Open your Development/Src directory and make a new directory whatever your game/mod is to be called. Then in that directory create a Classes folder. Now create a new file called main.uc . Open this file inside a text editor and put the following in.
Now Open UTGame.ini which is inside the UTGame/Config directory.
At the top of the file there are two lines we need to change.
Change MyMod to your game name.
Next open UTEngine which is inside the UTGame/Config directory.
Scroll down till you find
We need to change this to our game/mod name so remove the ";" in front of ModEditPackages you should now have.
Finally Open the Unreal Frontend and click "Make" if you did everything right you should see it compile your new game/mod.
Change the splash screen:
Do I have to remove the UT files in order to make a new game:
What directories do I use to make my game separate from the UDK examples:
Where do I put my game code:
How to start makes a third person game:
When I make my own game, how to compile correctly and distribute:
If I want publish my game to sell, how much I have to pay of license and how much per game I have to pay (royalties):
How do I package my game:
How do i enable DX10 in my games:
How to get a bare install of UDK *no UT assets*:
Video Tutorials:
Can the Unreal Engine make so and so game:
The answer is simply yes. Please no more topics about if unreal is suitable for so and so game. It can do anything you can imagine as long as you have an understanding of how to script it out.
Open your Development/Src directory and make a new directory whatever your game/mod is to be called. Then in that directory create a Classes folder. Now create a new file called main.uc . Open this file inside a text editor and put the following in.
Code:
class main extends GameInfo; DefaultProperties { }
At the top of the file there are two lines we need to change.
Code:
DefaultGame=MyMod.main DefaultServerGame=MyMod.main
Next open UTEngine which is inside the UTGame/Config directory.
Scroll down till you find
Code:
;ModEditPackages=
Code:
ModEditPackages=MyMod
Change the splash screen:
Modify Splash.bmp in the UTGame\Splash\PC directory. NOTE: In order to stay in legal terms with Unreal you must have the UDK Logo somewhere on your games splash screen.
No you do not have to remove anything you simply just don’t use / reference any files from UT and they will not be packaged in your game.
As long has you don’t use any of the UT3 Maps they won’t be compiled into your final setup.exe. When you package your game only the assets needed by your game are put into the final package. So if you don’t reference any of the UDK example files they won’t be compiled in.
You put your game code inside your mod folder example would be. Src/MyMod
Inside the editor using the unreal kismet you can setup a camera actor to follow a character. Then you would write a script to control the movement of said character as well has the movement of the camera.
First you modify the UTGame.ini and UTEngine.ini to point to your "mod”. Then you open the unreal frontend. You will need to create a list of maps to "cook". Cooking from my understanding prepares the map to be distributed. After your maps are cooked you will want to click "Package Game" this will start creating an installer "UTSetup.exe" and this is what you will distribute.
If you cannot afford the Unreal License and still want to publish your game you pay $99 up front to unreal then after you make your first $5000 usd you pay 25% of whatever you make. So if you make $10000 usd you pay unreal $2500 usd.
This is simple using the unreal frontend you cook the maps your game needs. This is done by creating a simple list in the form of a .txt file that contains each map name. Then press the make button to make sure everything is built. Finally click the package game button give your game a long and short name and the frontend will do the rest.
Open the UTGame/Config directory and open the UTEngine.ini file. Find the line AllowD3D10=False and change false to true.
This is simple download the stripped udk files from Mirror 1 Mirror 2
Then go to your udk directory and delete the "Development and UTGame folder" Unzip the file you downloaded into your udk directory. Finally using the UnrealFrontend open the Editor. Unreal will then compile everything * this takes a lot of time* Once it’s complete you will have a bare install. [Credit to Allar]
Then go to your udk directory and delete the "Development and UTGame folder" Unzip the file you downloaded into your udk directory. Finally using the UnrealFrontend open the Editor. Unreal will then compile everything * this takes a lot of time* Once it’s complete you will have a bare install. [Credit to Allar]
Youtube Video Channel: This contains many video tutorials specific to the UDK everything from scripting to level modeling. http://www.youtube.com/user/UDKBase
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