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My Team needs some help implimenting a mod

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    My Team needs some help implimenting a mod

    Hello,

    I'm speaking on behalf of Zero Vengeance (a mod team), up till about a week ago we were modding for C&C Renegade, we were developing a new mod we are keeping under wraps. We decided however that the Rengade engine was getting old and we switched to UT2003.

    We have worked out nearly everything we need to do (making weapons, skins, models, textures ect) apart from how to impliment our mod into UT2003. We kknow roughly from looking at other mods that you can use a .UT2MOD package but we are unsure on many things:

    A) Make the .UT2MOD package in the first place.
    B) The Structure of the mod (Do we make a new folder to put our goodies in or put them into existing game folders).
    C) How we launch our completed mod.

    I know it sounds n00bish n' all but we are newcomers to Unreal engines and need some help getting things going. Any help would be greatly apreciated.

    Joseph Scott a.k.a: Advis2k
    Zero Vengeance Lead Design

    #2
    I think UnrealWiki may have what you want.

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      #3
      hmmm well UDN have lots of info on the unreal 2k3 engine. dont think it has any info on mod making but its still a very usefull link.

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        #4
        A. i think ou can dl a thing for that
        B. make a new folder or put them into existing ut2k3 folders
        C. make a copy of the shortcut and in the properties of it change the launch to the name of your .int file and your USER.int file amnd it should go.

        hope that answears your questions.

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          #5
          Try downloading some other total conversions and pick apart what they did. Most larger ones create their own folder sets and launchers. The trick is really just editing the unreal.ini file to point the the correct folders.

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            #6
            Okay peeps, good stuff so far, thanks very much.

            Downloaded a Utility to make UT2003 UMOD package and most of it went fine. When we make them mod we'll put all the people who posted here in the "Special-Thnaks" section of the credits as our little way of saying "cheers!".

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              #7
              It acts in more or less the same way as any other mod. You create Sub-dirs within the UT2003 folder (at least we did), compile new code, and create an .exe file that loads the particular ini for that game, of course pointing to the correct directories in which youve stored your code (/system), textures (/textures), static meshes (/staticmeshes) etc etc...

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