Judith on 15/9/2009 at 07:25
Thanks Ascottk, this resource hacker is so much better than using the XVI32 :) I've found this actor class menu as well (Dialog 325) but I wasn't able to find a function to open it. I thought we just need to put a corresponding number or, like in some cases (e.g. Triggerscript browser) there's a separate command to open it in string table. I was trying to find it but I failed. I guess we have to find the way this window was opened or how to make those options checked by default ("Show Editor-Invisible Archetypes", etc.).
ascottk on 15/9/2009 at 16:02
Quote Posted by Judith
Thanks Ascottk, this resource hacker is so much better than using the XVI32 :) I've found this actor class menu as well (Dialog 325) but I wasn't able to find a function to open it. I thought we just need to put a corresponding number or, like in some cases (e.g. Triggerscript browser) there's a separate command to open it in string table. I was trying to find it but I failed. I guess we have to find the way this window was opened or how to make those options checked by default ("Show Editor-Invisible Archetypes", etc.).
That's why I was looking through the exe files with process explorer for anything that looked like an ini file key relating to that window. But I found nothing :( I tried all of these in my user.ini (what I thought was ini keys):
Code:
[Editor.EditorEngine]
AlwaysShowTerrain=True
bLocalTrafosOnly=False
bBootstrapping=True
DontMessageOnNonDebugUCCMake=True
ShowUnEdittableProps=True
Mode=2
TerrainEditBrush=1
Users=ascottk
Ziemanskye on 15/9/2009 at 17:17
Quote Posted by massimilianogoi
Have you tried to import the T3Editor folders into the correspondent place of the UnrealEditor? This is a significative thing.
Not sure what you mean by that, but I did copy all the T3Ed stuff into the corresponding places.
Also, now I think about it it, it might have been UT2K3, SWAT4 and UE2R (the blank Runtime "learning" edition thing they released) rather than trying both UT2kX games, but it didn't want to play either :(
Judith on 15/9/2009 at 17:43
Besides, even if you managed to use UCC properly, how can you expect that it will "translate" things from .uc files, which look similar to UnrealScript (the same brackets) to .T3u which is using some different language?
I think our best bet is to add content to .T3u files directly (maybe using (
http://wiki.beyondunreal.com/UTPT) UTPT?) or to unlock more options in Actor Class browser and do it in the editor.
ascottk on 15/9/2009 at 18:14
If nobody noticed (based on the lack of responses) or if nobody gets the implications of this method, I wrote a tut on creating a new gamesys a while back:
(
http://www.ttlg.com/forums/showthread.php?t=127835)
This'll allow T3 to be more modular & maybe we can add our own volume archetypes but we might not have access to the full property list of volumes. I haven't played around with it fully but it has potential. For example:
* We can have real names instead of letters & numbers like D_584
* We can share gamesys files without altering the default gamesys. Suppose I have a better implementation of the rope arrow . . . all you have to do is add RopeArrow.t3u to the DEFAULT.INI with additional triggerscripts instead of redoing everything.
* This method allows us to "fit" a custom gamesys to the OM gamesys through inheritance without altering the default.
It needs testing but there's probably a lot more we can do with this.
Judith on 15/9/2009 at 18:46
Please, (
http://206.135.105.20/wiki/Main_Page) Wiki that, it might be very important.
I just tried to use UCC according to (
http://wiki.beyondunreal.com/Legacy:Compiling_With_UCC) these instructions, using MonkeyBuild. I had to copy a few files from UT2004 (like Core.dll and UCC.exe) but it stopped saying it misses some .ini file: "MisingIni History: appInit". It generated a ut2004.ini, which was basically a copy of T3's DEFAULT.ini.
massimilianogoi on 22/9/2009 at 06:42
Quote Posted by Judith
Please, (
http://206.135.105.20/wiki/Main_Page) Wiki that, it might be very important.
I just tried to use UCC according to (
http://wiki.beyondunreal.com/Legacy:Compiling_With_UCC) these instructions, using MonkeyBuild. I had to copy a few files from UT2004 (like Core.dll and UCC.exe) but it stopped saying it misses some .ini file: "MisingIni History: appInit". It generated a ut2004.ini, which was basically a copy of T3's DEFAULT.ini.
So, how it ended up? You are doing the same work I had to do between some week, thanks for having anticipate it. :thumb: Keep me adjourned, I am very interested about.
Beside: I don't know if it's the correct thread, but I post it anyway, hoping that someone can help me: When I change the archetypes and do "Export Changed Scripts" the editor crashes when it makes "Exporting scripts". How can I do to fix it? I'm getting very sick of this.
Judith on 22/9/2009 at 07:32
I've given it up, Massi. Since we can compile single scripts under T3ed, I don't need UCC, though it would be faster to compile them all instead of pasting the code into T3ed.
About your question: how did you change the archetypes? Did you add yours in actor class browser or did you use Ascottk's method (commandline)? Adding it in the browser creates classes named P_1, P_2, just with visiblename parameter (e.g. "MyNewActor"). Exporting them should give you no errors.
But even if you used (
http://ttlg.com/forums/showthread.php?p=1885309#post1885309) Ascottk's command in the log, you still have to define where your class is in the hierarchy. This part is the beginning of every class definition:
class YourNewClassHere extends SomeOtherClass;. Like
class WorldObj extends Actor;. Hope it helps :)
massimilianogoi on 22/9/2009 at 08:48
Quote Posted by Judith
About your question: how did you change the archetypes? Did you add yours in actor class browser or did you use Ascottk's method (commandline)?
No, I used the classic method: just adding in the actor browser.
Judith on 22/9/2009 at 10:26
It should be fine then :/ Ok, here's what I usually do. I have the "Show Packages" option enabled in a View panel and I select my package. After I make some changes, I use the "Save selected packages option" from the menu. When I quit the editor, it asks for exporting scripts, and I click Ok. I did a fresh editor install a few days ago and it worked this way.