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TutorialsMain.Tutorials HistoryHide minor edits - Show changes to markup October 22, 2008, at 11:08 AM
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Some useful console commands: October 05, 2008, at 10:21 AM
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TODO
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October 04, 2008, at 10:30 AM
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Unreal Script tutorials: Deleted lines 18-21:
Unreal Script tutorials: TODO
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Things to do first: Changed lines 9-18 from:
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Editor (UnrealEd) tutorials: TODO
Unreal Script tutorials: TODO
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Tutorials for Hell's Highway:Tutorials for Road to Hill 30 and Earned In Blood:March 12, 2006, at 10:51 AM
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Getting Ready To Model (creating your own static meshes, characters, weapons, etc) December 29, 2005, at 11:19 AM
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Scripting (using Unreal Script) December 29, 2005, at 11:18 AM
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Getting Ready To Map (creating your own levels) Deleted lines 24-30:
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Getting Ready To Map December 27, 2005, at 09:04 AM
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Terrain topics
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Getting Ready To Map November 16, 2005, at 11:51 AM
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Scripting November 16, 2005, at 10:59 AM
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We also need "getting ready to" sections on modelling, texturing, creating sounds, map design etc.... Getting these entered will at least prepare a new modder to be looking at what they need to make custom content, must find free alternates to commercial applications. In the case of modelling best there is is the Maya learning edition if supported, or the free trial of Max. October 29, 2005, at 08:43 AM
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Getting Ready To Mod Earned In Blood.Getting Prepared A Decent IDE The UDE is pretty slick, I use if for entering code only, I've not tried to configure it to compile EIB script as it stands (it's geared more towards the UT series of games), but it has syntax hi-lites, which is helpful. The Epic UDE is based off wotgreal (http://www.wotgreal.com/ select downloads), another pretty sharp IDE, but has a nag screen, so if you use it, do the developer a favour and pay for it. Creating A Custom Modding ini File Don't Modify Core Files Last Words to:
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Creating A Xustom modding ini File\\ to:
Creating A Custom Modding ini File\\ October 27, 2005, at 07:40 PM
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One thing EIB modders will have noticed is the fact they have to modify their EIB.ini file each time they want to modify an existing scripts. I found it easier to locate the EIB.ini file (C:\Program Files\Ubisoft\Gearbox Software\BrothersInArmsEIB\System) make a copy of it and call it EIB Mod?.ini, the EIBMod.ini fill will not be modified by the game. This will be explained in more detail when we create our first mod, so don't worry about it too much now, just create and rename the copy and all will be good. to:
One thing EIB modders will have noticed is the fact they have to modify their EIB.ini file each time they want to modify an existing scripts. I found it easier to locate the EIB.ini file (C:\Program Files\Ubisoft\Gearbox Software\BrothersInArmsEIB\System) make a copy of it and call it EIBMod.ini, the EIBMod.ini fill will not be modified by the game. This will be explained in more detail when we create our first mod, so don't worry about it too much now, just create and rename the copy and all will be good. October 27, 2005, at 07:40 PM
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One thing EIB modders will have noticed is the fact they have to modify their EIB.ini file each time they want to modify an existing scripts. I found it easier to locate the EIB.ini file (C:\Program Files\Ubisoft\Gearbox Software\BrothersInArmsEIB\System) make a copy of it and call it EIB Mod?.ini, the EIB Mod?.ini fill will not be modified by the game. This will be explained in more detail when we create our first mod, so don't worry about it too much now, just create and rename the copy and all will be good. to:
One thing EIB modders will have noticed is the fact they have to modify their EIB.ini file each time they want to modify an existing scripts. I found it easier to locate the EIB.ini file (C:\Program Files\Ubisoft\Gearbox Software\BrothersInArmsEIB\System) make a copy of it and call it EIB Mod?.ini, the EIBMod.ini fill will not be modified by the game. This will be explained in more detail when we create our first mod, so don't worry about it too much now, just create and rename the copy and all will be good. October 27, 2005, at 07:39 PM
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Getting Ready for modding Earned In Blood.to:
Getting Ready To Mod Earned In Blood.October 27, 2005, at 07:33 PM
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Don't Modify Core Files Okay, this isn't mandatory, but if you want to continue playing online and want to share your mod, you should never modify and recompile the base classes, these are the files installed by the SDK. A lot of players will be upset if they install your mod, and they can no longer play online. to:
Don't Modify Core Files Last Words October 27, 2005, at 07:24 PM
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Creating A Xustom modding ini File\\ October 27, 2005, at 07:24 PM
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Once the SDK is installed open your EIB folder (in most cases: C:\Program Files\Ubisoft\Gearbox Software\Brothers In Arms EIB?), and make sure you see plenty of folders named gbx<name>. If you see these, you've installed the SDK. If you don't give it another go and if it still fails, try popping to http://gbxforums.gearboxsoftware.com A decent IDE to:
Once the SDK is installed open your EIB folder (in most cases: C:\Program Files\Ubisoft\Gearbox Software\BrothersInArmsEIB), and make sure you see plenty of folders named gbx<name>. If you see these, you've installed the SDK. If you don't, give it another go and if it still fails, try popping to http://gbxforums.gearboxsoftware.com A Decent IDE Changed lines 17-28 from:
Creating a custom modding ini file One thing EIB modders will have noticed is the fact they have to modify their EIB.ini file each time they want to modify an existing scripts. I found it easier to locate the EIB.ini file (C:\Program Files\Ubisoft\Gearbox Software\Brothers In Arms EIB?\System) make a copy of it and call it EIB Mod?.ini, the EIB Mod?.ini fill will not be modified by the game. This will be explained in more detail when we create our first mod, so don't worry about it too much now, just create and rename the copy and all will be good. to:
Creating A Xustom modding ini File One thing EIB modders will have noticed is the fact they have to modify their EIB.ini file each time they want to modify an existing scripts. I found it easier to locate the EIB.ini file (C:\Program Files\Ubisoft\Gearbox Software\BrothersInArmsEIB\System) make a copy of it and call it EIB Mod?.ini, the EIB Mod?.ini fill will not be modified by the game. This will be explained in more detail when we create our first mod, so don't worry about it too much now, just create and rename the copy and all will be good. Don't Modify Core Files Okay, this isn't mandatory, but if you want to continue playing online and want to share your mod, you should never modify and recompile the base classes, these are the files installed by the SDK. A lot of players will be upset if they install your mod, and they can no longer play online. October 27, 2005, at 07:10 PM
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Getting Ready for modding Earned In Blood.Getting Prepared To start modding Earned In Blood, you will need to install the Earned In Blood SDK from the DVD or CD Disk 1. If you didn't do this when you installed EIB, insert the CD or DVD and select the Install SDK option. Once the SDK is installed open your EIB folder (in most cases: C:\Program Files\Ubisoft\Gearbox Software\Brothers In Arms EIB?), and make sure you see plenty of folders named gbx<name>. If you see these, you've installed the SDK. If you don't give it another go and if it still fails, try popping to http://gbxforums.gearboxsoftware.com A decent IDE Sure, you can use notepad to edit your EIB, but it's better to use something more dedicated to the task. At this point, I would recommend using the IDE available free from Epic Games: http://udn.epicgames.com/Two/UDEDownload The UDE is pretty slick, I use if for entering code only, I've not tried to configure it to compile EIB script as it stands (it's geared more towards the UT series of games), but it has syntax hi-lites, which is helpful. The Epic UDE is based off wotgreal (http://www.wotgreal.com/ select downloads), another pretty sharp IDE, but has a nag screen, so if you use it, do the developer a favour and pay for it. Creating a custom modding ini file One thing EIB modders will have noticed is the fact they have to modify their EIB.ini file each time they want to modify an existing scripts. I found it easier to locate the EIB.ini file (C:\Program Files\Ubisoft\Gearbox Software\Brothers In Arms EIB?\System) make a copy of it and call it EIB Mod?.ini, the EIB Mod?.ini fill will not be modified by the game. This will be explained in more detail when we create our first mod, so don't worry about it too much now, just create and rename the copy and all will be good. |