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October 22, 2008, at 11:08 AM by botman -
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Some useful console commands:

October 21, 2008, at 12:01 PM by botman -
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October 06, 2008, at 10:13 AM by botman -
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October 05, 2008, at 10:21 AM by botman -
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TODO
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October 04, 2008, at 02:46 PM by botman -
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October 04, 2008, at 02:01 PM by botman -
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October 04, 2008, at 01:39 PM by botman -
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October 04, 2008, at 10:30 AM by botman -
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Unreal Script tutorials:

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Unreal Script tutorials:

TODO
October 04, 2008, at 09:41 AM by botman -
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Things to do first:

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Editor (UnrealEd) tutorials:

TODO

Unreal Script tutorials:

TODO
October 04, 2008, at 09:03 AM by botman -
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October 03, 2008, at 04:24 PM by botman -
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Tutorials for Hell's Highway:


Tutorials for Road to Hill 30 and Earned In Blood:

May 26, 2006, at 04:14 PM by pooky -
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May 01, 2006, at 10:22 AM by Engel -
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March 12, 2006, at 10:51 AM by sgtSaunders1954 -
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February 05, 2006, at 10:26 AM by figjam -
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Getting Ready To Model (creating your own static meshes, characters, weapons, etc)

January 15, 2006, at 03:45 PM by botman -
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January 03, 2006, at 08:44 PM by Terintal -
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December 29, 2005, at 11:19 AM by botman -
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Scripting

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Scripting (using Unreal Script)

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Getting Ready To Map

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Getting Ready To Map (creating your own levels)

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December 29, 2005, at 07:57 AM by Terintal -
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December 27, 2005, at 09:05 AM by figjam -
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Scripting

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Scripting

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Getting Ready To Map

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Getting Ready To Map

December 27, 2005, at 09:04 AM by figjam -
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December 27, 2005, at 09:04 AM by figjam -
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Getting Ready To Map

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November 16, 2005, at 11:51 AM by ennui -
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Scripting

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(:nospacewikiwords:)

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November 13, 2005, at 09:10 AM by H -
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November 13, 2005, at 08:57 AM by H -
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October 29, 2005, at 09:39 AM by H -
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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 08:48 AM by H -
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October 29, 2005, at 08:43 AM by H -
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October 29, 2005, at 08:42 AM by H -
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Getting Ready To Mod 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\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
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\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.

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. There will be a section for those who want to modify the game, but not share later on.

Last Words
Modding games is fun, whether you're just making maps, small mutators or creating a total conversion. A lot of modders believe in open source and work with other modders, making the community stronger. Although it's not required, it's highly encouraged that modders share their knowledge on this wiki, encourage new modders in their work and treat each other with respect.

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October 29, 2005, at 07:30 AM by hippygoth -
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October 28, 2005, at 11:02 AM by hippygoth -
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Creating A Xustom modding ini File\\

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Creating A Custom Modding ini File\\

October 27, 2005, at 07:40 PM by hippygoth -
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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 by hippygoth -
Changed lines 17-19 from:

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 by hippygoth -
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Getting Ready for modding Earned In Blood.

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Getting Ready To Mod Earned In Blood.

October 27, 2005, at 07:33 PM by hippygoth -
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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
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. There will be a section for those who want to modify the game, but not share later on.

Last Words
Modding games is fun, whether you're just making maps, small mutators or creating a total conversion. A lot of modders believe in open source and work with other modders, making the community stronger. Although it's not required, it's highly encouraged that modders share their knowledge on this wiki, encourage new modders in their work and treat each other with respect.

October 27, 2005, at 07:24 PM by hippygoth -
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Getting Prepared

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Getting Prepared\\

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A Decent IDE

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A Decent IDE\\

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Creating A Xustom modding ini File

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Creating A Xustom modding ini File\\

October 27, 2005, at 07:24 PM by hippygoth -
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October 27, 2005, at 07:23 PM by hippygoth -
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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 by hippygoth - Getting Started
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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.

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Page last modified on October 22, 2008, at 11:08 AM