View Full Version : Protecting the content

9th Feb 2006, 03:48 AM
Hello everybody, we licensed the UnrealEngineRuntime2 (5000€bucks) for educational purposes. We are a university lab and we developed a couple of archeological reconstructions using it.

Now we intend to distribute for free the entire work. But we intend to protect the content, in particular we intend to protect things like meshes, textures etc.. that in an usual UE2Runtime installation would be available for everybody.

Have you ever had any experience in protecting them ? For instance putting them in a huge pack uncompressed on the fly ?

Thank you in advance for the answers.
Rosario De Chiara

9th Feb 2006, 08:34 AM
Game development companies using the unreal engine change the headers of file extensions so that different versions of unreal editor won't open the package directly. However, there are many unreal viewer tools to extract almost anything out of any usx,utx,uax etc. packages. In the long rong, even after coding, it is difficult to secure your content 100%.
You might want to check out these threads also.


10th Feb 2006, 01:49 AM
You'd have to change the format of the content to successfully prevent people from exporting it. Something as evil as changing storage order or storing as packed index value instead of DWORD and vice versa.

10th Feb 2006, 05:11 AM
It is actually a real kinky thing :) but i guess that this is the solution adopted by "real games" developers.

Any suggestions about how >really< implement it ? :)

Thanx for your answers.

Rosario De Chiara