Exporting Weapons from UnrealED

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ImediaGroup

New Member
Apr 26, 2006
12
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0
Ive been stuck on this stinkin' issue for 2 days now... PLEASE forgive me for asking such a rookie question...Indeed I read over carefully the "how to ask questions" portion in the intro...So here is what I have done:

I have watched all of the VTM's that come with UT2004 about exporting a weapon from UnrealED to Unreal. Inside of UnrealED, I understand that at the top-center of the animations (tab) viewport, the name for the displayed mesh is typed out for my coding convenience.

I have tried opening a couple *.uc files from UT2004 itself, but i am not fimiliar enough with the code to know what I'm looking at. It looks too advanced for me.

I have checked the Wiki site...and I tried searching for mutators and weapon tutorials but got nada... INCLUDING finding weapons/mutators on the UDN network. I have searched for example code on the web as well...

and *sigh* I have no skilled UnrealED friends... yet. I hope my *slef* searching has met all of your criteria and i highly respect your donated time...:) so heregoes:

I understand that my *.uc file is trying to "call" my mesh to import it into UT2004... I have named my meshes properly without any grammar mistakes and I'm still getting the error... The following *.uc files work properly and are NOT giving me any errors:

M4CarbineProjectile
M4CarbineM203Grenade
M4CarbineAltFire
M4CarbineFire

I'm stuck on the compiler...I have written all of my *.uc files and after compling, I get a total of three errors...

1)
Importing Defaults for M4CarbineAttachment
ObjectProperty Engine.Actor.Mesh: unresolved reference to 'SkeletalMesh'M4Carbine.M4Carbine3rd'

2)
Importing Defaults for M4Carbine
ObjectProperty Engine.Actor.Mesh: unresolved reference to 'SkeletalMesh'M4Carbine.M4Carbine1st'

3)
Importing Defaults for M4CarbinePickup
ObjectProperty Engine.Actor.StaticMesh: unresolved reference to 'StaticMesh'm4CarbineStatic.M4CarbineStatic'

can anyone point me into the right direction?
 

ImediaGroup

New Member
Apr 26, 2006
12
0
0
*.UC

M4Carbine.uc

//=================================================
// M4Carbine
// Created By GeneralSoundwave 060426
//=================================================
class M4Carbine extends Weapon config (user);

defaultproperties
{
Mesh=SkeletalMesh'M4Carbine.M4Carbine1st'
Drawscale=0.6
InventoryGroup=4

ItemName="M4 Assault Carbine"
FireModeClass(0)=class'M4CarbineFire'
FireModeClass(1)=class'M4CarbineAltFire'
Pickupclass=class'M4CarbinePickup'
AttachmentClass=class'M4CarbineAttachment'

BobDamping=2.00
CenteredOffsetY=-5.00
PlayerViewOffset=(X=10.00,Y=12,Z=-8.00)
SmallViewOffset=(X=16.00,Y=12.00,Z=-8.00)
}

==========================================================
M4Carbine Pickup.uc

//=================================================
// M4CarbinePickup
// Created By GeneralSoundwave 060426
//=================================================
class M4CarbinePickup extends UTWeaponPickup;

defaultproperties
{
DrawType=DT_StaticMesh
StaticMesh=StaticMesh'M4CarbineStatic.M4CarbineStatic'

InventoryType=class'M4Carbine'

PickupMessage="You've Been Issued the M4 Assault Carbine!"
}

=========================================================
M4CarbineAttachment.uc

//=================================================
// M4CarbineAttachment
// Created By GeneralSoundwave 060426
//=================================================
class M4CarbineAttachment extends AssaultAttachment;


defaultproperties
{
Mesh=SkeletalMesh'M4Carbine.M4Carbine3rd'
Drawscale=1
}

==========================================================


The following *.uc files parse without errors:


==========================================================



M4CarbineFire.uc

//=================================================
// M4CaribneFire
// Created By GeneralSoundwave 060426
//=================================================
class M4CarbineFire extends ProjectileFire;

function InitEffects()
{
Super.InitEffects ();
if (FlashEmitter != None)
Weapon.AttachToBone (FlashEmitter, 'tip');
}

defaultproperties
{
FireRate=0.10
AmmoClass=class'Xweapons.LinkAmmo'
AmmoPerFire=3
ProjectileClass=class'M4CarbineProjectile'
ProjSpawnOffset=(X=25,Y=12,Z=-6)

FlashEmitterClass=class'XEffects.MinigunMuzFlash1st'
}
==========================================================
M4CarbineProjectile.uc

//=================================================
// M4CarbineProjectile
// Created By GeneralSoundwave 060426
//=================================================
class M4CarbineProjectile extends LinkProjectile;

var xEmitter NewTrail;

simulated function PostNetBeginPlay()
{
Super.PostNetBeginPlay();

if (Trail !=None)
{
Trail.Destroy();

NewTrail=spawn(class'Flaktrail',self);
NewTrail.mColorRange[0].B=0;
NewTrail.mcolorRange[0].R=0;
NewTrail.mcolorRange[1].B=0;
NewTrail.mcolorRange[1].R=0;
}
}

simulated function Destroyed()
{
if (NewTrail != None)
{
NewTrail.destroy();
}
Super.Destroyed();
}

defaultproperties
{
Drawscale3D=(x=4,y=0.4,z=0.4)

MaxSpeed=2000
Speed=2000
Damage=30
LifeSpan=8
}

==========================================================
M4CarbineAltFire.uc

//=================================================
// M4CaribneAltFire
// Created By GeneralSoundwave 060426
//=================================================
class M4CarbineAltFire extends ProjectileFire;

function InitEffects()
{
Super.InitEffects ();
if (FlashEmitter != None)
Weapon.AttachToBone (FlashEmitter, 'tip2');
}


defaultproperties
{
FireRate=0.50
AmmoClass=class'Xweapons.LinkAmmo'
AmmoPerFire=1
ProjectileClass=class'M4CarbineM203Grenade'
ProjSpawnOffset=(X=25,Y=12,Z=-6)

FlashEmitterClass=class'XEffects.MinigunMuzFlash1st'
}
==========================================================
M4CarbineM203Grenade.uc

//=================================================
// M4CarbineM203Grenade
// Created By GeneralSoundwave 060426
//=================================================
class M4CarbineM203Grenade extends Grenade;

simulated function Tick(float dt)
{
SetRotation(rotator(Velocity));
}

defaultproperties
{
ExplodeTimer=0.01
bFixedRotationDir=False
}
 

Wulff

Bola Gun fun anyone?
May 25, 2004
613
0
0
Netherlands
The problem lays in your staticmesh/animation file, its got a reference in it to some texture/textures that cannot be found.
 

ImediaGroup

New Member
Apr 26, 2006
12
0
0
I probably shouldve posted my file structure in my last post. I apologize.


C:\UT2004\M4Carbine\
Animations\
M4CarbineAnims.PSA
M4CarbineAnimsAltFire.psa
M4CarbineAnimsIdle.psa

Classes\
M4Carbine.uc
M4CarbinePickup.uc
M4CarbineAttachment.uc
M4CarbineFire.uc
M4CarbineProjectile.uc
M4CarbineAltFire.uc
M4CarbineM203Grenade.uc

Models\
M4Carbine1st.PSK
M4Carbine3rd.PSK
M4CarbineStatic.usx

Textures\
M4Carbine.utx*
M4CarbineGray.tga*


*In the VTM's that I saw, I didn't quite understand how the *.utx file was coded. I didn't see it anywhere except for when coding the projectile. So because I didn't see it in the following code, I skipped it. Textures are a minor issue to me at this point. I just need to make sure that I can get this into Unreal...
 

ImediaGroup

New Member
Apr 26, 2006
12
0
0
HOLY CRAP! Thanks! I never saved my NEW *.utx file to my texture folder.

Thanks a ton Wuff! I watched the VTM again about static meshes. I misunderstood where to put my static mesh. I thought I had to put it into my models folder, but I needed to put it into the Static Meshes folder in UT2004. I would have never thought of that until you pointed me in the right direction.

Thanks a ton.