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     Unreal Tournament 4 Weapons convert for KF [help]
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john_eddy07
Posted on: 2011/5/4 15:15
[WPC] Wolf
Joined: 2011/4/10
From: Makati, Philippines
Posts: 136
Unreal Tournament 4 Weapons convert for KF [help]
Ok I need some help on how to port weapons from UT4 to killing floor use. I saw a server that has MRS138 and AVRiL from UT4. It is very much possible to port it. Now how? Any suggestions? programs? Ideas? I will share and upload to the Killing Floor Community the weapons that I can port with credits from the modders who made them from UT4. Please help
Hemi
Posted on: 2011/5/5 7:02
Wise Wolf
Joined: 2010/2/4
From: The Netherlands
Posts: 4538
Re: Unreal Tournament 4 Weapons convert for KF [help]
oh my..I dont really know were to begin....

if your releasing the package, and gotten that far. Make folders with all the stuff in it :

Textures
System
StaticMeshes
Animations

zip it and yer done.

If you mean you want to compile the package, that needs a bit more explenation


----------------

Hemi
Posted on: 2011/5/5 7:58
Wise Wolf
Joined: 2010/2/4
From: The Netherlands
Posts: 4538
Re: Unreal Tournament 4 Weapons convert for KF [help]
Ok lets talk basics then :


1] Install the Killing Floor SDK. This will add lots of files including the folder KFMod, which can be very handy at times.

2] Make a dir on your e.g. desktop with the name of your gun.

3] Make 3 folders in that folder

Media
Release
Source

In Media youll put all the 3ds max files and other workfiles. In release youll copy the working files for the clients, and in source we will do the coding.

4] Install 3ds max

5] Install Unreal Actor X for 3ds Max

6] Install an import program/script in 3ds max to import your unreal gun. Like : http://www.gildor.org/projects/unactorx With this program you can import psa/psk's

7] Extract the psa / psk's from your unreal gun (no idea how to do that, I either start from scratch or use one of my modding resources to extract the files from the engine)

8] Right, now open the 9mm : C:\Program Files (x86)\Steam\steamapps\common\killingfloor\Rigs\Weapons\Dual_9mm in 3ds max.

7] Replace the 9mm with your gun and start creating all the animations. Save them in your folder called "media"

8] Export the standard version of the gun with the hands as a psk with Actor X

9] Now export all the individual animations in 1 psa with Actor X. Use the sdk to see the references to the animations and the names. Dont forget to click "all textured" since the guns dont work with bones.

10] After creating the psa and psk we enter the domain of the SDK. Import the animations(psa) and mesh (psk) and start creating a animations package. Its really hardcore stuff so I suggest tutorials tutorials tutorials tutorials

11] The coding is actually the easy part. Just make sure you have the folder "Classes" in your "Source" folder with all the .uc files.

Create a .bat file within your source folder with the following :

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

@echo off
set PkgName=MutNameOfGun
set KFPath=C:\Program Files (x86)\Steam\steamapps\common\killingfloor\

:: Remove any existing scripts from the package directory
del "%KFPath%%PkgName%\*.uc" /S /Q

:: Remove compiled package file (.u)
if exist "%KFPath%System\%PkgName%.u" del "%KFPath%System\%PkgName%.u" /Q

:: Copy scripts to package directory
XCOPY "Classes\*.uc" "%KFPath%%PkgName%\Classes" /D /E /C /R /I /K /Y

:: Compile
"%KFPath%System\UCC.exe" make
if errorlevel 1 goto FailedCompile

:: Delete steam_appid file (file causes networking problems)
if exist "%KFPath%System\steam_appid.txt" del "%KFPath%System\steam_appid.txt" /Q

:: Compile complete, exit batch file
ECHO 
exit

:: Compile failed, let user see error before exiting
:FailedCompile
pause

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Make sure you have a .uc file with the mutator in the "Classes" folder with the following code :

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

class MutNameOfGun extends Mutator;

function ModifyPlayer(Pawn Player)
{
Super.ModifyPlayer(Player);
Player.GiveWeapon("MutNameOfGun.NameOfGun);
}

defaultproperties
{
GroupName="KF-NameOfGun"
bAddToServerPackages=True
FriendlyName="NameOfGun Mutator"
Description="Adds the NameOfGun."
}

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Compile and correct the errors youll prob get.

This is the short version...In reality it takes allot of time if you never done this before. But once you did it, youll be pooping guns before you know it. lol

Hope this help!


----------------

john_eddy07
Posted on: 2011/5/5 11:09
[WPC] Wolf
Joined: 2011/4/10
From: Makati, Philippines
Posts: 136
Re: Unreal Tournament 4 Weapons convert for KF [help]
OK thanks for the help mate. I've already started with the converting of weapons. I'll update you in this thread when I have a problem. If this works I'll release the first beta and it would be the MRS138 shotgun exclusive for wolf pack members :D
john_eddy07
Posted on: 2011/5/5 11:37
[WPC] Wolf
Joined: 2011/4/10
From: Makati, Philippines
Posts: 136
Re: Unreal Tournament 4 Weapons convert for KF [help]
Can you suggest another program than 3DS Max? Its like 5Gb and it would take me a week to download it xD
Hemi
Posted on: 2011/5/5 11:44
Wise Wolf
Joined: 2010/2/4
From: The Netherlands
Posts: 4538
Re: Unreal Tournament 4 Weapons convert for KF [help]
I can...but the 3ds max files in the folder "Rigs" are really handy. Blender is appearantly also a program thats used allot, though I dont know if you can open the rig files with that. That and Blender doesnt give you enough flexibility in my opinion.


----------------

john_eddy07
Posted on: 2011/5/5 12:55
[WPC] Wolf
Joined: 2011/4/10
From: Makati, Philippines
Posts: 136
Re: Unreal Tournament 4 Weapons convert for KF [help]
Ok I'm downloading blender now to see if it works. Anymore programs that can be as an alternative for 3DS Max?
Hemi
Posted on: 2011/5/5 20:05
Wise Wolf
Joined: 2010/2/4
From: The Netherlands
Posts: 4538
Re: Unreal Tournament 4 Weapons convert for KF [help]
Rhino is one too...but tbh...I wouldnt thouch these programs with a stick. 3DS max is an industry standard.


----------------

john_eddy07
Posted on: 2011/5/5 21:43
[WPC] Wolf
Joined: 2011/4/10
From: Makati, Philippines
Posts: 136
Re: Unreal Tournament 4 Weapons convert for KF [help]
I cant understand a thing about Blender program, I'll try rhino and see if I can look for any unreal actor x there on google. I really have no idea on how to get the PSK and PSA files of the unreal weapon I have right now. I'm trying my best all day and night to get the PSK and PSA. I'll let you know If I get pass through PSK and PSA stage xD
john_eddy07
Posted on: 2011/5/5 22:40
[WPC] Wolf
Joined: 2011/4/10
From: Makati, Philippines
Posts: 136
Re: Unreal Tournament 4 Weapons convert for KF [help]
Oh yeah I almost forgot to tell you, the files that I downloaded are already in utx, uax, u, ucl, ukx, usx files. There's no INT, PSX or PSA to be found.
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