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      <TABLE border=3D0 cellSpacing=3D0 cellPadding=3D0 width=3D"100%" =
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        <TBODY>
        <TR>
          <TD height=3D40 width=3D541><FONT size=3D3=20
            face=3D"Garamond, Book Antiqua, Arial"><FONT color=3D#d9ffd9 =
size=3D4=20
            face=3DVerdana,Arial><BR>
            <TABLE border=3D0 cellSpacing=3D0 cellPadding=3D0 =
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                <TD width=3D35></TD>
                <TD vAlign=3Dtop><FONT color=3D#00c000 size=3D5 =
face=3DVerdana,Arial>
                  <P align=3Dright><U>U</U>&nbsp;&nbsp; n&nbsp;&nbsp;=20
                  r&nbsp;&nbsp; e&nbsp;&nbsp; a&nbsp;&nbsp; =
l&nbsp;&nbsp;&nbsp;=20
                  - m&nbsp;&nbsp; a&nbsp;&nbsp; k&nbsp;&nbsp; e<BR><FONT =

                  size=3D2>by &nbsp;&nbsp;<A=20
                  =
href=3D"mailto:windex@planetunreal.com">Windex</A></P></FONT></FONT></TD>=
</TR></TBODY></TABLE><BR><BR><!--------------  Introduction  =
-------------------------><I>I=20
            n t r o d u c t i o n</I><BR><BR>
            <TABLE border=3D0 cellSpacing=3D0 cellPadding=3D0 =
width=3D"90%" cols=3D1>
              <TBODY>
              <TR>
                <TD width=3D35></TD>
                <TD vAlign=3Dtop><FONT size=3D2 face=3DVerdana,Arial>If =
you're=20
                  reading this tutorial for the first time, then I'm =
betting you=20
                  write UScript within the UnrealEd environment. If you =
use=20
                  Unreal -make, then I would advise you to stop reading =
right=20
                  now, because you're most likely already familiar with=20
                  everything I'm about to explain. In any case, this is =
a=20
                  tutorial on the Unreal directory structure, and how to =
use=20
                  Unreal -make to compile packages.=20
                  <P>As I said in the <A=20
                  =
href=3D"http://hyper.dnsalias.net/infobase/archive/wod/tutorials/guide.ht=
m">Beginner's=20
                  Guide to UnrealScript</A>, there are two ways to write =
and=20
                  compile UnrealScript. First, there's UnrealEd, which =
you=20
                  should already be familiar with. UnrealEd is probably =
the=20
                  simpler to use when you're first starting out, but as =
you=20
                  become a more experienced coder, you'll most likely =
begin to=20
                  become annoyed with it. UnrealEd is a great tool for =
level=20
                  editing, but it can really leave a little something to =
be=20
                  desired when writing code. For one, it's slow, and has =
ungodly=20
                  loading times (It's not nearly as bad with the most =
recent=20
                  patches, but it's still not exactly speedy). Besides =
the=20
                  loading times, though, what do you do if you want to =
import a=20
                  model? It's not possible to import a model from within =

                  UnrealEd; it <I>has</I> to be done using Unreal -make. =
So, to=20
                  get a new model into a package, you've got to export =
all your=20
                  classes, arrange them in directories properly, and =
recompile=20
                  everything to include your new model. Kind of a =
hassle.=20
                  Wouldn't it be simpler to just do away with UnrealEd=20
                  altogether, and compile <I>all</I> your code using =
Unreal=20
                  -make?=20
                  <P>If you're shaking your head "no", then I'm not =
going to try=20
                  to convince you to give up UEd. Unreal -make isn't for =

                  everyone, but it's generally just a natural occurrence =
that=20
                  people eventually make the switch. Anyway, if you're =
to the=20
                  point where you're just plain annoyed with UnrealEd, =
and want=20
                  an alternative... this is for=20
            =
you.</FONT></P></TD></TR></TBODY></TABLE><BR><BR><!--------------  The =
Directory Structure  -------------------------><I>T=20
            h e&nbsp;&nbsp; D i r e c t o r y&nbsp;&nbsp; S t r u c t u =
r=20
            e</I><BR><BR>
            <TABLE border=3D0 cellSpacing=3D0 cellPadding=3D0 =
width=3D"90%" cols=3D1>
              <TBODY>
              <TR>
                <TD width=3D35></TD>
                <TD vAlign=3Dtop><FONT size=3D2 face=3DVerdana,Arial>So, =
what's the=20
                  deal with all this "Directory Structure" talk, anyway? =
Well,=20
                  when you're compiling a package with Unreal -make, it =
expects=20
                  a very specific directory structure for everything to =
be in.=20
                  First comes a project directory with the same name as =
your=20
                  package. Within this project directory come various=20
                  sub-directories for all the different types of files =
that can=20
                  be put into a package. For instance, all code files go =
in a=20
                  directory called "Classes". All model files go in a =
directory=20
                  called "Models", textures go in "Textures", and sounds =
go in=20
                  "Sounds". For instance, take a look at this example =
project=20
                  directory:=20
                  <P>
                  <CENTER><IMG=20
                  =
src=3D"http://hyper.dnsalias.net/infobase/archive/wod/tutorials/pix/direc=
tory1.gif"=20
                  width=3D176 height=3D222>=20
                  <P><!--<img src=3D"../pix/downarrow.gif"><p> =0A=
<img src=3D"../pix/directory2.gif"><p> =0A=
<img src=3D"../pix/downarrow.gif"><p> =0A=
<img src=3D"../pix/directory3.gif"><p>--></CENTER>The=20
                  project directory, "SomeGun", is branched off of the =
root=20
                  Unreal directory. Within this are three =
sub-directories:=20
                  Classes, Models, and Sounds. Classes contains all the =
code for=20
                  the package, Models contains a single model and a skin =
for=20
                  that model, and Sounds contains a couple of .wav files =
which=20
                  will be used as weapon sound=20
            =
effects.</FONT></P></TD></TR></TBODY></TABLE><BR><BR><!--------------  =
The .uc File  -------------------------><I>T=20
            h e&nbsp;&nbsp; . u c&nbsp;&nbsp; F i l e</I><BR><BR>
            <TABLE border=3D0 cellSpacing=3D0 cellPadding=3D0 =
width=3D"90%" cols=3D1>
              <TBODY>
              <TR>
                <TD width=3D35></TD>
                <TD vAlign=3Dtop><FONT size=3D2 face=3DVerdana,Arial>The =
.uc file is=20
                  the basic format for writing UnrealScript outside of =
UnrealEd.=20
                  It's simply a plain text file that can be edited with =
Notepad,=20
                  Wordpad, MS Word, or just about anything else. A =
single .uc=20
                  file contains a single UnrealScript class. Not too=20
                  complicated, is it? In fact, I've found to be even =
simpler=20
                  than working with UnrealEd.=20
                  <P>So, to write your code, you simply open up your =
favorite=20
                  text editor, write your class just as you would in =
UnrealEd,=20
                  and save it with a .uc extension in the Classes =
sub-directory=20
                  of your project directory. There are just a couple =
things that=20
                  should be noted. First of all, you must remember to =
write the=20
                  class declaration. If you're used to writing code in =
UnrealEd,=20
                  then you've probably never worried about class =
declarations,=20
                  since UEd generates them for you. Notepad, however, =
doesn't.=20
                  <P>Second, there's the matter of default properties. =
In=20
                  UnrealEd, a classes' default properties take the form =
of a=20
                  nice little graphical window. In a .uc, though, the =
default=20
                  properties are written in a special section at the end =
of the=20
                  file, like this:=20
                  <P>&nbsp;=20
                  <TABLE border=3D0 cellSpacing=3D0 cellPadding=3D0 =
cols=3D1>
                    <TBODY>
                    <TR>
                      <TD width=3D40></TD>
                      <TD>
                        <TABLE border=3D0 cellSpacing=3D0 =
cellPadding=3D0 cols=3D1=20
                        rows=3D"2">
                          <TBODY>
                          <TR>
                            <TD bgColor=3D#c0c0c0 width=3D450><FONT =
color=3Dblack=20
                              face=3DSystem, Arial><B>&nbsp;&nbsp; .uc =
Default=20
                              Properties</B></FONT></TD></TR>
                          <TR>
                            <TD bgColor=3D#000040 width=3D450><BR>
                              <TABLE border=3D0 cellSpacing=3D0 =
cellPadding=3D0=20
                              width=3D"90%" cols=3D1>
                                <TBODY>
                                <TR>
                                <TD width=3D35></TD>
                                <TD vAlign=3Dtop><PRE><FONT size=3D1 =
face=3DCourier Arial Verdana, New,>defaultproperties
{
     FireSound=3DSound'SomeGun.FireSound'
     AltFireSound=3DSound'SomeGun.FireSound'
     Mesh=3DMesh'SomeGun.SomeGun'
}
&nbsp;</PRE></FONT></TD></TR></TBODY></TABLE></TD></TR></TBODY></TABLE></=
TD></TR></TBODY></TABLE>
                  <P>Only the default properties that are added or =
changed from=20
                  a classes' parent class are included in a particular =
.uc file.=20
                  There are also no "groups", as there are in UnrealEd. =
At=20
                  first, this will probably be the most confusing part =
of=20
                  writing code outside of UnrealEd. Once you get used to =
it,=20
                  though, you'll probably come to like it. In any case, =
if=20
                  you're still a bit confused on what exactly your .uc =
files=20
                  should look like, then I'd advise you to go into =
UnrealEd, and=20
                  "Export All" the classes. This will save all the =
existing=20
                  Unreal classes as .uc files in their own project =
directories.=20
                  <P>In fact, you'll probably want to do this anyway. =
The only=20
                  major drawback to writing code outside of UnrealEd is =
the lack=20
                  of a nice, organized class tree to use as a reference. =
If=20
                  you've had much experience at all writing =
UnrealScript, then=20
                  you'll know that being successful is extremely =
dependant on=20
                  how well you know the existing Unreal classes. Knowing =
which=20
                  classes to inherit from, and which functions to =
override is=20
                  absolutely essential. And, therefore, so is having =
easy access=20
                  to the existing UnrealScript classes. What all this =
boils down=20
                  to, is that you're going to need to export everything =
from=20
                  UnrealEd into .uc files. I would advise making a nice, =
easily=20
                  accessible directory to keep all of these classes in. =
I call=20
                  mine "UC =
Archives".</FONT></P></TD></TR></TBODY></TABLE><BR><BR><!--------------  =
Using Execs -------------------------><I>U=20
            s i n g&nbsp;&nbsp; E x e c s</I><BR><BR>
            <TABLE border=3D0 cellSpacing=3D0 cellPadding=3D0 =
width=3D"90%" cols=3D1>
              <TBODY>
              <TR>
                <TD width=3D35></TD>
                <TD vAlign=3Dtop><FONT size=3D2 face=3DVerdana,Arial>If =
you've never=20
                  written code outside UnrealEd, then you've probably =
never=20
                  imported anything using #exec commands. This is =
because #exec=20
                  commands are executed <I>only</I> when they're =
compiled with=20
                  Unreal -make. They're ignored when you simply compile =
within=20
                  UnrealEd. So, I suppose you're going to need a crash =
course on=20
                  them, aren't you?=20
                  <P>#exec commands are used to import things. Models. =
Textures.=20
                  Sounds. They're essential for telling Unreal =
<I>how</I> you=20
                  want all these different files in your project =
directory to be=20
                  mushed together into a single package. There are quite =
a few=20
                  different types of #exec commands, all of them used =
for=20
                  importing different things. When you import a model =
using=20
                  3ds2unr (see the <A=20
                  =
href=3D"http://hyper.dnsalias.net/infobase/archive/wod/tutorials/importin=
g.htm">Importing=20
                  a Model</A> tutorial for more details on how to do =
this), the=20
                  #execs are automatically generated for you, so you =
don't have=20
                  to worry about them too much. But what if you just =
want to=20
                  import a texture or sound? It's not too difficult... =
you just=20
                  have to know the right #exec command. So what =
<I>are</I> the=20
                  right #exec commands? Read on.=20
                  <P><!----- Texture Importing ----------->
                  <TABLE border=3D0 cellSpacing=3D0 cellPadding=3D0 =
width=3D"80%"=20
cols=3D2>
                    <TBODY>
                    <TR>
                      <TD width=3D200><FONT color=3D#00c000 size=3D2=20
                        face=3DVerdana,Arial><U>T</U> e x t u r =
e&nbsp;&nbsp;=20
                        <U>I</U> m p o r t i n =
g</FONT></TD></TR></TBODY></TABLE><BR>
                  <TABLE border=3D0 cellSpacing=3D0 cellPadding=3D0 =
width=3D"100%"=20
                  cols=3D1>
                    <TBODY>
                    <TR>
                      <TD width=3D35></TD>
                      <TD vAlign=3Dtop><FONT size=3D2 =
face=3DVerdana,Arial><FONT=20
                        color=3D#808080 size=3D1>#exec TEXTURE IMPORT=20
                        NAME=3DSomeTexture =
FILE=3DTEXTURES\SomeTexture.PCX=20
                        GROUP=3DSomeGroup</FONT>=20
                        <P>Not too complicated. There's just a few =
pieces of=20
                        information that you need to supply. The "NAME" =
part is=20
                        what the texture will be known as in =
UnrealScript. This=20
                        is the name you'll use to reference it in your =
actual=20
                        code. The "FILE" part is, obviously, the =
filename of=20
                        your actual image file. Note that your image =
files don't=20
                        <I>have</I> to be in your Textures =
sub-directory. In=20
                        fact, I very rarely ever use a Textures =
directory. I=20
                        usually put all my textures, whether they're =
model skins=20
                        or not, into my Models directory. Also, just in =
case you=20
                        were wondering, it <I>is</I> possible to import =
a BMP=20
                        file as a texture instead of a PCX. There's no =
major=20
                        difference. You just have to replace the "PCX" =
in the=20
                        exec with "BMP". Finally, the "GROUP" part is =
the=20
                        texture group that this texture will be stored =
under. If=20
                        you're into level design, then I'm sure you're =
familiar=20
                        with texture groups. They're simply a way of =
organizing=20
                        things within a package. They also serve to add =
a little=20
                        more difficulty in referencing a texture from=20
                        UnrealScript. For instance, if the texture in =
this #exec=20
                        were being imported to a package called =
"SomeGun", you'd=20
                        have to use "SomeGun.SomeGroup.SomeTexture" to =
reference=20
                        =
it.</FONT></P></TD></TR></TBODY></TABLE><BR><BR><!----- Utx =
Importing----------->
                  <TABLE border=3D0 cellSpacing=3D0 cellPadding=3D0 =
width=3D"80%"=20
cols=3D2>
                    <TBODY>
                    <TR>
                      <TD width=3D200><FONT color=3D#00c000 size=3D2=20
                        face=3DVerdana,Arial><U>U</U> t x&nbsp;&nbsp; =
<U>I</U> m p=20
                        o r t i n g</FONT></TD></TR></TBODY></TABLE><BR>
                  <TABLE border=3D0 cellSpacing=3D0 cellPadding=3D0 =
width=3D"100%"=20
                  cols=3D1>
                    <TBODY>
                    <TR>
                      <TD width=3D35></TD>
                      <TD vAlign=3Dtop><FONT size=3D2 =
face=3DVerdana,Arial><FONT=20
                        color=3D#808080 size=3D1>#exec OBJ LOAD=20
                        FILE=3DTEXTURES\SomeUtx.utx=20
                        PACKAGE=3DSomeGun.SomeGroup</FONT>=20
                        <P>This is a nifty little trick that I haven't =
seen=20
                        documented anywhere before. If you have a .utx =
texture=20
                        package, and you want to moosh it in with a .u =
file, you=20
                        can use this #exec. Simply put the .utx file in =
your=20
                        Textures or Models sub-directory like you would =
any=20
                        other image file. Then, put this #exec in one of =
your=20
                        classes to import it. The "FILE" part is used to =
tell=20
                        Unreal where the .utx you want to import is, and =
the=20
                        "PACKAGE" part tells unreal the .u package name=20
                        (probably the one you're writing the #exec in) =
and=20
                        texture group to import the .utx into.=20
                        <P>You may be asking why you would <I>need</I> =
to import=20
                        a .utx file, since it would be pointless to =
import your=20
                        textures into a .utx in UnrealEd when you could =
just=20
                        import them directly into your .u using a =
texture import=20
                        #exec. Why add the middleman? The answer is: =
Fire=20
                        Textures. You see, Unreal has a built-in system =
for=20
                        generating special algorithmic textures that =
dynamically=20
                        animate themselves. They're used for creating =
almost any=20
                        type of fire, electric, or energy effect you see =
in the=20
                        game. There's one thing about them, though: they =
can't=20
                        exactly be saved as a plain old .pcx file. When =
you=20
                        generate them in UnrealEd, they're saved in a =
.utx file.=20
                        So, there's your reason for needing this #exec.=20
                        <P>In any case, this could very well work the =
same way=20
                        for .uax files, too. I've never tried it myself, =
but I=20
                        don't see why it should be much different. =
Experiment a=20
                        little =
:)</FONT></P></TD></TR></TBODY></TABLE><BR><BR><!----- Sound =
Importing----------->
                  <TABLE border=3D0 cellSpacing=3D0 cellPadding=3D0 =
width=3D"80%"=20
cols=3D2>
                    <TBODY>
                    <TR>
                      <TD width=3D200><FONT color=3D#00c000 size=3D2=20
                        face=3DVerdana,Arial><U>S</U> o u n =
d&nbsp;&nbsp; <U>I</U>=20
                        m p o r t i n =
g</FONT></TD></TR></TBODY></TABLE><BR>
                  <TABLE border=3D0 cellSpacing=3D0 cellPadding=3D0 =
width=3D"100%"=20
                  cols=3D1>
                    <TBODY>
                    <TR>
                      <TD width=3D35></TD>
                      <TD vAlign=3Dtop><FONT size=3D2 =
face=3DVerdana,Arial><FONT=20
                        color=3D#808080 size=3D1>#exec AUDIO IMPORT=20
                        FILE=3D"Sounds\44Magnum.WAV" NAME=3D"SGBlast"=20
                        GROUP=3D"Shotgun"</FONT>=20
                        <P>Nothing shockingly new here. Pretty much the =
same as=20
                        the texture import #exec, only with the word =
"AUDIO"=20
                        instead of "TEXTURE". Just supply a source =
filename,=20
                        name, and group, and you'll be=20
                    =
set.</FONT></P></TD></TR></TBODY></TABLE><BR><BR></FONT></P></TD></TR></T=
BODY></TABLE><BR><BR><!--------------  Putting it all together  =
-------------------------><I>P=20
            u t t i n g&nbsp;&nbsp; i t&nbsp;&nbsp; A l l&nbsp;&nbsp; T =
o g e t=20
            h e r</I><BR><BR>
            <TABLE border=3D0 cellSpacing=3D0 cellPadding=3D0 =
width=3D"90%" cols=3D1>
              <TBODY>
              <TR>
                <TD width=3D35></TD>
                <TD vAlign=3Dtop><FONT size=3D2 face=3DVerdana,Arial>So, =
you've got=20
                  this nice organized project directory, with all your =
classes,=20
                  textures, and sounds. How in the hell do you compile =
all that=20
                  into a useable .u file? With Unreal -make. Once you've =
got=20
                  everything ready to go, the first thing you have to do =
is make=20
                  a little modification to your Unreal.ini file. You =
see, when=20
                  you run Unreal -make, it searches your Unreal.ini file =
for a=20
                  certain set of lines that tell it what project =
directories to=20
                  compile. For it to recognize and compile <I>your</I> =
precious=20
                  project directory, you have to make an entry for it in =

                  Unreal.ini.=20
                  <P>So, open up Unreal.ini, and search for a set of =
lines that=20
                  begin with "EditPackages". The last line in the set =
should be=20
                  "EditPackages[7]=3DIpServer". Make a new line just =
under this=20
                  one, and type "EditPackages[8]=3DPackageName". =
PackageName being=20
                  the name of your project directory, of course. Save =
and close=20
                  Unreal.ini, and get ready to rock. The process of =
compiling=20
                  your project directory into a .u file is a simple one, =
really,=20
                  as you can see by this diagram:=20
                  <P>
                  <CENTER><IMG=20
                  =
src=3D"http://hyper.dnsalias.net/infobase/archive/wod/tutorials/pix/direc=
tory1.gif"=20
                  width=3D176 height=3D222>=20
                  <P><IMG=20
                  =
src=3D"http://hyper.dnsalias.net/infobase/archive/wod/pix/downarrow.gif" =

                  width=3D84 height=3D77>=20
                  <P><IMG=20
                  =
src=3D"http://hyper.dnsalias.net/infobase/archive/wod/tutorials/pix/direc=
tory2.gif"=20
                  width=3D347 height=3D163>=20
                  <P><IMG=20
                  =
src=3D"http://hyper.dnsalias.net/infobase/archive/wod/pix/downarrow.gif" =

                  width=3D84 height=3D77>=20
                  <P><IMG=20
                  =
src=3D"http://hyper.dnsalias.net/infobase/archive/wod/tutorials/pix/direc=
tory3.gif"=20
                  width=3D64 height=3D65>=20
                  <P></CENTER>Not too difficult, is it? Once you've =
edited=20
                  Unreal.ini, all you have to do is run Unreal.exe with =
the=20
                  -make parameter, and watch the magic happen. When it's =

                  finished (barring any code errors, which you'll have =
to fix),=20
                  you'll have a nice, new, shining .u file waiting for =
you in=20
                  your Unreal\System=20
            =
directory.</FONT></P></TD></TR></TBODY></TABLE><BR></FONT></FONT>
            <P>=20
            <HR>

            <P align=3Dcenter><FONT face=3DArial><FONT size=3D3><IMG=20
            src=3D""><BR></FONT><FONT size=3D1 face=3DArial>Visitors =
Since December=20
            26, 2000</FONT><FONT size=3D3=20
        =
face=3DArial><BR></FONT></FONT></P></TD></TR></TBODY></TABLE></></TD></TR=
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Item("My First Mod (Part 2)", "1stmod2.html");
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Item("The Console", "console.html");
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//Item("Weapon Replacement", "../mutatorsb.html");
//Item("Game Type Altering", "../mutatorsc.html");
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//StartList("<a name=3D'reflist'>General Reviews</a>");
//FItem("General Review Selection", "../reviews.html");
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//Item("Total Conversions", "../reviewsb.html");
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// Other Stuff
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//StartList("<a name=3D'reflist'>Spot Light</a>");
//FItem("Featured Mod", "../Featured.html");
//Item("Pic of the Week", "../POW.html");
//Item("WOD Weapon X-Clusives", "../wodx.html");
//Item("IRC Interviews", "../Chats.html");
//Item("Smashdroids Preview", "../smashdroidpreview.html");
//EndList();

//StartList("<a name=3D'reflist'>Human Contact</a>");
//FItem("Forums", =
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//Item("IRC Chat Room", "../IRCChat.html");
//Item("Team Biographies", "../Bios.html");
//EndList();

//StartList("<a name=3D'reflist'>Other WOD Stuff</a>");
//FItem("Unreal Weapons", "../unrealweapons.html");
//Item("Stream Some Music", "../Streams.html");
//Item("Links", "../Links.html");
//EndList();

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