ive encoutered some error that shouldnt be there.
When i try to compile the folder SGU_cbknife
which contains these folders:
- Classes
Models
Textures
BUT: either me, or unreal is being retarted becauseAnalyzing...
Can't find files matching ..\SGU_cbknife\Classes\*.uc
History:
Exiting due to error.
..\SGU_cbknife\Classes\sgu_cbknife.uc DOES exist and its in the correct folder.
the UC file is the following:
any halp fur poowr pywo?//===============================================================================
// [SGU_cbknife]
//===============================================================================
class SGU_cbknife extends sgu_cbknife;
#exec MESH MODELIMPORT MESH=SGU_cbknifeMesh MODELFILE=models\SGU_cbknife.PSK LODSTYLE=10
#exec MESH ORIGIN MESH=SGU_cbknifeMesh X=0 Y=0 Z=0 YAW=0 PITCH=0 ROLL=0
#exec ANIM IMPORT ANIM=SGU_cbknifeAnims ANIMFILE=models\SGU_cbknife.PSA COMPRESS=1 MAXKEYS=999999
#exec MESHMAP SCALE MESHMAP=SGU_cbknifeMesh X=1.0 Y=1.0 Z=1.0
#exec MESH DEFAULTANIM MESH=SGU_cbknifeMesh ANIM=SGU_cbknifeAnims
// Animation sequences. These can replace or override the implicit (exporter-defined) sequences.
#EXEC ANIM SEQUENCE ANIM=SGU_cbknifeAnims SEQ=AltFire STARTFRAME=0 NUMFRAMES=6 RATE=5,0000 COMPRESS=1,00 GROUP=None
#EXEC ANIM SEQUENCE ANIM=SGU_cbknifeAnims SEQ=Fire STARTFRAME=6 NUMFRAMES=5 RATE=3,0000 COMPRESS=1,00 GROUP=None
#EXEC ANIM SEQUENCE ANIM=SGU_cbknifeAnims SEQ=Idle STARTFRAME=11 NUMFRAMES=13 RATE=3,0000 COMPRESS=1,00 GROUP=None
// Digest and compress the animation data. Must come after the sequence declarations.
// 'VERBOSE' gives more debugging info in UCC.log
#exec ANIM DIGEST ANIM=SGU_cbknifeAnims VERBOSE
#EXEC TEXTURE IMPORT NAME=SGU_cbknifeTex0 FILE=TEXTURES\Knifetexture.bmp GROUP=Skins
#EXEC MESHMAP SETTEXTURE MESHMAP=SGU_cbknifeMesh NUM=0 TEXTURE=SGU_cbknifeTex0
// Original material [0] is [01 - Default] SkinIndex: 0 Bitmap: Knifetexture.bmp Path: C:\Documents and Settings\Daan\Mijn documenten\overig\weapons\combat knife
defaultproperties
{
Mesh=SGU_cbknifeMesh
DrawType=DT_Mesh
bStatic=False
}



