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extracting weapons and monsters from mod

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pickledegg
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extracting weapons and monsters from mod

Post by pickledegg »

I still have an old mod .u file that is nowhere to be found online.
The readme file however is missing, so i whas wondering.
Is there any way to extract all summons of monsters and weapons from that mod from the .u file?
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Bleeder91[NL]
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Re: extracting weapons and monsters from mod

Post by Bleeder91[NL] »

open editor, load the package, then export all.
Browse to your unreal folder and you'll find a folder with the mod's name, in there are all the classes.
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pickledegg
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Re: extracting weapons and monsters from mod

Post by pickledegg »

going to give this a try thanks bleeder.
Btw is it also possible to find out how to run it as a mutator? if i remember correctly the mod had a mutator but im not sure how the line is to run this.

And if i reach end and there ere not enough monsters killed yet it should teleport me back to start, it doesnt do that also.

Questions, questions :p

Last edited by pickledegg on Wed Aug 15, 2012 2:59 pm, edited 1 time in total.
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BobIsUnreal
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Re: extracting weapons and monsters from mod

Post by BobIsUnreal »

if it's a old mod , It likely that export all may be usless,  as most old mods makers deleted there scripts and  class names for a while back then, so you may first try the editor , followed by utpt  if that is the case

i said it  once , i say it again , notepad can be a big help if you have pateints,  find 'nds class"

on the other hand if it is a large mod  100 + classes? and the scripts are present,
I Actally have a tool  that i made, that if the scripts are there , it can use ucc to decompile models/script/sounds/textures and   auto build a summon / resource list  and export that to a readme  by phrasing the .u files exported output, but it not at all polished , so if you wanted to post or pm   the file i could run it throught there quick and dump a list....
that tool was handy  for master2.u and mod.u  that had like 1000 classes each ;D)

mutators are easy to add if you know the formating,   you can recreate the int files easily...
Last edited by BobIsUnreal on Wed Aug 15, 2012 9:45 pm, edited 1 time in total.
William(Rainman)
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Re: extracting weapons and monsters from mod

Post by William(Rainman) »

I actually remember seeing something Similar for UT2004 i forgot the name of the mod but it allowed you to Extract Mods from Previous Online played Servers. I used it to get the Tiny Raptor from Rosebum's Server but that was ages ago.
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Smirftsch
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Re: extracting weapons and monsters from mod

Post by Smirftsch »

to make things like that more easy we added a bunch of new features in 227 to UED2.1, like "Export Selected Package" instead having to use "Export all", then batchexport for textures and sounds.
Most important is probably the batchexport of meshes, which exports them flawlessly to rebuild them. None of the existing tools (including UTPT) was able to export meshes without crippling them in some way, so it was very important to add this.

Some of these tools were added recently and are not yet in 227h, but 227i is really almost done (yeah, I know, I'm saying this for months now) and if you need it directly, just PM me.
Last edited by Smirftsch on Thu Aug 16, 2012 11:35 am, edited 1 time in total.
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BobIsUnreal
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Re: extracting weapons and monsters from mod

Post by BobIsUnreal »

I dosent appear he wants to extract models or even the code at all , he just wants a list of mods content within the files as documentation is lackng if you actcuall read the post.
i said utpt incase the scripts were deleted  and unrealed decides to choke on them.

Ucc already has Batchexport per package for sound , textures , and scripts built in all you did was add a shortcut to them in 227i ....

side note
hopfully there is mesh export support added in ucc 227g+ as well (batchexporta -mesh -t3d ?) , i never checked , if so it needs documentation...
Last edited by BobIsUnreal on Thu Aug 16, 2012 1:27 pm, edited 1 time in total.
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pickledegg
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Re: extracting weapons and monsters from mod

Post by pickledegg »

Bleeder helped me get the summons by exporting so i have the summons now.
The only problem left is getting the mutator to run and getting dzmapmputator zo teleport me back to start when im at the end, and monsterkillrequirement is not met yet.
Thanks for all the answers btw there is alot of usefull stuff in here for me!
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Smirftsch
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Re: extracting weapons and monsters from mod

Post by Smirftsch »

I dosent appear he wants to extract models or even the code at all , he just wants a list of mods content within the files as documentation is lackng if you actcuall read the post.
i said utpt incase the scripts were deleted  and unrealed decides to choke on them.

Ucc already has Batchexport per package for sound , textures , and scripts built in all you did was add a shortcut to them in 227i ....

side note
hopfully there is mesh export support added in ucc 227g+ as well (batchexporta -mesh -t3d ?) , i never checked , if so it needs documentation...
well, not exactly a shortcut, it's a bit more than that (except mesh of course which had to be implemented entirely new) but its way more easy to handle in UED for most people :)
The idea was that people could do all that without messing with UCC and its parameters.

And no, didn't add some ucc batchexport for it yet.

Last edited by Smirftsch on Thu Aug 16, 2012 4:40 pm, edited 1 time in total.
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BobIsUnreal
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Re: extracting weapons and monsters from mod

Post by BobIsUnreal »

Will it be added to ucc? not a big deal either way  but handy for automation, i assumed that ucc is the main place and unrealed just uses it silently when it needs it.

While we are on the note of  export meshes,
Is there any way that  unrealed 2.1 can export / generate the exec import lines along with the model files when you do a batchexport models?

Thats  one downside of the unrealed mesh export method, most other tools can   generate a basic import code. Umodel , utpt etc but Unrealed dosent.

In some cases where the exec statments are removed ( in cases where users use the mylevel import method , for example or delete them after) ,
Would it be possile for unrealed to gererate them  during the export process based on the  animation sequences it has stored ( and shown in mesh browser)?
The game know the frame numbers and the sequence name and can use those to creat the file.
that would save a mega amount of time.it can excport models perfectly , but if you cant easily reimport them without taking a a hour  to recreate the imports lines it  pointless...

Last edited by BobIsUnreal on Thu Aug 16, 2012 10:12 pm, edited 1 time in total.
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Smirftsch
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Re: extracting weapons and monsters from mod

Post by Smirftsch »

so far mesh export seemed to be only of interest when redoing or fixing mods, in which the import lines are already known. Guess that's reason I never thought about it. Also I'm hardly having the time to do such things myself, so I really depend on feedback like this.
Guess it won't be to difficult to make this for ucc and will have a look for the lines. I just don't want to delay 227i any further, so I hope it won't eat up much time :)
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.:..:
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Re: extracting weapons and monsters from mod

Post by .:..: »

Just give me a few hours to write such an UCC commandlet...
1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD :P
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Pitbull
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Re: extracting weapons and monsters from mod

Post by Pitbull »

Just give me a few hours to write such an UCC commandlet...
Bleh I bet you only need 5 minutes. ;)
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