CIS 488/588 Bruce R. Maxim UM-Dearborn

Slides:



Advertisements
Similar presentations
Introduction to Eclipse. Start Eclipse Click and then click Eclipse from the menu: Or open a shell and type eclipse after the prompt.
Advertisements

® Microsoft Office 2010 Managing Your Files. XP Objectives Develop file management strategies Explore files, folders, and libraries Create, name, copy,
Packages Sudhir Talasila Preeti Navale. Introduction Packages are nothing more than the way we organize files into different directories according to.
Audacity: a step-by-step tutorial Presented by: Terry W. Hoffland.
Yingcai Xiao Game Development Intro to Unreal Engine.
The Web Warrior Guide to Web Design Technologies
Module 4.2 File management 1. Contents Introduction The file manager Files – the basic unit of storage The need to organise Glossary 2.
 2005 Pearson Education, Inc. All rights reserved Introduction.
5/20/20151 Using UDK Editor CIS 488/588 Bruce R. Maxim UM-Dearborn.
Unity 3D game IDE 1.  Unity is a multi-platform, integrated IDE for scripting games, and working with 3D virtual worlds  Including:  Game engine ▪
Command Console Tutorial BCIS 3680 Enterprise Programming.
Assembler Compiler Interpreter ASSEMBLER To convert the assembly language into machine code. Translate mnemonic operation codes to their machine language.
Class Agenda – 06/11/ Present computer data organization Explore files, folders, and libraries in Windows 7 Explain logistics of course including.
1 SEEM3460 Tutorial Unix Introduction. 2 Introduction What is Unix? An operation system (OS), similar to Windows, MacOS X Why learn Unix? Greatest Software.
DAT602 Database Application Development Lecture 15 Java Server Pages Part 1.
CISC 673 : Optimizing Compilers Dept of Computer & Information Sciences University of Delaware JikesRVM.
1 CSE 331 Java Packages; JAR Archives slides created by Marty Stepp based on materials by M. Ernst, S. Reges, D. Notkin, R. Mercer, Wikipedia
Chapter 11 Adding Media and Interactivity. Flash is a software program that allows you to create low-bandwidth, high-quality animations and interactive.
Java™ How to Program, 9/e © Copyright by Pearson Education, Inc. All Rights Reserved.
8 Shell Programming Mauro Jaskelioff. Introduction Environment variables –How to use and assign them –Your PATH variable Introduction to shell programming.
EEC-693/793 Applied Computer Vision with Depth Cameras Lecture 13 Wenbing Zhao
11 A First Game Program Session Session Overview  Begin the creation of an arcade game  Learn software design techniques that apply to any form.
10/9/20151 Unreal Basics CIS 488/588 Bruce R. Maxim UM-Dearborn.
Chapter 10 Fireworks: Part II The Web Warrior Guide to Web Design Technologies.
POS 406 Java Technology And Beginning Java Code
Mr. Justin “JET” Turner CSCI 3000 – Fall 2015 CRN Section A – TR 9:30-10:45 CRN – Section B – TR 5:30-6:45.
Guide to Linux Installation and Administration1 Chapter 4 Running a Linux System.
1 Chapter 12: Form Builder Objects and Flexible Code.
Yingcai Xiao Game Development Intro to Unreal Engine.
JAVA COURSE 1 Computer Engineering Association. Compile your first program Public class Hello{ public class Hello(){ System.out.println(“Hello”); } puclic.
Image #1 Getting Started
Java Class Structure. Class Structure package declaration import statements class declaration class (static) variable declarations* instance variable.
Micro Focus Net Express IDE. Doug Evans GDT 2007 International User Conference: Evolving the Legacy July 29 – August 1  Lake Las Vegas, Nevada Net Express.
Game Programming Step-13 Learn to Load model gun into Game
1 How to Install OpenGL u Software running under Microsoft Windows makes extensive use of "dynamic link libraries." A dynamic link library (DLL) is a set.
Building Packages BCIS 3680 Enterprise Programming.
Java Programming, Second Edition Chapter Twelve Advanced Inheritance Concepts.
Chapter 11: Advanced Inheritance Concepts. Objectives Create and use abstract classes Use dynamic method binding Create arrays of subclass objects Use.
Programming in java Packages Access Protection Importing packages Java program structure Interfaces Why interface Defining interface Accessing impln thru.
Lab 8 Overview Apache Web Server. SCRIPTS Linux Tricks.
Working with Packages BCIS 3680 Enterprise Programming.
Creating FunctionstMyn1 Creating Functions Function can be divided into two groups: –Internal (built in) functions –User-defined functions.
GDT Tips and Tricks. GDT Tips and Tricks Doug Evans GDT 2004 International User Conference – Evolving the Legacy July  Tucson, Arizona GDT Tips.
SourceAnatomy1 Java Source Anatomy Barb Ericson Georgia Institute of Technology July 2008.
File and File Systems Compiled by IITG Team Need to be reorganized and reworded.
Game Programming Step-08 Learn to Load models *.x file into the game.
Execution ways of program References: www. en.wikipedia.org/wiki/Integrated_development_environment  You can execute or run a simple java program with.
Design issues for Object-Oriented Languages
EEC-693/793 Applied Computer Vision with Depth Cameras
The eclipse IDE IDE = “Integrated Development Environment”
Class Agenda – 09/07/2011 Present computer data organization
Python’s Modules Noah Black.
EEC-693/793 Applied Computer Vision with Depth Cameras
The Command Prompt Commands are the way to “do things” in Unix
Java Basics Packages.
EEC-693/793 Applied Computer Vision with Depth Cameras
30 Java Applets.
Java Packages B.Ramamurthy 11/11/2018 B.Ramamurthy.
Managing Your Files.
Unreal Engine and C++ We’re finally at a point where we can start working in C++ with Unreal Engine To get everything set up for this properly, we’re going.
Game Development Intro to Unreal Engine
Interfaces.
CIS 488/588 Bruce R. Maxim UM-Dearborn
CIS 488/588 Bruce R. Maxim UM-Dearborn
Fundaments of Game Design
Image #1 Getting Started
EEC-693/793 Applied Computer Vision with Depth Cameras
Interfaces,Packages and Threads
CIS 488/588 Bruce R. Maxim UM-Dearborn
 A function is a named sequence of statement(s) that performs a computation. It contains  line of code(s) that are executed sequentially from top.
Presentation transcript:

CIS 488/588 Bruce R. Maxim UM-Dearborn Unreal Script Basics CIS 488/588 Bruce R. Maxim UM-Dearborn 12/3/2018

Unreal Script Unreal Script lets you define and extend objects that can be used in UT2004 games You can create and edit classes inside UnrealEd, but if you want to create serious content you should probably create your own Edit Packages and compile them using the Unreal ucc make command (located in the UT2004 System folder) 12/3/2018

Packages - 1 Basically they can contain any type of Unreal content, if the ucc compiler is to find the content you need to adhere to a few conventions You need to create a folder in the root UT2004 directory, the folder name is the package name (e.g. HelloWorld) Unreal script files are placed in a package subfolder named Classes 12/3/2018

Packages - 2 Convention would suggest that you name the class file with the class name and use the extension .uc You can also create directories to hold Animations, Textures, StaticMeshes, Sounds, Music, etc. The compiled package will be placed in the UT2004 System folder 12/3/2018

Compiling Packages The first step is to edit the UT2004.ini file You need to locate the EditPackages section and add a line EditPackages=HelloWorld After you save the edited .ini file you then need to make sure the file HelloWorld.u is renamed (or the source file will not be compiled) Type ucc make at a DOS prompt to compile all new classes 12/3/2018

Classes Syntax of Unreal Script class definitions are similar to those found in C++ or Java The keyword extend is used to indicate parent being extended The root class of all Unreal objects is name Object (though most of the time you will work with its child class Actor as the root class library to extend) 12/3/2018

HelloWorldTrigger //========================================= class HelloWorldTrigger extends Trigger placeable; //Override a function from the parent class function PostBeginPlay(){ //Call a function from the parent class Super.PostBeginPlay(); //Assign a value to a member variable of the //parent class Message = "Hello World of Unreal Tournament!"; } 12/3/2018

Using the New Class When you start UnrealEd the new class HelloWorldTrigger will appear in the Actor class library and can be placed in the level map and used like any other actor There is a good Tutorial on creating a new game object from scratch on the DVD that comes with UT2004 12/3/2018

Exec Directive "#exec" directives in UnrealScript class code execute console commands at compile time. This is useful for keeping content closely coupled with the code that uses it (textures/sounds Every "#exec" directive can be executed in UnrealEd's console bar (without "#exec”). Currently in the newer engine builds, they are the only method of importing vertex meshes (think .3ds). 12/3/2018

Texture Import #exec TEXTURE IMPORT NAME=NameForTextureToImportAs FILE=PATH\TO\SomeTexture.pcx GROUP=SomeGroup MIPS=OFF FLAGS=2 PALETTE=SomeTexPalette LODSET=2 // note no terminating ";". Presumably must be all on one line, too Imported textures are addressed as PackageName.Texturename, and available via UnrealEd after PackageName is loaded in the Actor browser Optional params: Name, Group, MIPS, Flags, Pallette, LODSET, 12/3/2018

Sound Import #exec AUDIO IMPORT NAME=NameForSoundToImportAs FILE=PATH\TO\Soundfile.wav GROUP=SomeGroup NAME (optional) Name the sound is imported as. Defaults to the file name without extension if omitted. FILE - Path to the sound file being imported. Paths are local to the root of the package directory. GROUP (optional) Name of the group the sound is classified under (used in, for example, the UEd Sound browser) 12/3/2018

Loading Other Packages #exec OBJ LOAD FILE="..\Textures\MyTextures.utx" #exec OBJ LOAD FILE="..\Textures\MyTextures.utx“ PACKAGE=MyPackage You can use the OBJ LOAD parameters to load a specific file at compile time, so that you can reference objects in that package at compile time. You can also load textures into specific compiled packages using the PACKAGE parameter 12/3/2018

Importing Static Meshes #exec STATICMESH IMPORT NAME=GrenadeMesh FILE=Models\assaultgrenade.lwo GROUP=EnemyWeapons #exec NEW STATICMESH NAME=AnotherGrenadeMesh FILE=Models\assaultgrenade2.ase GROUP=TeamWeapons You can import static meshes to be compiled in your .u file. You can import Lightwave (.lwo) and the .ase files exported from the ActorX Utility. 12/3/2018

Importing Skeletal Meshes #exec MESH MODELIMPORT MESH=Weapon_1st MODELFILE=models\WeaponModel.PSK LODSTYLE=10 // Position, Rotation and Scale #exec MESH ORIGIN MESH=Weapon_1st X=0 Y=0 Z=0 YAW=0 PITCH=0 ROLL=0 #exec MESHMAP SCALE MESHMAP=Weapon_1st X=1.0 Y=1.0 Z=1.0 //Assign Animations and Textures #exec MESH DEFAULTANIM MESH=Weapon_1st ANIM=WeaponAnim #exec MESHMAP SETTEXTURE MESHMAP=Weapon_1st NUM=0 TEXTURE=WpTex You can import .PSK files obtained from the ActorX utility, that are placed in the /models folder of your package directory. 12/3/2018

Importing Animations #exec ANIM IMPORT ANIM=WeaponAnim ANIMFILE=models\WeapAnim.PSA COMPRESS=1 MAXKEYS=999999 IMPORTSEQS=1 You can import .PSA files obtained from the ActorX utility, that are placed in the /models folder of your package directory COMPRESS - Compresses the animations. 1 is normal, uncompressed, lower numbers are more compressed. 12/3/2018