Unreal mod (nonfiction): Difference between revisions

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(Created page with "In the Unreal engine, a '''mod''' is a modified version of the basic game. == Scope == Mods range from simple to more complex to comprehensive: * Unreal Mutator (nonfi...")
 
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Mods range from simple to more complex to comprehensive:
Mods range from simple to more complex to comprehensive:


* [[Unreal Mutator (nonfiction)|Unreal Mutator]] - simplest
* [[Unreal mutator (nonfiction)|Unreal Mutator]] - simplest
* [[GameType (nonfiction)|GameType]] - more complex
* [[Game type (nonfiction)|Game Type]] - more complex - implemented as subclasses of the GameInfo class, specific to the game.
* [[Total Conversion (nonfiction)|Total Conversion]] - comprehensive
* [[Total conversion (nonfiction)|Total Conversion]] - most comprehensive - bypass the established game classes and start at the engine core. Rather than use game-specific subclasses, TC's are implemented as subclasses of the base engine classes, such as the GameInfo class. If your mod doesn't exist in the realm of the game's universe, or if you want to try something completely different, then a TC is the way to go. Just be aware that you will be doing everything from scratch.


== In the News ==
== In the News ==
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* [https://docs.unrealengine.com/udk/Three/UT3Mods.html Mod Authoring for Unreal Tournament 3] @ docs.unrealengine.com
* [https://docs.unrealengine.com/udk/Three/UT3Mods.html Mod Authoring for Unreal Tournament 3] @ docs.unrealengine.com
* [https://wiki.nexusmods.com/index.php/Modding_with_the_UDK_-_XCOM:EU_2012 Modding with the UDK - XCOM:EU 2012]
** The UDK can be used to create new scripting, to include simulated functions that supplement or even replace embedded native functions (which can not be examined to see how they work, so take great care with function names so you don't break the game).
** Do not be deterred by the references in the material to other Unreal Engine based games. The lessons should be generally applicable to the Unreal Engine and Unreal Development Kit (UDK) themselves.
* [http://waylon-art.com/LearningUnreal/UE3-06-WorkingWithPackages.htm Working with Packages (Importing and Creating Assets)] @ Waylon Art
* [https://wiki.beyondunreal.com/Legacy:UnrealScript_Lessons UnrealScript lessons] @ beyondunreal.com
* [https://wiki.beyondunreal.com/Legacy:Modifying_Vehicle_Weapons Modifying Vehicle Weapons]
* [https://wiki.beyondunreal.com/Legacy:Introduction_To_Replication Introduction To Replication]
* [https://wiki.beyondunreal.com/Legacy:ProjectileDestroyerVolume ProjectileDestroyerVolume]


[[Category:Nonfiction (nonfiction)]]
[[Category:Nonfiction (nonfiction)]]
[[Category:Games (nonfiction)]]
[[Category:Games (nonfiction)]]
[[Category:Unreal (series) (nonfiction)]]
[[Category:Unreal (series) (nonfiction)]]

Latest revision as of 09:52, 5 January 2021

In the Unreal engine, a mod is a modified version of the basic game.

Scope

Mods range from simple to more complex to comprehensive:

  • Unreal Mutator - simplest
  • Game Type - more complex - implemented as subclasses of the GameInfo class, specific to the game.
  • Total Conversion - most comprehensive - bypass the established game classes and start at the engine core. Rather than use game-specific subclasses, TC's are implemented as subclasses of the base engine classes, such as the GameInfo class. If your mod doesn't exist in the realm of the game's universe, or if you want to try something completely different, then a TC is the way to go. Just be aware that you will be doing everything from scratch.

In the News

Fiction cross-reference

Nonfiction cross-reference

External links