Unreal mod (nonfiction): Difference between revisions
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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] | * [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). | ** 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). |
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
- Mod Authoring for Unreal Tournament 3 @ docs.unrealengine.com
- 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.
- Working with Packages (Importing and Creating Assets) @ Waylon Art
- UnrealScript lessons @ beyondunreal.com
- Modifying Vehicle Weapons
- Introduction To Replication
- ProjectileDestroyerVolume