Now we get to do a quick test of the character in game to see how it is panning out.
But first we need to edit the xplayerL1.upl file in order to get the game to find our new character. any text editor can do it (however if you use notepad it will put a .txt after the filename by default...so watch for that). Also note that the line is ONE line with NO breaks. I have broken it up here however to fit inside the frame. Use wordwrap if you need to but make sure not to have returns.
The xplayersL1.upl file can be found in the UT2004 System directory. Once open it is full of things that look like this...
Player=(DefaultName="Malcolm",Race="ThunderCrash",Mesh=HumanMaleA.
MercMaleD, species=xGame.SPECIES_Merc,BodySkin=PlayerSkins.
MercMaleDBodyA,FaceSkin=PlayerSkins.MercMaleDHeadA,Portrait=
PlayerPictures.cMercMaleAD,Text=XPlayers.MercMaleDA,Sex=Male,
Menu="MALCOLM",Tactics=2.0,StrafingAbility=+2.0,Accuracy=0.5,BotUse=1)
This is all the information that the Unreal editor needs to reference all it's material. I will pull it apart bit by bit with the bits you would edit in blue, and the orange as optional:
Player=( = This starts of the players information section
DefaultName="Malcolm" The text inside the commas is the characters name in the selection screen
Race="Thundercrash" Extra information found in the selection screen (I believe)
Mesh=HumanMaleA.MercMaleD This is important in that it links to the mesh your model uses. The full stop within the link is in relation to filename, group name and character name. So if you had used a group you would be needing another full stop to break it up.
species=xGame.SPECIES_Merc This relates to species traits in species related game types (to my knowledge) This would be optional...although change it to something similar to the defaults. Look through the xplayersL1.upl for other examples.
BodySkin=PlayerSkins.MercMaleDBodyA The first skin channel of two. Once again it uses the Filename.Group.Texturename naming system
FaceSkin=PlayerSkins.MercMaleDHeadA The second skin of two defineable in the .upl. It uses the Filename.Group.Texturename naming system as well.
Portrait=PlayerPictures.cMercMaleAD This image is something you will need to make up to act as a portrait in the selection screen. It is a 256x512 image that you would import into your texture file and reference like the other textures.
Text=XPlayers.MercMaleDA This is the text that comes up describing your character once selected. You would need to edit the Xplayers.upl file to do so (I will have to test whether or not it can use an external file)
Sex=Male,Menu="MALCOLM",Tactics=2.0,StrafingAbility=+2.0,Accuracy=0.5,BotUse=1)
This is all generic stuff I rarely play with. If anything I take them out. But if it doesn't work. you can always put them back in. Look at other examples in the .upl to see if you find anything useful. |