help?
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- Godlike
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Re: help?
Oh, I thought you just want to change that. IDK if that is accessible via UScript (what is used in a mod). Maybe the installer in UMOD format can change this.
May I ask why you want to do such?
May I ask why you want to do such?
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett
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Re: help?
I have a texture mod using the DirectX11 Renderer version 1.6.2 from darknovismc
and others have made dds textures for it I am using pngs but the engine will prioritize the dds over the png so want to have my own texture folder to avoid that on undying and want to do ut the same way
https://www.moddb.com/mods/clive-barkers-undying-hidef
also i am totally clueless how to mod unreal but I am good with idtech
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- Godlike
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Re: help?
IMO you don't need to change the default Texture folder if you just add your Texture folder to "Paths". For example my path definitions are To have stock files separated from 3rd party files I put stock files into
So my advice is that you add a subfolder to the default Texture folder.
Are you going to publish that or is that just for your personal use?
Spoiler
UnrealTournament.ini>[Core.System] wrote:Paths=../System/*.u
Paths=../Maps/*.unr
Paths=../Textures/*.utx
Paths=../Sounds/*.uax
Paths=../Music/*.umx
Paths=../System/3rd/*.u
Paths=../Maps/3rd/*.unr
Paths=../Textures/3rd/*.utx
Paths=../Sounds/3rd/*.uax
Paths=../Music/3rd/*.umx
../Textures/
and all other into ../Textures/3rd/
.So my advice is that you add a subfolder to the default Texture folder.
Are you going to publish that or is that just for your personal use?
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett
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Re: help?
not using utx tho I may afterBarbie wrote: ↑Mon Apr 03, 2023 10:03 am IMO you don't need to change the default Texture folder if you just add your Texture folder to "Paths". For example my path definitions areTo have stock files separated from 3rd party files I put stock files intoSpoiler
UnrealTournament.ini>[Core.System] wrote:Paths=../System/*.u
Paths=../Maps/*.unr
Paths=../Textures/*.utx
Paths=../Sounds/*.uax
Paths=../Music/*.umx
Paths=../System/3rd/*.u
Paths=../Maps/3rd/*.unr
Paths=../Textures/3rd/*.utx
Paths=../Sounds/3rd/*.uax
Paths=../Music/3rd/*.umx../Textures/
and all other into../Textures/3rd/
.
So my advice is that you add a subfolder to the default Texture folder.
Are you going to publish that or is that just for your personal use?
yes want to publish I always do https://www.moddb.com/members/y2keeth/mods
do you know of a real basic modding tutorial for ut ?
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- Godlike
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Re: help?
UT uses "UTX" files for images, not "PNG". PNG can be IMPORTED only by latest patches (469...) in order to gain "UTX" files. I don't get where did you have from the information about using PNG in UT. Old original versions don't have anything to do with these formats.
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Re: help?
the pngs was for the DirectX11 Renderer version 1.6.2 from darknovismc, utx will work with everything so better ideasektor2111 wrote: ↑Sat Apr 08, 2023 4:16 am UT uses "UTX" files for images, not "PNG". PNG can be IMPORTED only by latest patches (469...) in order to gain "UTX" files. I don't get where did you have from the information about using PNG in UT. Old original versions don't have anything to do with these formats.
also I have no idea about ut trying to learn it
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Re: help?
Point me a MAP with Textures using "PNG" format as dependency...
DirectX11 and all those things are a support for rendering, but images/resources used when game is running are based on internal format which is UTX from 1 January to 31 December.
Other guy said that a SplashLogo mod was bugged because he could not use a "jpg" as server-logo. UT mods are NOT using anything else than UTX files and resolution of these Textures/Images are a power of two: 512 × 256, 32 × 64, 256 × 256 and nothing else.
DirectX11 and all those things are a support for rendering, but images/resources used when game is running are based on internal format which is UTX from 1 January to 31 December.
Other guy said that a SplashLogo mod was bugged because he could not use a "jpg" as server-logo. UT mods are NOT using anything else than UTX files and resolution of these Textures/Images are a power of two: 512 × 256, 32 × 64, 256 × 256 and nothing else.
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Re: help?
here is my undying mod using that same renderer using .png, not ut but unreal engine 1 as wellsektor2111 wrote: ↑Sun Apr 09, 2023 6:15 am Point me a MAP with Textures using "PNG" format as dependency...
DirectX11 and all those things are a support for rendering, but images/resources used when game is running are based on internal format which is UTX from 1 January to 31 December.
Other guy said that a SplashLogo mod was bugged because he could not use a "jpg" as server-logo. UT mods are NOT using anything else than UTX files and resolution of these Textures/Images are a power of two: 512 × 256, 32 × 64, 256 × 256 and nothing else.
https://www.moddb.com/mods/clive-barkers-undying-hidef
same thing i wanted to do to ut