mutator recompilation problem

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andy_kosela
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Joined: Sun Sep 11, 2011 4:16 pm

mutator recompilation problem

Post by andy_kosela »

Hi,

I'm trying to recompile a simple weapon mutator, with no changes to
the code at first. I extracted all assets using WOTGreal Exporter, but was
seeing a lot of missing files (textures and sounds) during a compilation with ucc.

I found out that very often the paths and filenames are completely wrong to
what WOTExporter is extracting, so I fixed that -- this time it
compiled, only with warnings such as

INF_AKS74U_Assets.uc<74> : ExecWarning, Missing meshmap, texture, or
num (MESHMAP=INF_AKS74UThird_NoMag NUM=1 TEXTURE=AKS74U_3rd)

I got the .u file, can choose that weapon in the loadout menu, but
still i don't see the weapon's texture in the actual game. It
seems to me that those .pcx files extracted from WOTExporter could be
corrupted or maybe wrongly imported, that's why ucc is choking on
them.

Do I need to email the author of a mutator to give me the source code
with all the asset files, or there is some way to make
it working? It seems simply recompiling mutators can be a pain in the ass :)

Thank you for any tips
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Hook
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Re: mutator recompilation problem

Post by Hook »

Just make sure you RE-Name it so there is no mismatch!
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Feralidragon
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Re: mutator recompilation problem

Post by Feralidragon »

Well, if you're trying to extract all the files from a .u package (including meshes), then yes, that may not work that well.

If asking the author for the stuff is possible, is preferable and even encouraged.
andy_kosela
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Joined: Sun Sep 11, 2011 4:16 pm

Re: mutator recompilation problem

Post by andy_kosela »

I figured out that when dealing with mutators with a lot of external textures, animations files etc. it's best to recompile it in unrealed. Then I don't need to mess with #exec statements and everything works fine.
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