Nali BaBa Land
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Nali BaBa Land
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Prologue

All tutorials were written (or typed if you like) solemnly by Zeke and Zeke retains ownership over the tutorials.  I will allow you to host these tutorials, go ahead, even modify them if you wish, but please give me credit for this.  I didn't just take five minutes to make this.

Table of Contents

  1. Cache Ripping
  2. UAX Files and the Basics of UMX   2/3's done!!!!

 

 



Cache Ripping, the most evil fun you will have with others! Just don't say the mods are yours!

Hello,  Cache Ripping is so simple, you'll wonder why you didn't know it in the first place.  Every time you enter unreal an unreal server a log of server mods are kept and other files such as textures, sounds, music.  Everytime you refresh unreal this log will restart.  I will be showing pictures of this log in a moment.  But first I want you to open your unreal directory (where you installed the game on your harddrive). 

You should see a picture like this....

Now open up the cache folder...

What a cache is...it's simply every file you ever downloaded (dled) from joining servers.  You've had the files all along, you just now need to find out which ones which.  There's a special file for that; but remember how I said that file will refresh itself every time you open unreal.  Say you want something from a specific players server.  You go in, download their essentials needed to run the current map, including all their server packages.  Then you exit unreal and open unreal.log and find the cache code for the files and place the mods in their correct folders before exitting unreal.log.  You forgot to get someone of the texture packages and you go into unreal to run the new mod.  You find it is missing files and you want to exit unreal and find the codes for those files.  Since you didn't keep unreal.log running you'll find it did a complete refresh, you'll need to enter that server again, if it is up!

Now this next step is just entering any server that has a mod, skin, texture, or any general package you want.  Exit unreal, go into your System folder and open up Unreal.log...

Go ahead open it, keep in mind you must finish downloading files before you can get them to work.  Scroll down till you see a section like this...

The list can be endless, servers will have their own sections, just choose a mod....any mod, some of these mods shown you have by default, like  GenEarth, thats a texture package from the pure unreal version.  Lets say you picked Living 2, a good mod by Ageukkeli, you don't need to cache rip it for real since its at http://www.freewebs.com/bio-hazard12, but this is just an example. 

Now look at my code....

Keep the log open and manually search for that code in your cache folder, or you might be able to copy and paste it like this into the address bar, don't forget the .uxx at the end!  After typing this press enter...follow these next steps from these pictures.

"Select program from a list."

Make sure you select notepad and uncheck "always use the selected program to open this kind of file" or you can leave it checked, its your choice.

Select save as...

Change the file name to Living2.u since it is a .u file, Unreal.log does not tell you whether a file is a .utx, .uax, etc.  So make sure you know what it is, or you can play the guessing game, and keep testing it in unreal until it stops getting rejected, the funny thing I found out is that if you name a .umx file .u it will still run.  Make sure you change the save as type to all files.  There are different ways to save cache files, this one is the second easiest.

Look what I now have in my system folder, if I want to run it on my server I just go into unreal.ini and add under the serverpackages list located near the top....ServerPackages=Living2.  If I want to find out summons for this mod, I have to open UnrealEditor and load the file under classes to find out what the summons are for this mod.

The only things safe from cache ripping are serverside mutators, network client mods (such as Nephthys) and custom game types such as coop or capture the flag since they tend to run with .ini files, etc.

I am done cache ripping this item now, wasn't that so easy?  I really typed more than I did explain, but I wanted to include as much as I could about cache ripping.  There are no special programs needed to make this work...just your brain !



UAX Files and the Basics of UMX

So you want to learn how to make .uax files, well I'll tell you what, you know .uax files and you know almost all you need to know about making .umx files.  So let's get started.  I want you to download a program that I use and other brilliant mappers such as []Pcube[] use.

Go to http://www.goldwave.com and download the newest version of goldwave to get start, once its done, just install it like any software.  This is a free software, there is a payed version but you will never need to buy it since this isn't a trial program.

Start by finding your sound, by the way, .uax files are the only things you can add to actors in the game to have them make sounds, .umx's are solely for the purpose of making background music for your map.  Open goldwave and press the ok button on the white screen with all the text, after it has loaded, open your sound file; it really doesn't matter what format the file is in yet...you should see a screen that looks something like this....

Now upload your file that you want to be your .uax file, I chose a random file, so I named it conversation, I will attach the sound file before I convert it so you can have something to try and convert if you have not already prepared for this tutorial. Conversation.wav click it to download an interesting audio file you can convert into .uax, I made the file myself.  Ok so back to business, I'm opening this file now in goldwave....

 

Load this file and you should now seen this screen, focus on the effects drop-down menu and go to the change volume section as shown in the picture, this will make your sound file louder, I know it seems loud enough, but when converted into the editor it will become slightly quieter (it can be seen largely in .umx files), 15% increase is generally good enough to make it a loud.  Use the bar to change the percentage or type it in the percent box in the picture.

Now focus on the resample feature on the effects drop-down menu.  This works the same as the volume bar, except this one basically controls the size and quality of your sound.  12,000Hz is a slighty cheezy yet adequate sound you can use, 8,000Hz is extremely cheezy, but the file size will be low.  22,000 is generally good for small sound files, right now I'll just leave it as it is for this sound since it sounds good enough.

Now go under file save as and choose the options SAVE TYPE AS: Wave (.wav) and PCM Signed 16-bit, Mono, 8-bit is fine too, but it sounds like shit so don't use it.  DO NOT choose the stereo option either, unreal does not support it.  Refer to the picture below and save your file in you UNREAL SOUNDS folder, under whatever name...

 The next step is scripting this file into unreal editor as a .uax file or .u file so it can play the sound in the game.  Your probably saying "oh man I don't know shit about uscript or what uscript is!"  well don't worry, it's so easy to script this, a monkey could do it.  You just have to copy and paste a line and then change its parameters.  Or if you have Windows 95 or 98 you can convert this file into unreal no problem, but since most people have Windows XP, you have to take this short detour.  As I said, you can either make this sound into a .uax file, or a .u file which is what mods are.  You choose which one you want, I will show you both....The first one I will show you is making it into a .uax since it is the most simple.

Open your Unreal Editor.  If the editor did not come with your game then you are smoking crack, it comes with everybodies game except maybe bootleg versions (which are pointless because this game costs less than $5).

More coming soon....

 

 

 

 

 

 

 

 

 

 

 



 


A town is killed by Nalis, you notice this is Unreal!


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