View Full Version : How To Edit
Elac
21st March 2003, 19:48
Basically this thread will tell you ways how to get the files and edit them and then what to do from there. So far I've been able to Export the files edit them to neons but i cant rewrap them for some reason. The Demo has protection agaisnt this but the release wont. I'll help you guys out as much as I can.
Elac
22nd March 2003, 00:22
Wotgreal (http://www.wotgreal.com/)
Download this first. Some things about the RvS.
1. It runs on the Unreal Engine.
2. .utx are packages. If you've ever played other games like mohaa, a .utx would be like a .pk3
3. The demo is not editable. The release will be.
Ok lets take some steps here. I'd really like to see a few of you step out and learn this to become the RvS leaders.
After you get wotgreal open it, you can find it in your startmenu. Go to tools at the top and select advanced exporter. Make sure you have images pushed in on the exporter image.
Then click the folder and go to your C:\Program Files\Red Storm Entertainment\RVS Multiplayer\Textures directory. Then select ok. Then you will have 2 menus with all the way to the right will be a display of the image you select.
On your far left are your .utx's (remember these contain more then one file since they are packages). Select one...lets start with R61stWeapons_T.utx. Then select R61stAssaultM14. You then will see the picture to the right. At any moment you will be able to export whichever file you want to by selecting export at the top. I'll be updating this but for now I'm going to let you grasp this then we'll move further, let me know what you think.
:alien: :bandit: :alien: :bandit:
redline33
22nd March 2003, 00:25
It's fairly simple, so far.
Elac
22nd March 2003, 01:43
We need to wait for the release. I don't know the release date off hand but so far what im hearing is that things are going to be changed a bit. I suggest you guys go on google and search for Ravenshield. There is a site called platoon. Go look for a thread in their forums called modding RS. Good stuff.
Elac
22nd March 2003, 08:06
I'm soon going to be getting Visual Studio and I'm going to make a D3D hack along with a few other people if they eventually respond to my pms. Basically a D3D hack is an opengl hack just in a different format. Different coding and stuff. For instance Evilhack for America's Army is D3D. These will be pretty nice I'm hoping I'll keep you posted.
Machiko
22nd March 2003, 08:22
utx isnt really like a pk3 at all. utx is a texture only a pk3 can contain: sounds,botfiles, glm, skins (thats the only thing it has in common with a utx) a cfg file, scripts shaders bsp etc etc. Its nothing like a utx
Elac
22nd March 2003, 08:24
But when i was comparing the two I pointed it out because it was a package. I wasn't aiming for the specific file types.
Machiko
22nd March 2003, 08:28
well unreal distributess all that stuff that q3 puts into one file, into several different folders in the directory. I see what youre saying but you have to edit more then a texture of a model to do something with unreal. Upls ,Us, ints depends on the model. My models sometimes use just a upl and the utx and the animations file the kay file (karma) and others depending on what they are for have u files. Its a huge difference. Good thing with unreal is its user friendly. Anything I can imagine , I can get int here. It just takes time.
Elac
22nd March 2003, 08:29
The Unreal 2 Engine is suppose to be secure in that you cant use textures the server doesnt have. This is why I'm going to turn to D3D hacks now. Also D3D hacks can be used on the demo.
Machiko
22nd March 2003, 08:40
yeah already knew that. Last patch took care of it. Wanna see an interesting email? Hmm I wonder if i should post.
Youre right though d3d is the best way to go.
Elac
22nd March 2003, 08:44
I'd like to see it, but its up to you.
KeKs
23rd March 2003, 16:53
same for AA....
D3D hacks will work best i think....
since hooking a client.dll wont work
and i think the server checks for the files....as u said with the textures...
Elac
24th March 2003, 05:49
Yeah but if we just overwrite the original textures it has no way to check...if by size anyway and i doubt that...and the size should rename the same. After we can compile it opens the door to neons as well as weapon mods. The D3D hack will come with time. I'm sorry to say it wont be as quick as we thought because I don't know c++ and i dont know D3D. Unless e.b. converts it over it will be done quicker but I think he's just helping me out with it because he doesnt really have alot of time. Either way we'll get it done eventually :)
mizfits
16th April 2003, 18:55
so you mean that thers no way we can make a whitewall textures?.....whaaa
Thør
16th April 2003, 19:13
Anythings possible miz. ;)
vBulletin® v3.8.4, Copyright ©2000-2009, Jelsoft Enterprises Ltd.