OldSkool Amp’d Developing Information

By: UsAaR33
Mail: usaar33@yahoo.com
Web: http://www.unreality.org/usaar33

This document explains how to create backrounds, map packs, skins, and music references for OldSkool Amp'd.

Mappacks:

This tutorial uses Unreal Ed 2.

1.	Goto the actor class browser section.
2.	open the package “olroot.u”
3.	Uncheck actor classes only.
4.	Under Object, you will see a class called “Mappack”.
5.	Right click mappack and hit new.
6.	Call the package and name anything you want to (as long as the package name isn’t the name of one of your maps, or any files in the UT direcotry!).
7.	Now right click the new name, select default properties, and expand the mappack section.
8.	Now fill in the default properties.  Here is a description of what they do:
-Additional menu: a menu that will pop up after selecting start.  Only useful for a map pack with custom code.
-Author:  Type in your name :D
-basedir:  ignore this (it for packs that don’t have maps in the maps directoty, but that is a bad idea to do, so don’t :D)
-coopgameinfo: if this is a mod and has its own gameinfo for co-op written for it.
-credits window:  If there are multiple author’s, you may wish to have a credits window.  Select the window already made (in main browser) (have a coder do this or e-mail me for more info) and hit use.
-flyby: if your pack has a flyby (like the unreal nali castle flyby, type in the name of the map (with the .unr extension).
-load menu:  a custom load game menu… only useful if you have custom code and really need to change things around. (generally only TC’s would need this).
-loadrelevent: if set to true, the bloaded variable (not seen in defaults) will be set to true when the game is loaded.  A gameinfo would need to turn it off.  Only useful for conversions that need loading notification.
-Maps: by far the most important option :D.  Fill in your maps that the pack uses (start to finish).  The first map is what hitting start will load.  Leave unused slots as None.
-playerwindow: if your mod uses a custom playerwindow (only the left frame can be changed), change this (affects the player setup button).
-savemenu: for mods that use a custom save game menu.
-screenshot: import a texture into the package (same as the one you picked in step 6).  You can then use the screenshot. (fill it in here).
-spgameinfo: for PC’s that have their own game info.
-Title: self-explanatory :D
-weaponswindowclass: for packs with new weapons that want their own priority window….
9.	Now goto file: save selected packages.
10.	Make an int file of packagename.int in the ut\system directory and paste in (filling in the info):
[public]
Object=(Name=yourpackage.yourname,Class=Class,MetaClass=olroot.MapPack)

Now you SHOULD be able to play the mappack!!!!

Backrounds:

First have a 1024x768 image in PCX format that you wish to convert to UT backround format.
Now create a directory in the UT directory with the name of your backround.
Make two directories in this one: textures and classes.
Now here’s the annoying part:  you need to split up your 1024x768 image into 12 256x256 images.  Save each image as its own file, with the format somethingxy
The x is the image number across (left to right) (this would go up to 4), and the y is the image going from the top to the bottom (goes up to 3).  Thus you’d have something11, something12, something13, something21, etc. until you get something 43.
Make sure all these files are saved into the new textures direcort you made earlier!
Now open the backrounds.txt file and replace the **** with what you made the something.  (like you’d have ******11, so make it myback11)
Save this file in the classes directory as backround.uc.
Now open the unrealtournament.ini file and find where it says editpackages=
Add a new line at the end of these that is editpackages=thedirectoryyoumade
Now goto the system directory of UT and run ucc make.
There will now be a .U file for your backround in the system directory.
Create a new int with your backround name (i.e. backround.int) and paste in (filling out the backround and desscription:

[public]
Object=(Name=backround.backround,Class=Class,MetaClass=olroot.backrounds, Description="backrounddescription")

Now you can use you’re new backround!

Music:

The int format is the following (to reference music):
Object=(Name=musicpackage.musicclassname,Class=Class,MetaClass=engine.music, Description="thedescription, #of songs")

Music package and musicclassname are pretty much ALWAYS going to be the same, so just put the sane entry for both (this is the actual UMX file name)
For thedescription, just put in a nice description of the music.
#of songs only applies to unreal/ na pali/deus ex music, where songs had multiple “sections”.  If your song doesn’t (it probably won’t), simply don’t put the comma or a number in.

To import mods, you simply goto the music broser of unrealed and hit import :D.