Added: 3 years ago
From: Hackerx72
Views: 7,797
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  • hey Hackerx72? thanks for this info! I'm finding writing and learning mutators complicated. making a simple weapon or doing other elementary stuff is easy, but to make a full project start to finish is baffling to me cause the .uc files like Mutator, UTGame, etc, etc have so many lines of code! you don't know what needs to be extended (inherited) or what needs to be called 1st! It can be a nightmare and frustrating! Seeing how other people did there is great info and I really appreciate it! thx

  • Does this also work with UT2004? They seem pretty much the same, but I was just wondering about what to type in order into Notepad to decompile it...

  • ok so how do you now... recompile all of this?....and also im working to with UE2.5 .u files.... sooo the very same should apply to the extracting of UE2.5 .u files no?

  • eat3d unreascript

    megaupload. com/?d=KNT3BKNH

    megaupload. com/?d=ASAFF4NP

    megaupload. com/?d=EYSY98Y8

    delete the space between the dot and com

  • "Notepad++" Sourceforge

  • now what do you do with .uc files????

  • use this one instead

    "C:\Program Files\Unreal Tournament 3\Binaries\UT3.exe" batchexport %1 class .uc "%USERPROFILE%\My Documents\My Games\Unreal Tournament 3\UTGame\ExportedScript\%~n1\C­lasses\"

    by using %USERPROFILE% you dont have to type your pc profile name

  • Woohoo...nice useful tool to have Hackerx72..I have a question for you. How do we re-compile uc.files back to the original .u format!?..I managed to to weak those Script files for Vegas 2..but have no idea how to recompile them back to .u. I even tried UDK3 but the it crashed..thanks in advance..

  • I see you use Notepad++

    Is there a plugin or a language file for unrealscript for Notepad++? i found one on their homepage, but i dont know how to install it (its not a setup file)

  • You can always go for unrealEditor (or somethin) or others. There are a few other code editors that supports the unrealscript syntax.

  • @xGodHunDx There is a program called ConText that has many highlighter files. Really nice text editor.

  • @thebooca iv begun using that... and for the record: after five months i should have found a way round already dont you think :P

  • @xGodHunDx it's a XML file, right? Click on the button with a window with a lightining on top (the tooltip says "User Defined Dialog...") then click the import button in the window that opens and import the XML for the language you downloaded.

  • @TiagoTiagoT Thanks for your reply, but its one year ago. I ended up just using Context, as i was more familiar with the environment, and had a rather good highlighter there.

  • Nice man, thanks a lot, looking at various mutator sourcecode can teach me a lot i hope :)

    Good for reference :)

  • Np man, I'm happy I can help y'all out :)

  • thank you im have unreal tounament 3 and gears of war, but do open for gears of war?

  • I don't really understand that sentence but this is only tested for Ut3 so idk how to do it with GOW

  • how do you do this for UDK?, as the dir you list uses UT3, which I dont have. I want to be able to do the same but for some of the .u files that are in C:\UDK\UDK-2009-11-2\UTGame\Sc­ript.

  • Well you need ut3 because the compiler is included in the game if you cant get the compiler to work without the game there is no other option then installing the game or downloading it.

  • damn thats awsome! how did you find that out?

    i succesfully decompiled OnlineSubsystemGameSpy.u and got 2 .uc files :D

  • I found this together with a friend, all game packages are decompileable. You just need to find a way. They got in there didn't they?

  • That's nifty. Thanks a lot!

  • do you happen to know what "Warning, Invalid property value in defaults"

    means? i get this warning when compiling my mutator and it looks like noone wants to help me out in the forums.

  • Well firstly I'm not aware of your coding abilities. But I once stumbled upon it when adjusting some weapons to have increased ammo counts and such. explain your what you actually were doing, what yr project is or well link me to your thread cus im also registered on the forums.

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  • You should always post it on the unreal forums, they are the best but anyways i'll check it out

  • Well I see you haven't done anything wrong but I saw your screenshots and uhh did you apply your texture to the 3d model? and secondly try to leave all the content into 1 location instead of making a hierarchy for only a mesh, tex and mat

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  • Did you try it on the epic forums yet?

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  • good luck :]

  • Well, it's not decompliling actually. The sources are already included in .u-files, batchexport just exports them. They could be stripped without any promblem. In that case export is impossible, and there is no way to actually decompile byte-code at the moment (at least I haven't seen one)

  • Well thanks for clearing that up, I hope viewers will read yr comment before asking these questions again. I will put your comment in the description. ;)

  • how would i decompile epic weapons

  • If you can get the .uc file, you can do it.

    You just need to drag it on the batch file.

    It has been a long time since I messed around with it tho.

  • cant find any weapon.u

    the is WP_"weapontype".upk

  • Well for that you should hit the forums. Srry man I haven't got the game on my laptop atm. I Knew there was some kind of problem with decompiling epic's weapons. I remember that many ppl were asking this but it seems it was even hard to export normal static meshes from the upk's

  • Cool, thanks m8 ;)

  • np ;D

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