wghost81 Posted February 5, 2016 Share Posted February 5, 2016 So, about those screen distortions. Seems they're can be simply switched off by editing XCOM 2\XComGame\Config\DefaultUI.ini section [XComGame.UIScreen], variables bPlayAnimateInDistortion and bPlayIdleDistortion. Quick tested it and it seems to work. Link to comment Share on other sites More sharing options...
Zyxpsilon Posted February 5, 2016 Share Posted February 5, 2016 (edited) Thank you.. my eyes really needed that trick! :D Quick supplemental detail about UE3... Do we actually have a working copy of that program? Cuz, the more i look into ModBuddy or try to inspect any UPK - nothing happens!I must be rusty on that development IDE! Edited February 5, 2016 by Zyxpsilon Link to comment Share on other sites More sharing options...
wghost81 Posted February 5, 2016 Author Share Posted February 5, 2016 In ModBuddy: Service -> XCOM2 Editor. Might not be a Service exactly, because I accidentally downloaded Russian version of visual studio thingy and can't switch it to English for the life of me :) It gives you fully functional Unreal Editor. Link to comment Share on other sites More sharing options...
Zyxpsilon Posted February 5, 2016 Share Posted February 5, 2016 (edited) Well -- no luck so far.Still couldn't find your suggested "Service -- XCOM2 Editor" stuff. Although clicking on that option (TOOLS+Xcom2 Editor) gives a warning "Fichier Introuvable". That's what i get for tolerating Win7HP (64b) within an hybrid French+English setup. Although i just tried validating the installation and Steam gave me the usual popup claiming ((11 files failed to validate and will be reacquired))... problem is -- Steam doesn't even try to D/L these files for me! This whole thing took 3.5 hours last night with 42.3Gigs... and i'd rather not start all over again since i'm on limited bandwidth ISP of 150Gigs per month. Sadly, the tracker shows 101.4+ already and i still have three more weeks to go!! Looks like i won't be modding any time soon. Edited February 5, 2016 by Zyxpsilon Link to comment Share on other sites More sharing options...
Zyxpsilon Posted February 5, 2016 Share Posted February 5, 2016 Pffftttt... another weird thing about this whole flaw. The entire CookedPCConsole folder is empty (or somehow marked as Zero bytes)!!I clearly remember this is the major place where huge amounts of upk files were installed. WTF is going on. ;) Link to comment Share on other sites More sharing options...
Amineri Posted February 5, 2016 Share Posted February 5, 2016 Pffftttt... another weird thing about this whole flaw. The entire CookedPCConsole folder is empty (or somehow marked as Zero bytes)!!I clearly remember this is the major place where huge amounts of upk files were installed. WTF is going on. :wink: The SDK doesn't include any cooked assets. Everything is uncooked. That way we can actually do something with it. :) You access UnrealEd under TOOLS / XCOM 2 Editor. However, you first have to set up the ModBuddy VS Shell links to the game and SDK folders. That's under TOOLS / Options ... / XCOM 2. You have to set up paths to where game and SDK are installed on your system. Without that, you can't build, launch UnrealEd, or do much of anything. Link to comment Share on other sites More sharing options...
Zyxpsilon Posted February 5, 2016 Share Posted February 5, 2016 (edited) Seems like they are using some kind of Hiding code to obfuscate the facts - indeed.After i had posted the above - i opted for quick scans with geeky HDD tools and there they all were.. neatly assembled in their intended locations. Even UE-Explorer could load 'hem up for indirect inspection -- barring correct de-coupling of tricky areas. What i was mostly after with this quest is to determine how or what exactly is archived in specific files (ya know me) related to UI-HUD-graphics-Textures.. etc. I think i understand the newest principles of "template" designs and indirect access to resources (referenced at a minimum). I also was under the impression that UE3 would simply open up to scan for whatever at will. I must have screwed up with paths (as you suggest) enough that bad detections happen. Here's the truth then... I had this === G:\Steam\steamapps\common\XCOM 2\it needs that == G:\Steam\steamapps\common\XCOM 2\XComGame ...and the only way for someone like silly me to actually SEE the facts is to Zoom at 200+% minimum on Page 3 of the QuickStart.PDF!! My brain should cool down a little i guess. Foolish days ahead unless i straigthen up those wacky habits of pretending reality matches with my wrong perceptions. TBH, the darned tiny line-ending \ (backslash) couldn't collaborate until i smartened up with these two string fields. UE3 up & running fine except for PeForce server or a few minor (i suppose) bad accessing steps. Thanks for your help Amineri.. i hope you didn't mind my inexperience in programming coda -- although, aging & memory sometimes freaks me out like a Cactus in salty water! :D Edited February 6, 2016 by Zyxpsilon Link to comment Share on other sites More sharing options...
Amineri Posted February 6, 2016 Share Posted February 6, 2016 Glad it worked out for you. I haven't really had to use UE Explorer too much, and half the time it's to look at my own compiled .u file to see what's going on. (Note : .u files are uncooked script package files, while .upk can be either a cooked script package or a cooked-or-uncooked art asset package). For the most part I find that reading the source code is the best, since it includes all of the comments from the Firaxis developers. Plus it uses the MACROS (start with a ` ), while the decompiled UE Explorer version has the full code. For more readable code, macros are a good thing. Link to comment Share on other sites More sharing options...
TeamDragonpunk Posted February 6, 2016 Share Posted February 6, 2016 Logged into the XCOM 2 Editor once properly linked. Getting a error that a few textures are missing. Is that normal? Also, what is the correct path to the assets to use once inside the editor (uncooked assets, I assume are in the SDK). Thank you again for helping us! Link to comment Share on other sites More sharing options...
Amineri Posted February 6, 2016 Share Posted February 6, 2016 Logged into the XCOM 2 Editor once properly linked. Getting a error that a few textures are missing. Is that normal? Also, what is the correct path to the assets to use once inside the editor (uncooked assets, I assume are in the SDK). Thank you again for helping us! Yes a few non-fatal warnings/errors are normal -- some dev-assets that didn't go into the shipping SDK. There two types of assets accessed through UnrealEd : map packages and art packages (what I call them, anyhow). Map packages have a .umap extension, and are accessed through the main Unreal Editor window, via File / Open ... . The path looks like /Steam/steamapps/common/XCOM 2 SDK/XComGame/Content/XCOM_2/Maps/ This includes a whole bunch of stuff, very little of which is what you'd consider a full "map". A "map" in this context is really just a predefined arrangement of art assets, lighting, etc, combined with Unreal Kismet and Matinees. The Firaxis documentation refers to assembled "thing you play in" as a "level", and a "level" is constructed by streaming a bunch of maps on top of one another. Art packages have a .upk extension, and are access through the Content Browser. On the left-hand side (it may be a hidden tab when you open it) there are three sections, "Shared Collections", "My Collections" and "Packages". I always minimize the first two and just work within the Packages area. This includes pretty much everything used to create the game, for 3D models, textures and animations, to music, sound effects and particle effects. The only thing not here is the script source. Link to comment Share on other sites More sharing options...
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