tsanford01 Posted October 28, 2012 Share Posted October 28, 2012 Can someone please explain how to import a .upk files into the UDK to play with. I can import single meshes as .psk but not whole .upk files. Any help would be appreciated. Link to comment Share on other sites More sharing options...
Deleted2725050User Posted October 28, 2012 Share Posted October 28, 2012 (edited) Hey buddy, Im a little late to the party today, The thing is that you can't import .upk files cooked with a developer version of the UDK. If you want to try you have to first put the .upk file into a folder inside the UDK folder, because you can't browse outside the UDK folder structure when youre trying to open .upks. If you do that you'll get a message about licensee versions not matching. The thing is that at one point I even found what part of the header inside the bytecode has the licensee version, and changed it with Hxd, but it still wouldnt import, so the differences in the free and licensee versions must go beyond just what version number they "stamp" thier .upks with. So what you have to do is create a new .upk file, then import all the parts you took out of it with gildor's tool, along with whatever you want to change. edit: Not that I have successfully done this. I don't know the UDK well enough to build the file with just the pieces of it you get from using gildor's tool. Initially I just tried to throw the meshes into a .upk and run it in game, which crashed the game. To be honest I'm not completely sure that it would work in the game even if you could rebuild it, because of the differences in UDK versions. In fact, after trying to do a successful mesh edit for about a week now, I think we might just be screwed unless someone here knows a lot about the UDK and can help us out, or Firaxis releases some tools, which doesn't look likely. Edited October 29, 2012 by Guest Link to comment Share on other sites More sharing options...
tsanford01 Posted October 29, 2012 Author Share Posted October 29, 2012 (edited) Sorry had RL stuiff come up and had to run..but you are describing exactly the problem i am running into..at least i am not just stupid. It is an issue with the game being copy protected I imagine with a special header in the package associating it with the game to prevent such actions. I added my meshes to an existing package but it wont cook up that way and you cant change the name if you remove the existing objects. What a pain in the A$$. Best I got was placing them in the viewer which really isn't much more useful than the uviewer. I will keep plugin away at it when i get sometime let me know if you find something good and i will do the same. ;D Edited October 29, 2012 by tsanford01 Link to comment Share on other sites More sharing options...
Deleted2725050User Posted October 29, 2012 Share Posted October 29, 2012 (edited) Hah, yeah the UDK is kickin my butt. I plan to keep messing around with it but after watching some youtube videos on material instance constants, I'm starting to realize how complicated it is. It looks like it's definately not as simple as making a .upk and throwing all the parts inside, like I was doing Edited October 29, 2012 by Guest Link to comment Share on other sites More sharing options...
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