Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.

...

Widget Connector
urlhttps://www.youtube.com/watch?feature=player_embedded&v=pECsIBfXYhM#!

The Editor

1) Opening the editor:

There's two batch files, "- Editor 32-bit.bat" and "- Editor 64-bit.bat" inside the SDK directory (default: C:\Program Files (x86)\Steam\steamapps\common\chivalrymedievalwarfarebeta) that will open the 32-bit and 64-bit versions of the editor, respectively. The 64-bit editor is recommended.

2) Example maps:

To start, you might want to open one of our example maps. These are in chivalrysdkdirectory\UDKGame\ContentSDK. These maps demonstrate the actors, Kismet, and other features that are necessary to create maps in our different gamemodes. Some modes have specific needs; for instance, CTF needs flag positions.

3) Basic Map Creation

...

:

When you're creating a new map, the first step to making it playable is adding an AOCPlayerStart to the map. This can be done through the editor's Content Browser, under Actor Classes. You can drag and drop them into the level, or right-click and "add" when selected in the content browser.

...

You also need to set the gametype in the world properties (menu bar: View >World Properties > Game Type) for both PIE (play in editor) and supported/default game types.

4) Saving and cooking a map:

You should save your map with a name that starts with one of our gametype prefixes, and ends with _p (*unless it's a sublevel contained in another level). So for instance, Frigid's Team Deathmatch variant is AOCTD-Frigid_p

...

Once you're ready to save your new content, all your new packages (whether maps or asset packages) should be saved to UDKGame\ContentSDK. You can't modify existing Chivalry packages, so when you create or import an asset be sure you don't try to place it in one of our packages!

5) Running the game with uncooked content:

The packages you've saved into ContentSDK are "uncooked": they're in a production stage. You can test them directly by opening the "SDK - Launch game sdkcontent.bat" file, which will load all the packages contained in ContentSDK. You can test your map using the console command

...

(where mapname is the name of your new map)

6) Cooking your new map(s):

You have to cook packages before releasing them to the public. Get everything you want to cook into UDKGame\ContentSDK

...

Replace the "xxx" with the GUID from your new package directory. Now, when you cook again it'll replace the files in that directory instead of just creating a new one. This is very important if you want to use the Workshop since it lets you just update your existing item.

7) Running cooked content locally (maps, mods):

Just start the game normally. The game will load all packages in UDKGame\CookedSDK. Open one of your custom maps (use the open command in the console). Voila.

8) Testing cooked and uncooked packages on a server:

The next thing to do before releasing your map is to make sure it works on a server. This is especially critical if you're doing any complex Kismet, but this also lets other people test your levels with you can which can obviously be helpful on its own.

...

Connect to the server by opening your client, then entering open 127.0.0.1 into the console.

9) Uploading to the Steam Workshop:

Once you've tested your cooked maps on a server, you're ready to upload them. If a map is uploaded to the Workshop, people will be able to find, rate, and comment on it. Perhaps more importantly, server operators will be able to download the map from Steam, and any users who connect to servers with the map will automatically download it from the Workshop. This is pretty important.

...