How would I Import Borderlands 2 textures into UDK for mod? - unreal-development-kit

So I was looking to create a mod/own levels for borderlands 2 not commercial use or anything and the developers said they are happy for people to mod the game so legal issues shouldn't be a problem, but I was wondering how I would go about getting the game assets (mainly textures AI templates would be a bonus) into Unreal Development Kit to play around with?
Any help greatly appreciated.
P.S. I know of programs such as TextMod but they seem to take them out of screanshots i was looking for a way to get them out of game files.

Related

Best Practises on Archiving/Storing/Sharing Code

Note: I tagged this under R because I am an R user, but the topic of this question is general, so I appreciate any input regardless of programing language.
Hello Everyone,
My company is expanding into a data-science/developer field and will be developing codes/scripts in the near future. I want to develop a standard practice for when it comes to sharing and archiving developed codes internally. The main point being would be if we develop a code today, what can we do to that code and around that code so that it can be readily understandable 5 years from now. Essentially, what are the best practices when it comes to code sharing and archiving it?
I did some research for this, so I understand the preference for DRY (Don't repeat yourself) to WET (We enjoy typing), having a top level README, readable and easily to understand comments, as well as having screenshots or examples of the finished product. What are your thoughts on these practices, how could they be improved?

Gamemaker studio 2 matchmaking

I just finished building a MOBA-like game in node.js for the web platform. Now I am planning on redoing it as an actual game in Game maker studio 2 while fixing some bugs and adding some new features. I ran into a problem a while back, however, I couldn't figure out the matchmaking (Game maker was my first choice but I switched to web because of this problem). I built the matchmaker in javascript as an array, however, I feel this will be problematic when there is a lot of players trying to find a game. I don't have any code in Game maker yet because if it is not relevant to do it I might try switching to a different game engine. Matchmaking:
1) Like smite or league of legend, where you can accept or decline a match
2) Someone in one game shouldn't be able to interact with another game.
I would really appreciate any help. I just need help understanding the logic for gamemaker because the networking is different and there is a room system.
Thank you very much!
Brandon Lacy
Please check the manual, networking part of. Also, GMNet engine exists, you may find it handy.

Is there a similar game making software to warcraft's world editor?

Currently, warcaft's world editor is the only software which I know to use, I was wondering if there are other similar, but game making software out there? Thanks in advance.
There are programs that are similar in ways... Maybe not "world editors" but if you don't mind learning some code then there are programs like Game Maker: Studio that has 3D capabilities now and that you can make entire worlds from scratch also, there is Unity which is what i think you maybe looking for more likely as it is mainly made to make 3D games so it works well... Now both you will need to learn some coding but there are some shortcuts in Game Maker as in there are some drag and drop commands!
Here are some engines that you may like:
CryEngine - Great Graphics, free version is no longer updated.
Unreal Engine 4 - Good Graphics, Easy to use, No limitations for free
version.
Unity 5 - Not as good graphics, VERY beginner friendly, pro version is now free.
Hope this helps. With each one you could make stuff with no coding. UE4 and CryEngine have drag and drop languages, whereas Unity 5 requires C# or JS. You would only have to use these, however, if you wanted to makes games compared to just enviroments.

How to import and program in UDK

I am currently learning UDK tutorials but I dont understand how to make real game with this like exporting my maya models and its animation rigs etc etc like in unity we do. Also how do I program my characters, AI for enemies etc. Please convey your opinion how to go advance with UDK ?
Thanks in advance
This is a very big topic. There is a lot of learning material on the web for UDK but it's less user-friendly than Unity. Importing maya models here: http://cg.tutsplus.com/tutorials/autodesk-maya/maya-to-udk-importing-static-meshes-using-actorx-fbx/ For larger programming questions you'll probably need a book length guide like http://www.amazon.com/Unreal-Development-Game-Programming-UnrealScript/dp/1849691924
Creating an entire game is a hard and time consuming project.
First of all I would recommend that you start with a small project, even though it is tempting to just go ahead and make the game of your dreams. Been down that road before..
Go to this page: http://udn.epicgames.com/Three/WebHome.html and click and read everything that is relevant to your game.
This is important so that you have a small understanding of everything before you start.
Then go ahead and follow some tutorials, and you'll probably have to read most of the documentation again..
I know this seems hard, but to get it right, this is the way to go..

How do you learn a new skill/framework/technology?

I need to be able to contribute to a relatively large Adobe AIR project and I'm starting from scratch with this technology. What's the best way to go about it?
I usually get a good book/tutorial and work my way through it but this time it seems there's just too much to learn for this to be feasible within a reasonable time frame. I would need books on Actionscript, FLEX, etc...
Do you know of any good resources that might be useful for this particular case?
How would you go about it if you were in my shoes?
I just had to do something similar. If you can afford it (or, get your company to pay for it), try doing a training class. I did one by Figleaf software a couple months ago and it really helped.
As for books, I hear the Essential Actionscript 3 book is good (I have the one for AS2 and it's quite good). Flex is really just the SDK. You'll be doing most of your work in AS3 and MXML.
Another really good thing to do is download the SDK and start playing with it. Think of a couple small apps to do, then write them in Flex. I did this at work (wrote a couple util Apps in Flex to learn it). I find the best way to learn is to do it, and the SDK is free so there shouldn't be anything stopping you.
Hello World for AIR, then progressively add detail.
Aggressively use any communities out there.
Blog about your experience. One day you will help someone else.
Today you are learning, tomorrow you are teaching.
I download samples from the Internet, and run them, mess with them, try to change them and understand how they work.
I subscribe to blogs on the topic and do samples, try to understan the stuff people write about.
And I do samples :)
So I basically learn from the top - down. First I get the general sense of the technology, and then I drill down with the samples to the parts that I find interesting. Works pretty well. :)
I usually find online tutorials are the best way to go. They are more to the point than books, so it's usually quicker to get up to speed. And don't limit yourself to a single resource. I've never had problems finding enough tutorials through our friend google.
I have no knowledge about Adobe AIR though. I assume your customer knows you're a noob too? ;D
I'm a big advocate of active learning, which is described in detail, here. Essentially, when you are trying to learn a new technology: read about it, discuss it with your peers, teach it to people who are even newer to the technology, and most importantly, get your hands dirty.
A perfect example of how you can learn new things is by getting involved with a community such as stackoverflow, or a discussion forum based around what you would like to learn (http://www.adobe.com/devnet/air/), or even by contributing to an open-source project.
Of course, none of the above is as effective as trying new things out. In order to learn new technologies (in my honest opinon), it is best to dive in "head-first" and try things out.

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