So, first things first. I downloaded some things:
- UnrealScript plugin for Notepad++
- Sixense SDK from Steam (for the Hydra)
- RAD Video Tools (included Bink Video Compressor)
- Blender to create game assets
Installed UDK. After installing, checked out the UDK folders. According to most tutorials, it is important to know which folder does what:
- Binaries – contains the game executable, UnrealFrontEnd, and other important stuff. Won’t need to mess with this much.
- Development – this folder is where your game source code will be. Get comfortable!
- Engine – this folder is required by Unreal Engine 3. Won’t need to mess with this much either.
- UDKGame – this is where the files and content for the game hang out. Several folders should be here, including Config, Content, Localization, Movies, Script, and Splash.
Now its time to make a few more folders that will hold the game content. I am naming this first effort “HydraGame”. Yeah, unique right? (forgive my use of the wrong slashes here)
- Created folder “HydraGame” in ..UDKGame/Content. Created folders “Levels” and “UPK” within ..UDKGame/Content/HydraGame.
- Created folder “HydraGame” in ../Development/Src. Created folder “Classes” within ../Development/Src/HydraGame.
Using UDK will involve writing source files in UnrealScript (these files have the extension .uc). There are a few ways to do this, (nFringe and Visual Studio?) but my preferred method is to use Notepad++. After you install the program, you will need to add the UnrealScript Plugin:
- Place UnrealScript.xml into C:/Users/Username/AppData/Roaming/Notepad++/plugins
- Place userDefineLang_UnrealScript into C:/Users/Username/AppData/Roaming/Notepad++, then rename it to userDefineLang.xml
Username refers to whatever your username is on your computer.
Now open up Notepad++, set the Language to UnrealScript. The window turns blue! Ready to create some .uc files!
Downloaded the SDK through Steam. UDK only needs the dll file from the SDK.
So I copied sixense.dll from ..Steam/steamapps/common/sixense sdk/SixenseSDK/bin/win32/release_dll to ../Binaries/Win32/UserCode.
So all the pieces are in place to begin integrating the Hydra and develop some stuff with UDK. More to come!