Quickly getting rid of all the peripheral text and imagery that wraps around a given level, especially in console mode, is not easy. A few options exist for removing the more distracting elements such as splash screens and menus. You may want to do this if you wish to show your work without any artwork made by someone else getting in the way of your own. One method is called destructive editing , where your delete or blank out assets at the source, and this isn't as safe as it is quick. Instead you can provide your own menus, splash, and UI by extending on the classes that call up the default ones.
Removing the console mode videos during map loading
C:UDK~UDKGameConfigDefaultEngine.INI
.[FullScreenMovie] //+StartupMovies=UDKFrontEnd.UDK_loading //+LoadMapMovies=UDKFrontEnd.UDK_loading
http://www.youtube.com/watch?v=SX1VQK1w4NU.Removing the level loading hints
C:UDK~EngineConfigBaseEngine.INI
and search for NoMovies, then adjust the FALSE
in the exposed lines:[FullScreenMovie] bForceNoMovies=FALSE to TRUE.
C:UDK~DevelopmentSrcUTGameUTGameViewportClient.UC
.;
.true
to false
.C:UDK~DevelopmentSrcUTGameUTGameViewportClient.UC
.// Game Type name //class'Engine'.static.AddOverlay( LoadingScreenGameTypeNameFont, Desc, 0.1822, 0.435, 1.0, 1.0, false); // becomes class'Engine'.static.AddOverlay( LoadingScreenGameTypeNameFont, Desc, 0.1822, 0.435, 1.0, 0, false); // and Map name // class'Engine'.static.AddOverlay( LoadingScreenMapNameFont, MapName, 0.1822, 0.46, 2.0, 2.0, false); // becomes class'Engine'.static.AddOverlay( LoadingScreenMapNameFont, MapName, 0.1822, 0.46, 2.0, 0, false);
What's happening here is that the last digit of four in an entry 1,1,1,1 is the Alpha value, controlling transparency, so 1,1,1,0 will be invisible. The first three numbers are RGB values, but they can be anything if the Alpha is 0.
Removing the default exit menu
C:UDK~UDKGameConfigDefaultInput.INI
and press Ctrl + F to search for Escape. The first time will expose a removed key binding, so search from the cursor again to find in line 205: .Bindings=(Name="Escape",Command="GBA_ShowMenu"
and comment it out with ;
then add this line underneath instead: .Bindings=(Name="Escape",Command="quit"
if UDK should close directly..Bindings=(Name="Escape",Command="open Menu"
, where players pressing Esc will be sent to Menu.UDK (a scene of your own design) instead of the default menu. This won't do anything if you don't provision a Menu.UDK map first and cook it with your game levels. The map Menu.UDK would typically include some kind of clickable exit, resume, and reload buttons."open YOURMAPNAME"
but bear in mind the only way to exit then will be Alt + F4.For making inroads towards providing menus with clickable buttons, see Chapter 10, The Way of The Flash UI.
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