Importing SWF content to UDK

Once you have made some SWF cursors, buttons, menu content and so on, you'll want to try it out in UDK. UDK allows users to run a commandlet (gfximport) external to the editor. This process assumes your content is in the correct relative file structure, as it should be, which has been discussed in previous recipes. So if you wanted to bring in your Mouse.SWF and your EasyButton.SWF you'd type in the windows Run command line C:UDK~UDKGameBinariesWin64>UDKGame.exe gfximport UIMouse.SWFEasyButton.SWF and all the subfolders involved would be parsed into UDK, to a package saved as C:UDK~UDKGameContentGfxUI. Naturally this is like an express service.

Let's assume that you want to take a more hands-on role in handling your belongings, and will import content yourself.

How to do it...

  1. If you didn't already, in Windows, make a folder in the UDKGameFlash path of your UDK installation called YourfolderUI. That's where your Mouse.SWF and MyButton.SWF need to be, along with the related subfolder MyButton. Restart UDK, and in the content browser, highlight this YoufolderUI folder. Right-click and choose Import.
  2. Choose the MyButton.SWF you'll be dealing with. During the import, all images used by the SWF will be imported as Texture Objects into the package you specified.
  3. You can also flag, in the import options, to use a Texture Atlas, which combines into one large texture all the texture content the SWF references. To do so enable the Pack Textures option. Pack Texture Size sets the maximum size of the atlas. You can also set rescaling settings here. This is for when your SWF uses lots of little graphics, and they can be fitted to one large texture. In our example, it's not needed.
  4. The sRGB checkbox is there so you can switch textures from Flash's Adobe RGB to sRGB, although to many this will be a subtle distinction. You can read more about the terms at: http://www.cambridgeincolour.com/tutorials/sRGB-AdobeRGB1998.html.
  5. Save your package. In Kismet, you can add an SWF into an GfxMovie action's Movie property, fired from a Level Loaded event to check that it works as intended.
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