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  • 23:38, 11 August 2024Import/Export StaticMeshes in 3DS Max (hist | edit) ‎[1,087 bytes]Plasma (talk | contribs) (Created page with "This example shows you how to import/export StaticMeshes in 3DS Max for Republic Commando and other Unreal Engine games. You need a script for 3DS Max called ActorX by Gildor, which helps you importing/exporting ASE and PSK/PSA files. The scripts works fine with latest version of 3DS Max, which is 2017. ASE: StaticMeshes(export) PSK: StaticMeshes/SkeletalMeshes PSA: SkeletalAnimations == Import == Run the ActorX script. File:Actorx.PNG Hit the "Import PS...")
  • 23:04, 11 August 2024Create a new sciptable Class (hist | edit) ‎[1,968 bytes]Plasma (talk | contribs) (Created page with "There are a few ways to create new scriptable classes for Republic Commando. This page will cover the old and new ways of doing so! == External using UCC (Recommended) == todo... == Inside UnrealED (Outdated) == This is the oldschool outdated way of creating scriptable classes before UCC was introduced. Open up UnrealED and look at the Actors browser. Pick a class where you would like to create a subclass from. Onces you found your parent class, select it and place...")
  • 22:51, 11 August 2024Create a new Mutator (hist | edit) ‎[2,076 bytes]Plasma (talk | contribs) (Created page with "Let's take the knowledge from Create a new sciptable Class and let's make a new Mutator for SWRC. In this case I already created a new subclass in Mutator called TestMutator. File:Mut1.PNG So open up the script in UnrealED or outside in notepad. The first line is always the class definition and linking to parent class. By the way, UnrealScript is case-insensitive! <syntaxhighlight lang="C++" line> class TestMutator extends Mutator; </syntaxhighlight> That...")
  • 18:52, 1 August 2024Create Terrain (hist | edit) ‎[3,244 bytes]Plasma (talk | contribs) (Created page with "Creating terrain is easy but you need patience and sometimes it results in crashing. Let's go! :) We start again by creating a giant room or BSP geometry where we want to place our terrain. We also need to place a zoneinfo inside our geometry. Zoneinfo can be found inside Actor browser under Actor->Info->ZoneInfo. Open up zoneinfo properties and under the category ZoneInfo, change bTerrainZone to True. It should look like on the screen below. File:Terrain1.PNG D...")
  • 21:33, 31 July 2024Create new Squad Member (hist | edit) ‎[5,472 bytes]Plasma (talk | contribs) (Created page with "This tutorial shows you how to create custom squad members for your party. ==Create new squad class== In your Actor browser, go to Actor->Pawn->CTPawn->Republic->CloneCommando and create a new sub class from CloneCommando. File:Csmt1.PNG Once the class and package have been created and saved, add the following code to the new class: <source lang="cpp" line"> class MyCustomCommando extends CloneCommando; var Texture ReviveOutsideTexture; var Texture ReviveInside...")
  • 21:26, 31 July 2024Editing Stock Weapons (hist | edit) ‎[7,564 bytes]Plasma (talk | contribs) (Created page with "Open the actor classes browser and make sure that \"Placeable classes only?\" is unchecked. Here are your basic classes used in weapon development: --Inventory > Weapon : These are stats of the base weapon, such as FireSound and ShotDelay. --Inventory > Ammunition : These are the stats of the actual \"thing\" that is fired and ammo, such as Damage and MaxAmmo. --Projectile : This consists of stats much more focused on the \"thing\" that is fired, such as Damage and Ve...")
  • 21:17, 31 July 2024My first map and expanding upon it (hist | edit) ‎[5,475 bytes]Plasma (talk | contribs) (Created page with "Let's start our map with some basics rooms (BSP Geometry) which we are connecting to each other. Let's take a look at the left screen border. You will see some icons which look like basic geometry (cone, cube, tuby, stairs...). Edtools.PNG We will take the cube to start. Now right click on the cube icon and a new window will pop up. Cube.PNG The only important values right now are Height, Width and Breadth, indicating the cube size. 256 is a little bit small, so let...")
  • 21:15, 31 July 2024Triggers and ScriptedTriggers (hist | edit) ‎[9,596 bytes]Plasma (talk | contribs) (Created page with "The purpose of a Trigger is to let some action happen when it gets triggered. (captain obvious) So what we need for our map, is a Trigger, which will be activated/triggered when the player walks in and a ScriptedTrigger to make the action happen. Trigger1.PNG Place both actors on your map where the action should be going on. To keep the map nice and clean, it's recommended to put the Trigger and ScriptedTrigger right next to each other so it won't be a mess when you...")
  • 21:12, 31 July 2024Create Skybox (hist | edit) ‎[1,388 bytes]Plasma (talk | contribs) (Created page with "Creating skyboxes is very easy and uses the technique of ilustration. As usual we have our room or BSP geometry where we want to apply our skybox. Now we have to look for a good texture for our skybox. In this case I will take one from Arena_Textures->SkyDome. Skydome1.PNG As you can see I have an individual texture for all four walls and one for my "roof". Due to the lack of any ground texture I would assume someone would work with terrain or something else. Now a...")
  • 20:53, 31 July 2024Tutorial Series (hist | edit) ‎[1,253 bytes]Plasma (talk | contribs) (Created page with "This page lists several tutorials in written and video form. === Written Guides === === Video Guides ===")
  • 20:14, 8 June 2024Unreal Ops Interview (hist | edit) ‎[4,603 bytes]Plasma (talk | contribs) (Created page with "Star Wars: Republic Commando Interview First of all thanks for taking the time to read this article. I had been waiting for the chance to get some questions off to the Lucas Arts Team for almost a year. In 3 years of doing news, they were the hardest developers to ever get in contact with. However all of the hard work and patience paid off this week. In my Inbox yesterday I received an email with a .doc and a .zip of new screenies. Associate Producer Matt Fillbrandt, Di...")
  • 20:01, 8 June 2024Computer Games Magazine Interview with Chris Williams (hist | edit) ‎[7,933 bytes]Plasma (talk | contribs) (Created page with "Star Wars: Republic Commando Interview Source: https://web.archive.org/web/20050224102608/http://www.cgonline.com/content/view/252/2/ <pre> Chris Williams of LucasArts talks to Computer Games Magazine about their upcoming tactical shooter Star Wars Republic Commando. Click for larger imageClick for larger imageClick for larger image While the Republic soldiers that debuted in the movie Star Wars Episode 2: Attack of the Clones may be the progenitors of the Imperial...")
  • 20:00, 8 June 2024Game Chronicles Interview with Chris Williams (hist | edit) ‎[7,711 bytes]Plasma (talk | contribs) (Created page with "Game Chronicles goes inside this exciting new game with an exclusive GCM interview. Source: http://www.gamechronicles.com/qa/swrc/swrc.htm <pre> GCM: Thank you for your time! Please get us started by introducing yourself and telling us about the team behind Republic Commando. Chris Williams: My name is Chris Williams and I am the Producer for Star Wars Republic Commando. The game was developed internally here at Lucasarts by a veteran team of extremely talented indivi...")
  • 19:57, 8 June 2024HomeLAN Interview with Fillbrandt and Longo (hist | edit) ‎[12,354 bytes]Plasma (talk | contribs) (Created page with "Star Wars: Republic Commando Interview - 25 March 2004 00:02 - John [JCal] Callaham\n\nSource: http://web.archive.org/web/20040812100515/homelanfed.com/index.php?id=21848\n\n<pre>\nThose clone warriors in Star Wars Episode II: Attack of the Clones are taking center stage with the upcoming Unreal engine powered PC-Xbox tactical shooter Star Wars: Republic Commando from developer/publisher LucasArts. HomeLAN got a chance to chat with the game\'s associate producer Matt Fil...")
  • 19:55, 8 June 2024Articles/Promotions/Reviews/Interviews/etc (hist | edit) ‎[265 bytes]Plasma (talk | contribs) (Created page with "Various articles/interviews/promos/reviews about Republic Commando listed below: HomeLAN Interview with Fillbrandt and Longo Game Chronicles Interview with Chris Williams Computer Games Magazine Interview with Chris Williams")
  • 14:28, 8 June 2024Introduction (hist | edit) ‎[3,120 bytes]Plasma (talk | contribs) (Created page with "=== Getting started === UnrealED is the main application to create custom content for Republic Commando. If you have the retail version of this game (CD/DVD), you need to install [https://wiki.swrc-modding.net/images/3/37/SWRC_Patch1.0.zip Official Patch 1.0], Steam/GoG users don't need to do that! The executable is located here: <code>\GameData\System\UnrealED.exe</code>")
  • 12:15, 4 June 2024Game Versions (hist | edit) ‎[3,648 bytes]Plasma (talk | contribs) (Created page with "=== Retail/Steam/GoG PC Version (NA/EU) === Build Number: <code>139<code> Engine Version: <code>2226<code> Compiled: <code>Jan 25 2005<code>")
  • 08:37, 25 May 2024Cut Dialogue/Voicelines (hist | edit) ‎[134,513 bytes]Plasma (talk | contribs) (Created page with "Following dialogue/voicelines were cut from the game when it shipped. Only the subtitles remain, no audio files. This page only lists cut audio content, existing and used conversations are left out, rest is part of your imagination. == Briefing == '''GEO_01 - Clone Advisor 1''' <pre> SubtitleSound[2930]="CA1G1602" SubtitleText[2930]="Clone Advisor 1: As you know, my job is to coordinate your mission orders with Republic Command. Your job is to follow them." Subt...")
  • 08:03, 25 May 2024Create Basic Server (Windows) (hist | edit) ‎[5,596 bytes]Plasma (talk | contribs) (Created page with "Note: This guide is intended for dedicated servers, not servers started from the ingame menu! == Requirements == * Windows operating system (For Linux: Run Server on Linux) * Microsoft Visual C++ 2005 Redistributable x86 and x64 * Game files need to be present on host system * Republic Commando UCC == Setup == * Download Republic Commando UCC and install it into GameData/System folder * Create a shortcut for UCC.exe and add this parameter on target line: <cod...")
  • 21:11, 22 May 2024Directory Layout (hist | edit) ‎[1,831 bytes]Plasma (talk | contribs) (Created page with "<categorytree mode="pages" style="float:right; clear:right; margin-left:1ex; border:1px solid rgba(105, 105, 105, 0.2); padding:0.7ex; background-color: rgba(105, 105, 105, 0.08);">test</categorytree>")
  • 20:56, 22 May 2024Troubleshooting Client (hist | edit) ‎[3,465 bytes]Plasma (talk | contribs) (Created page with "Some mainstream problems and solutions, it is recommended to check out Files and Useful Stuff (Client). == Intro movies not playing and white/pink main menu screen == This is due to a lack of installed media codecs on the operating system. (AVI/MPG) == Clicking on new game crashes game == This is due to bump mappings not being compatible with current video cards. * Go to settings menu and set bump mapping to <code>low</code> * If using an Intel GPU, also set proj...")
  • 20:21, 22 May 2024Files and Useful Stuff (Client) (hist | edit) ‎[1,127 bytes]Plasma (talk | contribs) (Created page with "A list of useful stuff for game client: == Republic Commando Fix == A bunch of useful tools for your game including UCC, Gamespy Fix, Bumpmapping Fix and other features: [https://github.com/SWRC-Modding/CT/releases download] == Official Patch 1.0 == The one and only official patch released by LucasArts. Includes UnrealED and multiplayer map Hangar: add me == DRM free EXE == DRM free EXE of the game compatible with Retail and Steam version to quickly boot up the gam...")
  • 20:00, 22 May 2024Run Server on Linux (hist | edit) ‎[927 bytes]Plasma (talk | contribs) (Created page with "Note: This guide requires Create Basic Server (Windows) to be used and setup on the linux machine. If it hasn't been done yet, do it now! == Requirements == * Linux machine capable of running wine (No GUI required) * Game files on host system (GameData folder) * Republic Commando UCC")
  • 19:44, 22 May 2024Files and Useful Stuff (Server) (hist | edit) ‎[808 bytes]Plasma (talk | contribs) (Created page with "A list of useful stuff for your server: == RC UCC == == Gamespy Fix == == No CD key validation == == Discord Webhook ==")
  • 14:29, 20 May 2024UnrealScript Language Reference (hist | edit) ‎[86,892 bytes]Plasma (talk | contribs) (Created page with "== UnrealScript Language Reference == Tim Sweeney Epic MegaGames, Inc. http://www.epicgames.com/ == Introduction == '''Purpose of this document''' This is a technical document describing the UnrealScript language. It’s not a tutorial, nor does it provide detailed examples of useful UnrealScript code. For examples of UnrealScript prior to release of Unreal, the reader is referred to the source code to the Unreal scripts, which provides tens of thousands of lines o...")
  • 12:11, 19 May 2024Replication De-Obfuscation (hist | edit) ‎[109,848 bytes]Plasma (talk | contribs) (Created page with "== Replication De-Obfuscation Introduction == Ask any halfway decent UnrealScript programmer what the most confusing aspect of Unreal coding, and he'll be sure to tell you replication. (or perhaps PlayerMovement or pawn/bot AI :) I've been there myself, and I still have trouble with it sometimes, but I think I know enough to write some documentation. Lots of trial and error helped me get far, along with various insights from people that had the source code to the engin...")
  • 11:39, 19 May 2024Writing Native Code (hist | edit) ‎[17,414 bytes]Plasma (talk | contribs) (Created page with "Note: Some C++ and UnrealScript knowledge is required. === Introduction === Native coding in the Unreal Engine refers to code that is written in C++ instead of UnrealScript. This C++ code can be called from a script to execute tasks that are either too slow in UnrealScript (about 20 times slower than C++) or are not possible at all due to the limited features of the language. Native coding is only officially supported by Unreal Tournament from 1999 since it is the onl...")
  • 16:50, 18 May 2024Compiling with MS Visual Studio 2017 (hist | edit) ‎[1,417 bytes]Plasma (talk | contribs) (Created page with "After following the Writing Native Code guide, you may want to get the project up and running with a more modern IDE. You can find the download for the latest version of Microsoft Visual Studio Community edition Download: [https://visualstudio.microsoft.com/downloads/ here]. This guide assumes you are using Microsoft Visual Studio 2017. == Opening the Project in VS2017 == '''NOTE: The 2003->2017 project conversion process is one way and cannot be undone. It might b...")
  • 16:42, 18 May 2024Republic Commando UCC (hist | edit) ‎[1,288 bytes]Plasma (talk | contribs) (Created page with "UCC is a command line utility for early Unreal Engine games to execute Commandlets. Star Wars Republic Commando ships without one, but a custom one has been made available as a result of reverse engineering. Latest UCC build included in Fix: [https://github.com/SWRC-Modding/CT/releases here] File:Uccshow.PNG '''Batchexport Commandlet''' This commandlet can parse the games resource archives in order to export any exportable type in bulk. Here is the syntax for co...")
  • 15:57, 18 May 2024MS Visual Studio 2003 (hist | edit) ‎[1,420 bytes]Plasma (talk | contribs) (Created page with "Republic Commando was developed using Microsoft Visual Studio .NET 2003 which makes it the best version to use to make sure native mods are as compatible as possible with the game. It should work fine on newer versions of Windows if you follow the installation steps on this page. Download: [https://getintopc.com/softwares/development/visual-studio-net-2003-free-download/ here] Take a look at Writing Native Code for a detailed guide on how to use it for Republic Com...")
  • 15:31, 18 May 2024Hardware Shaders (hist | edit) ‎[4,269 bytes]Plasma (talk | contribs) (Created page with "Note: This is not a guide for the shading assembly language in general. You can find official documentation at Microsoft [https://learn.microsoft.com/en-us/windows/win32/direct3dhlsl/dx9-graphics-reference-asm ASM Shader Reference]. Republic Commando can use VS 1.1 and PS 1.1 to PS 1.4, so make sure you use the correct instructions for the version you want to use. == Creating a new HardwareShader == A HardwareShader is a built-in material class and a new one can be cr...")
  • 02:42, 18 May 2024Unreal Class Reference (hist | edit) ‎[10,075 bytes]Plasma (talk | contribs) (Created page with "'''Unreal Classes''' Tim Sweeney Epic MegaGames, Inc. http://www.epicgames.com/ Audience: Level Designers, UnrealScript Programmers, C++ Programmers. === About this document === This is a quick attempt to describe the most important classes and variables in Unreal. It is currently very sparse but will be expanded over time. === Engine.Object === '''Purpose:''' Serves as the base class of all objects in Unreal. All objects inherit from Object. '''Variables:''...")
  • 02:35, 18 May 2024Header files and useful links (hist | edit) ‎[316 bytes]Plasma (talk | contribs) (Created page with "This is a collection of useful links to various Unreal Engine SDK's and documentations. [https://wiki.beyondunreal.com/ Wiki by BeyondUnreal (UE1/UE2/UE3)] [https://github.com/wrstone/ut432pubsrc Unreal Engine 1 Header Files] [https://docs.unrealengine.com/udk/Two/SiteMap.html Unreal Engine 2 docs by Epic Games]")
  • 02:31, 18 May 2024Binary decompilation (hist | edit) ‎[160 bytes]Plasma (talk | contribs) (Created page with "This archive contains decompiled pseudo C code from all binaries shipped with this game using Hex Rays Decompiler. [https://github.com/SWRC-Modding/CT CT Code]")
  • 02:22, 18 May 2024Gamespy in Republic Commando (hist | edit) ‎[15,569 bytes]Plasma (talk | contribs) (Created page with "'''Gamespy protocol analysis in Star Wars Republic Commando''' Note: This documentation may be incomplete and some information/aspects may be interpreted/understood wrong! For a gamespy alternative for various games, visit [https://333networks.com/ 333networks] and [http://beta.openspy.net/en/ OpenSpy] Gamespy Gamename: swrcommando Gamespy Gamekey: y2s8Fh Gamespy Version: 0~3 (Hybrid) Plaintext and partial encrypted communication The communication between...")
  • 02:19, 18 May 2024Nintendo Switch Game Log (hist | edit) ‎[15,754 bytes]Plasma (talk | contribs) (Created page with "Game output when running it on a Nintendo Switch emulator. It crashes when initializing Karma. <pre> Message: 'STARTING MEMORY:1981MB' Message: 'Name subsystem initialized' Message: 'Build: 139 Scalar' Message: 'Engine version: 2226' Message: 'Compiled: Jan 12 2021' Message: 'Command line:' Message: 'Base directory: rom:/System/' Message: 'Character set: ANSI' Message: 'DLL: Looking for symbol 'GLoadedCore' in the main binary...' Message: 'Loading script package Core' M...")
  • 02:09, 18 May 2024True-Type Font Importing (hist | edit) ‎[7,694 bytes]Plasma (talk | contribs) (Created page with "Copied from wayback machine, original source long gone! Original Source: http://unreal.epicgames.com/TTFImport.htm Wayback: http://web.archive.org/web/20090603183120/unreal.epicgames.com/TTFImport.htm Jack Porter Epic Games, Inc. http://www.epicgames.com/ Audience: Licensees and mod-makers wanting to use Windows true-type fonts in the Unreal engine. Last Updated: 08/10/99 = Introduction = The TTF importer allows you to convert a Windows true-type font of a par...")
  • 02:07, 18 May 2024XBOX MetaData (hist | edit) ‎[19,102 bytes]Plasma (talk | contribs) (Created page with "Generated while running the XBOX version of Republic Commando. <pre> Title identified as "Star Wars Republic Commando" Dumping XBE file header... Magic Number : XBEH Digitial Signature : <Hex Dump> 958783FAD4413CC5BFB943962DB85B7F E4BACF1FF670CF85EEFCA37C07388591 656F7FE20E1D388DDEC31F0D49670CB8 E...")
  • 17:38, 17 May 2024Cheats and Console Commands (hist | edit) ‎[30,478 bytes]Plasma (talk | contribs) (Created page with "The game console can be opened ingame (not menu) by pressing <code>~</code> key (american keyboard) or <code>^</code> key (european keyboard). If none of the keys work there is a workarround: * Create a shortcut of SWRepublicCommando.exe, right click on shortcut and open properties. At the end of the target field after <code>"</pre>, add following commands: <code>-log -windowed</code> * The field should look something like that (absolute paths may be different): <code>"...")
  • 17:11, 17 May 2024Ini Files (hist | edit) ‎[4,196 bytes]Plasma (talk | contribs) (Created page with "Republic Commando, like other Unreal games, stores its configuration options in ini files and config files with language specific extensions (e.g. int, det, est) which use the same format and rules. There are some differences to the standard Unreal config system which are described on this page. == Syntax == The config files have the usual key=value syntax and are divided into sections as indicated by the section name within square brackets. Lines that start with ; a...")