Welcome to the world of
DASM! For students who want to learn!
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STEAM Tutorials for your UDK3 Project
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Hello, how
are you! When it came time for us to upload my UDK3 project to
STEAM there were literally no proper
tutorials for the UDK 3 Engine and STEAM integration. Especially
since the release of UE4. We had a lot of difficulties
in locating help or worthwhile tutorials on this topic and a lot of time was lost by trial by error.
So here is a world first, (well maybe it is...) a tutorial
covering most topics in uploading your UDK3 project to STEAM. If
we did help you please support us by adding a link in your UDK
project and letting other people know we are here! Know a family
member who has a child having difficulties in learning? You can
also support us by purchasing a copy of
DASM Spell Quest. All proceeds will go towards supporting
this website and the creation of other learning related
products. Thank you.
Good
luck and have fun!
STEP ONE.
Rules for creating Badges.
What are
badges? Badges can be viewed when collecting trading cards. Lets
say you have 5 trading cards and all 5 trading cards have been
collected. Once this happens your badge goes to the next level.
This can happen up to another 5 times before you collect the
last and final badge and display it in your STEAM account.
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The below topic is found
under community presence in your STEAMWORKS account. |
Example above. |
80x80
pixels. .png file.
transparent. |
When creating badges for your game
or project remember these most important rules:
- Your badge image should be
related to something in or from your software.
- It needs to be 80x80 pixels.
- It should be transparent
especially if your badge is not a perfect 80x80
square. (Example left.)
- You need to have 6 badges in
total and make the last badge the "Greatest".
- It must be an image, letters
and numbers are not acceptable.
- Your image must not breach a
copyright and must be original.
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|
Image shrunk to 80x80 pixels. |
Start your picture editing
software. This can be
Gimp,
Photoshop or even Ms paint. (Yeah I said it
okay!)
Create a square 200x200 pixel
square. (Alright, I am guessing you are thinking it
should be a 80x80 pixel square but we are creating a
larger square so it gives us some room to work with.) Always do your images larger than what they
are supposed to be with badges or small images in
general, this gives you more freedom to
move things around and lets you see what you are
doing. You can always shrink your badge at any time
and view it at 80x80 to see your final result.
With the example left I have
chosen a cross hair sight as my first badge rank.
Now, I cannot give you a tutorial on what your image
should look like. This is entirely up to you but I
can show you how badges should vary from each level.
With the example left you can see
a level 2 badge. For example; I am making a chicken
hunting game. level one is just a plain cross hair.
Level 2 (Image on the left), now shows a chicken.
Then after level 3 (Second image on the left), we
show a chicken drumstick with wings! (Sorry to all
the vegetarians reading this!) If you have noticed
the cross hair is missing. This does not have to be
displayed in every image.
From here the rest of this
tutorial is up to you. Since only 3 badges have been
made 3 more still need to be created. Just remember
you need 6 in total. Don't forget, when finishing
each image save as a .png file.
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STEP TWO Rules for creating Trading
Cards.
What are
Trading Cards? Trading Cards can be earned by playing games that
you have in your STEAM account library. When a full sets of cards
are collected they can be turned into game badges. Once turned
into game badges you gain STEAM community items. You will need 2
images for this tutorial. One image is for your
Trading Card and
the other image is a large picture from where your
Trading Card image comes from.
You should create around 5 minimum to 15 maximum Trading cards
for your project.
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The below topic is found
under community presence in your STEAMWORKS account. |
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(1) When creating the
Large Image for your game
or project remember these most important rules:
- Your card images should be
related to something in or from your software.
- Large Image needs to be
1920
pixels wide x 1080 pixels high, JPG, 350kb or
less.
- Image
must not be transparent.
- Try not to use screen shots
but use art instead.
- Your image must not breach a
copyright and must be original.
- Part of your large image
should be displayed on your trading card.
(2) Start your picture editing
software. This can be
Gimp,
Photoshop or even Ms paint.
(3)
To start with, create a
1920 pixels wide x 1080 pixels high
workspace. Now, create an image that goes into that
workspace with those dimensions. Preferably, use
some artwork related to your software in this
workspace. (Screenshots are okay but not a good
idea. If possible try to use personal artwork
because it looks a little bit more professional.) It
is not up to me what your image should be or what it
should look like so I cannot give you a detailed
tutorial on this but use common sense or even look
at some examples within Google images.
As you may or may not have noticed
part of the large image can be viewed on the trading
card. Even though it is the centre of the image
shown on the trading card it does not have to be
like that. You can display any part of the large
image on your trading card. You can also shrink it
or enlarge it even, as long as it relates and
identical to the large image and is displayed on
your trading card.
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206x184 png or jpg
Don't use transparency
in the image but you can use transparency to feather your
game name text to match the card colour if you wish.
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(4) When creating Trading Cards for your game
or project remember these most important rules:
- Your card images should be
related to something in or from your large
images.
- Card image needs to be 206x184 pixels,
PNG or JPG file.
- Image
must not be transparent.
- You should have a minimum of
5 cards and no more than 15 maximum.
- Try not to use screen shots
but use art instead.
- Your image must not breach a
copyright and must be original.
(5) Start your picture editing
software. This can be
Gimp,
Photoshop or even Ms paint.
(6)
To start with, create a 206x184 pixel workspace. If
this workspace is too small for you make the image
412x 368 and shrink it down later. Locate a part of
your large image that you want to display on your
Trading Card. Shrink it or enlarge it to suit the
dimensions you wish to display on your card. from
here add your image to your 206x184 workspace and
see if it all fits in.
The great feature about STEAMWORKS
is that you can view what your Trading Card will
look like before releasing it. (Image left.) There
will be two types of cards displayed at the bottom
of the Trading Cards. One will have a
grey border and the other will have a blue border
(*Note*-The blue border card is not displayed left.)
As a tip you can have
the text background of your game name
feather into the colour of your trading card so
it looks like it is part of the card. (To do this
you will have to save your file as a .png.)
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STEP
THREE.
Rules for creating Backgrounds.
What are
Backgrounds? Backgrounds are STEAM inventory items that can
either be earned by playing or using software in your STEAM
library or are earned by creating or crafting badges. You can
also purchase them from the STEAM market or even trade them with
friends. You should create 3 to 10 backgrounds in 3 categories.
The categories are either; (1) Rare, (2) Common or (3) Uncommon.
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The below topic is found
under community presence in your STEAMWORKS account. |
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(1) When creating
Backgrounds for your game
or project remember these most important rules:
- The background should be dark
and not too bright.
- 1920 pixels wide and between
800 to 1200 pixels high, JPG, and smaller than
350 kb.
- Your background should
feather/ transition to black around the outside
radius of your image.
- Screenshots are not advised
and artwork is a better preference.
- Use something in your
background that refers to your software.
- Your image must not breach a
copyright and must be original.
(2) Start your picture editing
software. This can be
Gimp,
Photoshop or even Ms paint. (But you will need
to have software that can feather/transition images
or use images and backgrounds that are dark.)
(3)
Since a majority of monitors are in HD create a
workspace of either 1920x 800 or 1920x1200 pixels.
Select or create some images from your software but
make sure they are quite dark. The reason why we
have to do this is so when someone uses your
background it won't conflict with the text that is
displayed in a users STEAM account. While creating
your background don't include any text or titles in
it. (Left is an example of a background if I was
making a game called "Killer Chicken". The
images you use will be up to you but look at the
examples left so you can gain a fair idea what you
will need to create.
As a tip (but it is not
recommended), you can try and take screenshots of your character or
even backgrounds of your game and use them for your
STEAM background images. Not everyone is good at art and
some people will struggle to draw their own art so
sometimes you have to make a choice. Left is another
image of a background that does not have characters
but displays the chicken coops from the game.
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STEP
FOUR.
Rules for creating Emoticons.
What are
emoticons? Emoticons are images that are normally given to a
STEAM user after crafting badges. The higher the badge the
better chance you have of receiving a rare or uncommon emoticon.
Like backgrounds there are common, uncommon and rare emoticons.
Once you earn an emoticon you can display it in a chat channel
by using a simple code. (For example ":emoticon_name:"
but minus the quotes. )
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The below topic is found
under community presence in your STEAMWORKS account. |
1)
54x54
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18x18
BAD |
When creating emoticons for your game
or project remember these most important rules:
- Your emoticon image should be
related to something in or from your software.
- You will need two images, one
image at 18x18 pixels and the other 54x54 pixels
PNG file.
- It can be transparent
depending on what the image is. (Example left.)
- Photos and screenshots are no
good, it should be
pixel art and an image of something.
- You must have at least 5
minimum and 10 maximum.
- Your image must not breach a
copyright and must be original.
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2)
54x54 |
18x18
NOT
TOO BAD
|
Start your picture editing
software. This can be
Gimp,
Photoshop or even Ms paint.
Create a square 108x108 pixel
square. (We are creating a
larger square so it gives us some room to work with.) Always do your images larger than what they
are supposed to be with emoticons or small images in
general, this gives you more freedom to
move things around and lets you see what you are
doing. You can always shrink your emoticon at any time
and view it at 18x18 or 54x54 to see your final result.
If your good at art, draw your
image using no more that 256 (8 bit) colours if
possible. (16
bit max). Or, depending on the software you are
using you can cheat a little. first I don't
recommend this but if you are really bad at art you
can take a screenshot of something and convert it to
256 colours. Once you are finished, save your
108x108 image as a 54x54.png file. Then save your
file again with a different name and change the
dimensions to 18x18.png file. Have a good look at it
after and make sure it doesn't look too
cluttered.
The images left shows some
examples numbered from 1 to 4. This emoticon example
is a Chicken house.
- Number 1) at the top is
a picture that has been shrunk and it also has
had its colours reduced to 256. As you can see
once it is shrunk to 18x18 it looks a little
messy. This isn't what you would normally use as
an emoticon.
- Number 2) is a little
bit better. Some details have been removed and
the image is a little clearer.
- Number 3) is a picture I have
drawn. This image does not have major detail and
is clear even shrunk. This is what most
emoticons are like. They are completely drawn by
hand or by using shapes.
- Number 4) shows 2 emoticon
images and they are enlarged to show you that
the smallest of details can make an effective
picture.
Don't forget also, your emoticon
must have a name so it can be activated in a STEAM
chat channel. Sometimes the names are already taken
therefore you cannot use them so you might have to
compromise. The commands to activate your emoticon
can look like this for example;
:chookhouse:
or :chickenhouse:
for the chicken leg you could use;
:chookleg:
or :chickenleg:
(*Note*-The
colon added to the name is very important and
must be typed with your emoticon name or it will not
work.)
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3)
54x54 |
18x18
GOOD
|
(4)
Some basic details can make a big
difference in your emoticons. |
STEP FIVE Rules for creating
Achievements.
What are
achievements? STEAM achievements are like a small badge like
image that comes with most games on STEAM. (Not all.) It is
really recommended to have these with your project since it is a
way of showing your friends and/or other STEAM members that you
have unlocked certain tasks within a software package that you
have purchased or been given as a gift in STEAM.
|
The below topic is found
under community presence in your STEAMWORKS account. |
Coloured |
Greyscale |
When creating achievements for your game
or project remember these most important rules:
- Your emoticon image should be
related to something in or from your software.
- You will need two identical
images one with colour and the other greyscale.
- Both images must be 64 pixels
by 64 pixels and a JPEG.
- Screenshots, pixel art or self
drawn art can all be used.
- Try to have at least 20-30
achievements but the amount is up to you.
- Your image must not breach a
copyright and must be original.
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Bordered |
Greyscale |
Start your picture editing
software. This can be
Gimp,
Photoshop or even Ms paint.
Create a 128 x 128 pixels square
if you are going to draw your achievement since this
will give you more room to work with. Shrink you
image to 64 x 64 pixels once you are finished. If
your using a screenshot (which I don't really
recommend), leave your image at 64 x 64 but shrink
your screenshot to fit, but make sure you can
clearly see the image still and that it does not
seem too crowded. I cannot tell you what to add or
what to draw for you achievements so this will be
entirely up to you.
Left are some examples of achievements
from our imaginary "chicken game" we have used in
all the tutorials on this page. These are the type
of images that you could use for your
project. Feel free to add borders or anything else
to your achievement that you think will make it look
more appealing.
Achievements can be
screenshots if you want but try to be consistent.
If you are going to use screenshots you should try
to make the rests of your achievements screenshots.
Same with
artwork, if your going to use artwork make sure all
your achievements are the same. Overall there are no
rules and regulations to how your achievements
should look but make sure they are at least
appealing.
You could even try
making achievements like I did for DASM Spell Quest
where the colours are limited. Left is an example of
the ice skate achievement you earn once you purchase
the ice skates. There was a maximum of 4 to 5
colours used to create this achievement image and I
kept it the same with all of the other achievements
also. Best of luck!
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Adding
code for your Achievements
to UDK3.
It is time to add
your achievements now that you have created the images. Will
will need to upload your images to STEAMWORKS. Then we will have
to setup the files in your UDK editor. After that we will have
to setup kismet in your project. And the last step is adding
some code in two text documents within UDK so STEAM can identify
your achievements. Remember to back up any files you are going
to modify also. This is handy especially if you make a mistake. Are you ready?......Lets Go!
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The below topic is found
under community presence in your STEAMWORKS account. |
|
- Log into
STEAMWORKS
- Under the
topic Community Presence click on
"Achievements".
- Click on "New
Achievement"
- Upload your
achievement by clicking on
Edit
with
the new achievement you added. (Achievement
image tutorial is
here)
- Click on
Upload
and add your achievements.
- Add a
description under the topic "Display name
Description".
|
*The achievement ID is listed
left* |
- Under
the topic "Set By" leave it as "Client"
- Leave the "API
Name Progress Stat" the same since it relates to this
tutorial.
- Leave "Hidden?"
un-ticked.
- Click save.
- Repeat steps for
all achievements.
*NOTE*-
Notice the ID going from 1/0 to 1/1. This
indicates the first STEAM Achievement ID is 0 then 1
then 2 etc. |
Place
folder in: \UDK\UDK-(Your-version-install)\Development\Src |
SETTING
UP YOUR UDK EDITOR FOR STEAM ACHIEVEMENTS
It is
time now to setup the UDK editor so STEAM can
identify your achievements. But for this to work we
will have to install some software first.
-
Download this file here:
KismetOnlineSubsystem.zip
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Extract it and add it to the Src folder in
your UDK installation. Lets say for example your
UDK installation is on c:\ drive and your using
the 2012 editor. The folder we are looking for
would be in:
C:\UDK\UDK-2012-05\Development\Src
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Locate
file in: \UDK\UDK-(Your-version-install)\UDKGame\Config
DON'T
FORGET TO BACKUP ANY FILES YOU MODIFY!
Add the
line:
+EditPackages=KismetOnlineSubsystem
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It is
time to tell UDK that we have a modification in our
Src folder.
-
Locate the DefaultEngine file. (And make a
backup of it!). Once again we are
going to say for an example we installed our UDK
editor on c:\ drive and using the 2012 version
editor the path would be:
C:\UDK\UDK-2012-05\UDKGame\Config
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Open the file using notepad or
notepad++
to edit it with.
-
In
your notepads search engine add the following
text: [UnrealEd.EditorEngine]
or scroll down the list until you see that topic
in the list.
-
Add the line:
+EditPackages=KismetOnlineSubsystem
within this
topic and save the file. (You may have other
mods installed here already so the image left is
just an example.) Now wait! Don't close this
file off yet.
It is
time now to tell STEAM what each achievement id is
within the DefaultEngine file.
-
In
your notepads search engine add the following
text:
VOIPVolumeMultiplier= or scroll down the
list until you see that topic in the list.
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- Delete
all the text below the sentence
VOIPVolumeMultiplier= that can be seen
in the document. (Example Below.) These files are
achievements for Unreal Tournament and may conflict
with your achievements. But do not delete:
[OnlineSubsystemSteamworks.OnlineGameInterfaceSteamworks]
or anything under it.
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- Replace
the deleted text above with the text below. Make sure that
as you add achievements the achievement Id number
goes up. If you have 100 achievements than you will
have to go all the way up to 100. (The text below
only represents 4 achievements so you will have to
manually modify the text as you go.) Save the file
once you are finished.
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+AchievementMappings=(AchievementId=0,AchievementName=NEW_ACHIEVEMENT_1_0,ViewId=30,ProgressCount=0,MaxProgress=0,bAutoUnlock=True)
+AchievementMappings=(AchievementId=1,AchievementName=NEW_ACHIEVEMENT_1_1,ViewId=30,ProgressCount=0,MaxProgress=0,bAutoUnlock=True)
+AchievementMappings=(AchievementId=2,AchievementName=NEW_ACHIEVEMENT_1_2,ViewId=30,ProgressCount=0,MaxProgress=0,bAutoUnlock=True)
+AchievementMappings=(AchievementId=3,AchievementName=NEW_ACHIEVEMENT_1_3,ViewId=30,ProgressCount=0,MaxProgress=0,bAutoUnlock=True) |
There is still one
more file to modify. This file (to me I could be
wrong!), is like a backup file if something goes
wrong with changing the text in the DefaultEngine
file. Somehow this file seems to overwrite
DefaultEngine and reverts it back to its default
text again. So in this tutorial we are going to
modify this file also. (And make a backup of it!)
- For
example in the same folder as the file
DefaultEngine ("\Config" folder), locate the
file; UDKEngine.
Open the file using notepad or
notepad++
to edit it with.
-
In
your notepads search engine add the following
text:
VOIPVolumeMultiplier= or scroll down the
list until you see that topic in the list. (It
is near the bottom.)
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You may or may not
have noticed that the text above is slightly
different to the text shown in the previous image
example. There is no "+" sign in front of the text.
When replacing any text in this document remove any
+ signs at the front of the sentences.
- Replace
the deleted text above with the text below. Make sure that
as you add achievements the achievement Id number
goes up. You could even copy and paste the text from
the other document but remove the + sign.
- Save the file.
This should now stop your other document from
reverting back to its original text if something
happens and UDK tries to rewrite it.
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AchievementMappings=(AchievementId=0,AchievementName=NEW_ACHIEVEMENT_1_0,ViewId=30,ProgressCount=0,MaxProgress=0,bAutoUnlock=True)
AchievementMappings=(AchievementId=1,AchievementName=NEW_ACHIEVEMENT_1_1,ViewId=30,ProgressCount=0,MaxProgress=0,bAutoUnlock=True)
AchievementMappings=(AchievementId=2,AchievementName=NEW_ACHIEVEMENT_1_2,ViewId=30,ProgressCount=0,MaxProgress=0,bAutoUnlock=True)
AchievementMappings=(AchievementId=3,AchievementName=NEW_ACHIEVEMENT_1_3,ViewId=30,ProgressCount=0,MaxProgress=0,bAutoUnlock=True) |
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SETTING
UP KISMET
Now
for the final step, setting up Kismet. Hopefully
everything here is all setup correctly and ready to
go!
-
Start UDK
-
Because
we finished modifying and added files in
our UDK installation it "should" tell you the
"Scripts are outdated. Would you like to rebuild
now?" Click "Yes"It will
check the scripts for any errors.
-
Be patient
while it does its work. If
there are no errors it will say:;
success - 0 error (s), 0 warning (s)
If there is an error check that there is no
spelling mistake where you added the text
earlier:
+EditPackages=KismetOnlineSubsystem
-
Close the script message by clicking x in the
top right corner.
You
should now have some new widgets in UDK.
-
Restart UDK after it has compiled the scripts.
-
Open Kismet
-
Right click in the Kismet screen and select "New
Action"
-
Locate "Game Center" in the list and select it
and you should see a list of widget commands.
Below
is an image of some widgets set up to unlock an
achievement. You would have some sort of comparison
or "trigger"
first and if it is touched or matches it should then unlock your
achievement.
If you
require a tutorial on how to set your widgets up
then it might pay for you to take a look
HERE this is the
Kismet Online Subsystem webpage. In the
image below is an example to how you set your STEAM
achievement up. Just like in STEAMWORKS your first
achievement starts from 0 and works it way up.
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Make
sure that each Achievement Id matches the trigger
that activates it or you might unlock achievements
that were not related to what you did.
Good
luck and congratulations on your product. If we did
help you at all please provide a link of us in your
projects credits. Thank you!
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Uploading
your UDK3 project.
Downloading SDK STEAMWORKS.
STEAMWORKS
is a requirement that is needed for you to upload your
UDK3 project to STEAM. You must log in before you can do
this so lets go ahead now and install it.
1)
2)
3)
4)
5)
How to log into
STEAMWORKS.
-
Run steamcmd
-
Wait for any updates.
-
Type Login "USERNAME" and press enter.
-
Type in your password and press enter.
-
Wait for STEAM prompt.
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- Click the
STEAMWORKS link
HERE
to access the website.
- Log in with your
usual STEAM account that is related to your project.
- On the right
column, locate the button
Download
latest SDK.
(Example right.)
- You will be
prompted to save a file called
"steamwork_sdk_(version).zip" *NOTE*- Because
STEAMWORKS is always updated we will use the word
(version) instead of showing a version number.
- Once it is
downloaded, open the zipped folder and you will see
a folder called "SDK"
- I don't know about
your preferences but I like to add my SDK folder
directly into my C:\ drive. It's easy to find and
access it if I am in a hurry. So drag and drop the
SDK folder onto your C:\ drive or wherever you wish
to.
Now from this point
we may need to run some updates and adjust a few
things even though you may have the latest SDK
files.
- Open the
SDK folder and locate this directory (I am using the
C:\ directory as the example):
C:\sdk\tools\ContentBuilder\builder. Double
click the icon called: "steamcmd.exe" and wait for
it to run.
- Above is
an image of STEAM cmd. It will check for available
updates first before running. Your install may
require an update and this can take a while. Once
the update is finished you will have the
Steam>
prompt.
- In the image below
is an example on how to log in. I am going to say
for example, my STEAM account name is John_Doe. So
we type in; Login John_Doe (Press Enter on
keyboard). Now the password is tricky. You will be
asked to add your password but you cannot see what
you are typing. Don't worry though, if your password
is typed correctly just press enter on your keyboard
after and you will log in. Once the STEAM prompt is
shown you are 100% logged in. But for now, close
steamcmd by typing "quit". Now lets go to the next
tutorial below, uploading your project!
|
Uploading your UDK3
project to STEAM.
HINT - Right click the files
above and select "edit with
notepad++" to
modify the files or edit with "Notepad".
|
Okay now it is time to
upload your UDK project but we need to check something
quickly first. In this example below we are going to
"imagine" our app id is 0123450.
- Open your UDK
project or UDK editor (If you have not packed your
game yet), and locate the file called: steam_appid.
This file need to be changed to your projects "app id" that STEAMWORKS would have provided you
with. Your app id
can be found at the end of your game name
in brackets in STEAMWORKS. For example: "Yourgamename(0123450)".
- The steam_appid
file can be normally found here: UDK\Yourgamename\Binaries\Win32.
This is the only file called with this name in your
UDK project so if you cannot find it just do a
search for it.
- Open the file
steam_appid and delete the numbers that are in there
and replace them with yours and save it. Okay that's
it, done. This is important because it allows STEAM
to understand what app your project is.
The next part of
this tutorial gets tricky so pay attention because
if anything is wrong your upload will not work and
you will get error messages. You will need to modify
these files with notepad or something similar.
- In your
SDK folder there are two files. They are located at:
sdk/tools/ContentBuilder/scripts. The files are
called; app_build_1000 and depot_build_1001. You
don't have to do this but we are going to rename
those files to suit your project. This is handy to
do especially if you have more than 1 project. So
for example your project app id is 0123450 we will
change its name to; app_build_1000 to app_build_0123450.
We will also change; depot_build_1001 to
depot_build_0123451. To change the filenames just
click on the file so there is a flashing cursor in
the name text box and retype the name to match your
app id and repeat with the other file.
- We have to change
the script in the files below now to match your
project. The scripts can be edited by either using
notepad or you can install
notepad++
which is what I really recommend for this type of
work. The script on the left is the original script
and the script on the right is an example to what
you have to change it to.
|
ORIGINAL
SCRIPT
(BELOW) This is what
the current script in the file :"app_build_1000.vdf"
will look like if you open it. The script on the right
shows what changes you need to make for your script to
work. |
NEW
SCRIPT
(BELOW) Yet again for
example only, if your app id was 0123450 then you will
change the script on the left to look like this. Edit
your file now to be similar to below but use the app id
STEAM provided you then save it. |
"appbuild"
{
"appid" "1000"
"desc" "Your build description here" // description for
this build
"buildoutput" "..\output\" // build output folder for
.log, .csm & .csd files, relative to location of this
file
"contentroot" "..\content\" // root content folder,
relative to location of this file
"setlive" "" // branch to set live after successful
build, non if empty
"preview" "0" // to enable preview builds
"local" "" // set to flie path of local content server
"depots"
{
"1001" "depot_build_1001.vdf"
}
} |
"appbuild"
{
"appid" "0123450"
"desc" "Your build description here" // description for
this build
"buildoutput" "..\output\" // build output folder for
.log, .csm & .csd files, relative to location of this
file
"contentroot" "..\content\" // root content folder,
relative to location of this file
"setlive" "" // branch to set live after successful
build, non if empty
"preview" "0" // to enable preview builds
"local" "" // set to file path of local content server
"depots"
{
"0123451" "depot_build_0123451.vdf"
}
} |
(BELOW) This is what the
current script in the file :"depot_build_1001.vdf" will
look like if you open it. The script on the right shows
what changes you need to make for your script to work. |
(BELOW) Yet again for
example only, if your app id was 0123450 then you will
change the script on the left to look like this. Edit
your file now to be similar to below but use the app id
STEAM provided you then save it. Make sure that the line
with "ContentRoot"
matches your directory. Be
aware that "C:\sdk\tools\ContentBuilder\content"
is used in this example.
|
"DepotBuildConfig"
{
// Set your assigned depot ID here
"DepotID" "1001"
// Set a root for all content.
// All relative paths specified below (LocalPath in
FileMapping entries, and FileExclusion paths)
// will be resolved relative to this root.
// If you don't define ContentRoot, then it will be
assumed to be
// the location of this script file, which probably
isn't what you want
"ContentRoot" "D:\MyGame\rel\master\"
// include all files recursivley
"FileMapping"
{
// This can be a full path, or a path relative to
ContentRoot
"LocalPath" "*"
// This is a path relative to the install folder of your
game
"DepotPath" "."
// If LocalPath contains wildcards, setting this means
that all
// matching files within subdirectories of LocalPath
will also
// be included.
"recursive" "1"
}
// but exclude all symbol files
// This can be a full path, or a path relative to
ContentRoot
"FileExclusion" "*.pdb"
} |
"DepotBuildConfig"
{
// Set your assigned depot ID here
"DepotID" "0123451"
// Set a root for all content.
// All relative paths specified below (LocalPath in
FileMapping entries, and FileExclusion paths)
// will be resolved relative to this root.
// If you don't define ContentRoot, then it will be
assumed to be
// the location of this script file, which probably
isn't what you want
"ContentRoot" "C:\sdk\tools\ContentBuilder\content"
// include all files recursivley
"FileMapping"
{
// This can be a full path, or a path relative to
ContentRoot
"LocalPath" "*"
// This is a path relative to the install folder of your
game
"DepotPath" "."
// If LocalPath contains wildcards, setting this means
that all
// matching files within subdirectories of LocalPath
will also
// be included.
"recursive" "1"
}
// but exclude all symbol files
// This can be a full path, or a path relative to
ContentRoot
"FileExclusion" "*.pdb"
} |
REMEMBER - After
you have finished editing the scripts, don't forget
to save them!
We are at the final
stages now but lets do a quick review from our
imaginary account.
- We have
modified a file called app_build_1000.vdf and
renamed it to app_build_0123450.vdf
- We have
modified a file called depot_build_1001.vdf and
renamed it to depot_build_0123451.vdf
- We have
modified the scripts in both files to match our
app id.
- We have
checked our directory is "C:\sdk\tools\ContentBuilder\content"
in the
depot_build_0123451.vdf file.
-
REMEMBER ABOVE IS AN EXAMPLE ONLY
USE YOUR APP ID FOR YOUR OWN
PROJECT BUILD NOT 0123450
Once you have
packed your game with Frontend and installed it on
your PC, we want to now transfer 3 folders into
this directory: C:\sdk\tools\ContentBuilder\content.
Because in STEAMWORKS you can
custom name your project
folder to where your files go, in this tutorial I chose just to copy over
the three basic folders that come with a UDK
project. Those folders are Engine, UDKGame and
Binaries. So for now copy those three folders, (and
any other folders if you have modified your
project), into the SDK \contents folder. (BELOW LEFT)
|
(LEFT)
Locate your UDK project and copy these
three folders into it. We did not copy
the folder over that was installed with
them, (your project name folder) only the main content. You don't have
to do this if you wish. You can copy
everything over but this way it is
easier to locate the .exe so STEAM can
run the game in the library and create a
shortcut.
|
Once you have done
this it is time to upload your content to STEAM!
Okay now let's log into STEAMWORKS using the
steamcmd command located at:
C:\sdk\tools\ContentBuilder\builder
-
Run
steamcmd.
-
Wait for
any updates.
-
Type Login
"USERNAME" and press enter.
-
Type in
your password and press enter. (Remember you can't see what
your typing!)
-
Wait for
STEAM prompt.
Now we
need to guide STEAM to where our files are. Remember we
are using an imaginary app id in this example, you
will need to replace the numbers with your app id.
We need to type out in steamcmd the following
command:
run_app_build
C:\sdk\tools\ContentBuilder\scripts\app_build_0123450.vdf
(Press
Enter on your keyboard after typing or copying the
code.)
Lets break this code down so you know what it is
doing.
-
run_app_build = This lets STEAMWORKS know
what command it is going to do. (Run and view
the script.)
-
C:\sdk\tools\ContentBuilder\scripts =
This guides STEAM to where your script files
are.
-
app_build_0123450.vdf = What script file
to run.
If
everything is done correctly it will read your files
first and map them. After it has finished mapping it
will upload them. Try not to disturb your PC while
it is doing this. It can sometimes take a while too
depending on your internet speed and the size of
your project. If you have an error message shown
instead try these following things:
-
Does your directory match with the directory
that is stated in the file
"depot_build_0123451.vdf". If the directory does
not match it will not work.
-
Did you copy your UDK files in the correct
folder? This can cause a problem since it cannot
locate the files.
-
Did you use the correct app id? Maybe you got
yours mixed up with the one in this tutorial?
Check your app id again in the two files called
depot_build_0123451.vdf and
app_build_0123450.vdf.
-
Did you forget to rename the files or did you
rename them incorrectly?
-
Does the filename match with the filename you
typed in the code above? (Just make sure they
match.)
If
your still having problems post the error message to
me along with your app id and the two .vdf script
files. Maybe I can help?
contact@worldofdasm.com
If you
have no error messages then congratulations you have
successfully uploaded your UDK project to STEAM!
|
Adding
a custom Game Name folder to STEAM.
If you have
been following this tutorial earlier we added 3 folders to our
SDK\ folder. Those 3 folders were;
Engine, UDKGame and Binaries.
These are the main 3 folders you find in a UDK project once you
open it. In this tutorial we have decided to remove the folders
that are installed with the UDK project. (For example you
installed your project and its directory is; C:\UDK\Your_Project_Name_.)
You can leave your folders the same if you like but we are
showing you a different way of doing things, especially by
removing the "UDK" folder that comes with your install. Okay
it's time now to start creating our own STEAM custom project
folder.
|
The below topic is found
under technical tools in your STEAMWORKS account. |
(1)
(2)
|
Follow these steps
to create a custom folder:
- Log into your
Steamworks account.
-
(1)
Under the topic "Technical Tools" select "Edit
Steamworks settings."
-
(2) Select
the Installation tab and select "General" in the
dropdown list.
- Under the
topic "Install Folder", click in the text box
marked with: "Current Install Folder" and type
in what you want to call your project name
folder. Click "Update Install Folder" after.
-
(3) We have
to publish the changes now for them to take
place. Click the "Publish" tab at the top. Now
click the "Prepare for Publishing" button
displayed on that page. Steamworks will do a
quick check to make sure that there are no
conflicts or simular names with your project
name.
(3)
-
(4)
Once Steamworks has finished checking for any
conflicts you have one last final step. You will
be provided with a text box with the words
"Really Publish" on the right of it. In this
text box type "STEAMWORKS" and click the "Really
Publish" button. That it! You have created your
custom game folder!
|
(4) |
Setting
up your exe for the STEAM library.
One problem
we can have while setting up our project in STEAM is getting the
STEAM library to locate our exe. So I though this tutorial might
come in handy for you. This tutorial is a continue on from the
tutorial above. So if the project you are trying to add has a
project folder the tutorial below will not work for you. But for
example if you did have a project folder the command below under
the topic "Executable (?)" would be more like:
your_folder_project_name\Binaries\Win32\udk.exe. And as
another example if your exe name has been changed you would
have: your_folder_project_name\Binaries\Win32\your_exe_name.exe.
And always remember:
"ALWAYS
PUBLISH YOUR WORK AFTER YOU MAKE CHANGES OR IT WONT WORK!!"
|
The below topic is found
under Technical Tools in your STEAMWORKS account. |
(A)
(B)
*NOTE*- Under
the topic "Operating System(?)" if your software
uses other types of operating systems make sure you
select it in the dropdown list.
(C)
(D)
|
How to
add your exe.
-
Log
into your Steamworks account.
-
(A)
Under the topic "Technical Tools" select "Edit
Steamworks settings."
-
Select
the Installation tab and select "General" in the
dropdown list.
-
(B)
Under the topic "Launch Options" find the text box
with "Executable (?)" next to it and click the
"Edit" tab on the right.
-
The
text boxes should be white now and can be edited.
Put the following text:
Binaries\Win32\udk.exe in the text box marked
"Executable (?)"
-
Check
the Launch type, Operating system and CPU
Architecture and make sure they match the image
left.
-
Click
update.
-
(C) We have to
publish the changes now for them to take place.
Click the "Publish" tab at the top. Now click the
"Prepare for Publishing" button displayed on that
page. Steamworks will do a quick check to make sure
that there are no conflicts or simular names with
your project name.
-
(D) Once
Steamworks has finished checking for any conflicts
you have one last final step. You will be provided
with a text box with the words "Really Publish" on
the right of it. In this text box type "STEAMWORKS"
and click the "Really Publish" button. And
that's it!
|
How to patch your UDK
project in STEAMWORKS.
You have your
project on STEAM and "OH NO!" you have found out
there is a bug in your project or a bug has been
reported. Looks like your going to have to patch
your game but how do you do it? Actually it is
really quite simple! Basically you upload your project again
after making changes. But there are some rules in doing this
though as you will read below.
|
The below topic is found
under Technical Tools in your STEAMWORKS account. |
Rules for uploading over the top of your previous upload.
(Patching your previous project.)
UDK can get a
little bit "dodgy" or "sketchy" when adding files without
running them through Frontend first. There are ways around
this but when your in a hurry it is a lot easier just to run
Frontend and reinstall your UDK project from scratch,
especially if you have made a lot of changes.
-
Completely
run your UDK project through "Frontend" again once you
have fixed the bugs.
-
Package
your project "Again"
-
Install it
somewhere on your PC, "Again"
-
Paste your
3 folders in
\sdk\tools\ContentBuilder\builder like in the above
tutorial, "Again".
-
Run STEAM
cmd and Log in. (If sdk is
installed on C:\ it is located at:C:\sdk\tools\ContentBuilder\builder\steamcmd.)
-
Once
logged in type:
run_app_build
C:\sdk\tools\ContentBuilder\scripts\app_build_0123450.vdf
This should
upload exactly the same way it did when you uploaded your
project for the very first time but there is one difference.
STEAM compares the files with the previous files and if they
have changed in size it will automatically upload those
files into the depot. This also means that it does not
upload the whole project again and only uploads the modified
files. Now that we have done this we need to tell STEAMWORKS
what to do.
|
|
- Log into
STEAMWORKS.
- Under the
topic "Technical Tools", click Edit Steamworks
Settings.
- Under the
topic "SteamPipe" click "Builds." Scroll down
until you see something similar like the example
image below.
- In the
"example image" below you will have
another build in your list. The top build is your
latest build. If your not sure it displays the date
anyway.
- Click the green
arrow near the words:
Preview
Change
and
select "default"
- Click
Preview
Change
and
wait for any messages from STEAM. If all goes well
it should have no errors.
|
|
Select the
top build since this is your latest build. Select
default and click
Preview
Change
. Wait for
any messages from STEAMWORKS to see if it was
successful. If there are any issues ready them
carefully. |
Once you have published your
changes, log into STEAM and it should upload your
changes to your project.
|
Now
don't forget to publish the changes or your patch
won't work!
-
Click the Publish Tab at the top.
-
Click "Prepare for Publishing" to check for
conflicts.
-
Once Steamworks has finished checking for any
conflicts type in "STEAMWORKS" in the text box
and click "Really Publish".
-
Open STEAM and check your project, it should
upload your patch!
|
Setting
up your EULA . (UDK License agreement.)
One problem I faced
while setting up DASM within STEAM was the EULA.
So I decided to add this tutorial just in case you have the same
issue.
|
The below topic is found
under Store Presence in your STEAMWORKS account. |
|
So what is a EULA
and where is it?
An End User License Agreement (EULA)
is a legal contract between a software application
author or publisher and the user of that
application.
Click on "Edit Store Page" in your STEAMWORKS
account to start.
- Make sure that the
topic "Basic Info" is selected. (Image
left.)
- Scroll down
the page until you find the topic "Legal Lines."
- Locate the
sentence that states; Use this space to include
necessary copyright and/or trademark
information. If you are looking for somewhere to
present the customer with an End User License
Agreement (EULA), you can do so here.
- Click the word
"here."
|
|
Left
is an example image of how you would set up your
EULA.
The
title should be the name of your project followed by
(EULA) Choose your language also. If you have more
than one language than create an EULA in each
language.
But
where is the EULA?
-
For example, we have a 2012 UDK install on
C:\. Locate the folder:
C:\UDK\UDK-2012-05\Binaries\InstallData
-
This folder contains the UDK EULA in 13
languages. Open the file in the language you
want and select all of the text.
-
Copy and paste the text into the "EULA Contents"
in the STEAMWORKS page.
-
Click save and repeat for other languages.
-
Click the "Publish" tab next to "Content"
-
Click "Really Publish" to save it to your "Store
Page".
If you
want to view your EULA on your store page, click the
text within the topic 'View Store Page" that says :(View
in Beta mode)
|
UDK
Redistributables.
Well done, you have worked hard
on your UDK project and completed it. Uploaded it to STEAM and
setup all of your store page and achievements, Trading cards,
Emoticons and Backgrounds. Then you decide its time to release
your project. It seems to work fine on your computer and your
ready to go! Or are you?
|
The below topic is found
under Technical Tools in your STEAMWORKS account. |
|
One big mistake
with UDK products is not adding the
redistributables. These will install on your PC
while installing your completed UDK project. But, if
you upload your project to STEAM and a client
downloads it, they don't get to download the
redistributables. This isn't a major problem thanks
to the STEAMWORKS redistributable page!
- Log into
STEAMWORKS if your not logged in already.
- Click on the
topic "Edit Steamworks Settings" under the topic
"Technical Tools".
- Click on the
tab "Installation"
- Click on the
drop down arrow and select "Redistributables"
(Example image left".)
- Place a tick
in the box under the topic "DirextX" in "June
2010".
- Place a tick
in the box under the topic "Visual C++Redist" in
2010".
This should
automatically update without having to press save or
anything like that. But whenever in doubt always
"Publish" your work after any changes. This is a
reassurance that all changes have been saved most
definitely.
|
We hope these
tutorials helped you or even one of these tutorials helped you
if you needed the knowledge. It has been a pleasure to help
people that we have never met and your success is our success.
We hope you do well with your project and wish you the best for
a bright and wonderful future. We would even be happy to hear
from you also and let us know we helped you in some way. It
really makes our day knowing we helped someone in some way!!
Shane Hillier
contact@worldofdasm.com
______________________________________________________________________
|
All software packages
created was used by the power of the
Unreal Development Kit. |
|
In game loading screens
created by using BINK VIDEO. |
______________________________________________________________________
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