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Custom Crosshairs: UCC and Settings

You're still here? Impressive :p

You get to really play around with windows now buddy.
Click your Start button, then select Run. When the dialog box appears, type in CMD and hit Enter
This will bring up the Command Prompt window. It won't be in your UT2004 directory, so we'll have to change that.

Assuming 2k4 is installed to your C: drive, you'll have to use this command:
   cd C:\UT2004\System
If your game isn't installed directly to your C: Drive or is in another folder, just add it in.
   Ex: C:\Games\UT2004\System or G:\SomeFolder\UT2004\System
Regardless, you have to navigate to your \UT2004\System folder.
Now that you have the Command Prompt in your UT2004\System folder, let's do a quick test.
Type UCC Help into the prompt and press Enter

You should see the following text and a series of commands UCC is capable of
   =======================================
   ucc.exe: UnrealOS execution environment
   Copyright 2001 Epic Games Inc
   =======================================


If you don't see this, you might not be in the UT2004\System folder. You're going to have to try navigating there again.
If you do, you're ready to start compliling.


First thing to do is type in UCC Make
UCC will begin going through other classes that were listed in the UT2004.Ini
Note: You have to have EditPackages=DemoXHairs at the bottom of the EditPackages= list, otherwise you'll get an error and UCC will abort

If the compile is successful, this is what you will see.





Once this is done, you should see a shiny new .U file in your System folder named DemoXHairs
If you're using the most recent patch(3369), you will also see a DemoXHairs.Ucl file.
UT2004 does this automatically for you now, but I will still show you how to export the .Ucl and .Int(even though .Int's are almost entirely obsolete)

First up is creating the .Int
Go back to your UCC window and type in UCC DumpInt FileName.u where FileName is the name of your package, in this case DemoXHairs

Press Enter and you should see UCC load up DemoXHairs.u and export it's properties, like in the picture below.




You should now see a DemoXHairs.Int file in your System folder.
Now we make the .Ucl file(We're almost done! Hold on!).

Since UT2004 automatically exports the .Ucl file after building the .U, this step isn't necessary, but we'll go on anyway in case you want to export the .Ucl of downloaded files that you might extract from your Cache.

Return to the UCC window again, this time type in UCC ExportCache FileName.U where, once again, Filename is the name of your package(DemoXHairs)
Press Enter again and UCC will export more properties. Just like the pic below.




Once it's finished, a DemoXHairs.Ucl file should be in your UT2004\System directory.



Wait!
Since I don't want to burn up another page, we'll cover ingame settings here.
If you already know this, you can skip it. This is pretty much the end of the tut anyway

I'll assume you know how to start up UT2004 and how to get to the Weapons Tab in Settings.
God help you if you reading this and don't know how to play 2k4.

Well, time to cover the basics anyway.

Once you get to the Weapons Tab, click the DropDown arrow. Assuming the texture/utx/code all went well, you should see DemoDot in the list.
Select it and the dot should appear in the box below.



If the name is in the list but the dot doesn't show, make sure the Scale and Opacity bars are to the far right.
If it still doesn't show, exit UT2004 and recheck the Utx.
But, if all you see is a black box with a white dot in the middle, you might have broken or forgotten the create the mask or set it when you imported the texture into UEd.
Regardless, if any of these problems arise, you'll have to go back and check the texture.


Now I'll clarify some of the options available. Please refer to the pic below. Descriptions will be below that.



Ok, first option at the top of the picture is Custom Weapon Crosshairs
If it is not checked(like in the pic) you will use 1 crosshair for all weapons/vehicles.
Check it if you wish to set a different crosshair for each weapon.

The Crosshair dropdown field has been covered. It's the listing of all crosshairs available to you.

The Red, Green and Blue control the color settings of your crosshair.
Reduce each bar to 0 to remove that color. Likewise, increase it to 255 to add the full amount of that color.
Ex: In the pic, Red and Blue are reduced to 0, this changes the white area of the dot to Green.
Note: If you add other colors to a custom crosshair(like making it Blue and White*), reducing a bar will remove any value of that color from the other colors.
*In the case I mentioned, reducing the Blue bar and leaving Red and Green at full will turn the Blue ring to Black and the White dot to Yellow.
If you have Yellow in the crosshair and you reduce Green or Red to 0, the Yellow areas will turn Red or Green, respectively.

If all this color bar mixing confuses you, tinker around in PaintShopPro or PhotoShop's ColorMixer to understand it better.
Regardless, having all colors set to 255 will result in White, all colors set to 0 will result in Black.
Any areas you made Black before importing will remain Black regardless of color settings.


Opcaity and Scale are easy to understand.
Opacity is how "solid" your crosshair is. 255(far right) is completely solid while 0(far left) will make it completely invisible.
Scale is the size of the crosshair. This ranges from 0 to 2(2 being full size, don't ask me why Epic did it this way, I have no clue)

Classic Model and Swap Fire Mode aren't really relevant to crosshairs.


That's it, you're done. Hope things worked out for you.
I warn you though, if you can't get it to work and I can't find the problem, you're on your own.
Sorry, but this has never stopped working for me, so I'll have no clue why it won't for you.

Best of luck!
  - Kyllian

Click Here for a copy of the DemoXHairs that you should now have yourself