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UDK 2015 + Simple Setup

THIS IS VERSION 1.3 *** This will be updated periodacally with new content as requested! ***

This download contains all UDK Toolkit/Files required for current Rocket League Modding:

  • Unreal Development Toolkit 2015
  • Rocket League Dummy Classes v3
  • Rocket League Advanced Classes v3
  • Rocket League Dummy Assets [Park_P Package]
  • Rocket League Sticky Walls Material Example [StickyWalls_P Package]
  • Rocket League UPK Decryptor
  • Unreal Viewer (UModel)
  • Unreal Explorer
  • Asset Extractor 
  • Edited/Ready-to-Go Script Files [DefaultEngine.ini, StaticMeshActor.uc and Actor.uc.]
  • Collisions KActor/Moving Interactor Ready Script. [PrimitiveComponent.ui] C
  • Recommended Folder Setup (Added Workshop Maps, My Assets, RLTools Folder)
  • Derzo's Template Map (Easy Starting)
  • Mr. Swaggles Simplicity Map (Fully Developed Default Map)
  • Wejrox/JimJom's One-Stop-Chop-Shop (Ripped Rocket League Assets)

Special Thanks to:

  • whynotsteven (RL Modding Founder, the OG)
  • glhglh (Collision Channels/Scripts)
  • Mr. Swaggles (Author of Fully Developed Modding Guide and Simplicity Map Creator)
  • ButterandCream (Creator of Rocket Launcher)
  • KarlHeinzSchneider (Collision Channels)
  • wejrox/JimJoms (Influential Map and Tutorial Creator)
  • Derzo (Collisions, Guides, Custom Materials, In-Game assets, Template Map)

More Modding guides:

https://rocketleaguemoddingwiki.github.io/pages/tutorials/How_to_use_any_in-game_assets.html

https://docs.google.com/document/d/166A68CLxWk0LxMZ4B9vsuBmIgbphLIMbRB0BCn3ezsc/

https://www.reddit.com/r/RocketLeagueMods/comments/4wzunj/everything_you_need_to_know_about_rocket_league/

Fast/First Time Install Instructions:

- Install UDK 2015
         - Use "Empty Game", Leave the name of your project as "Custom". (This will ensure all custom scripts properly work when being compiled.)
         - DO NOT install any optional Services.
         - After installation, DO NOT LAUNCH UDK.
- Now we need to edit DefaultEngine.ini which is located in C:/UDK/Custom/UDK/Game/Config. Right Click on it and Open With Notepad.
         - Copy the lines below
                    +EditPackages=AKAudio
                    +EditPackages=ProjectX
                    +EditPackages=TAGame
         - Place them below these lines in the config:
                    [UnrealEd.EditorEngine]
                    +EditPackages=CustomGame
         - So it looks kinda like this:
                    [UnrealEd.EditorEngine]
                    +EditPackages=CustomGame
                    +EditPackages=AKAudio
                    +EditPackages=ProjectX
                    +EditPackages=TAGame
         - File->Save, Exit Notepad.
- Copy all contents inside the "Copy_Contents_Inside_Step_1" folder and paste them into the "CUSTOM" folder located in C:/UDK/Custom. When asked, replace the 3 files.

- Run UnrealFrontend.exe located in C:/UDK/Custom/Binaries, Click on Script -> Full Recompile.
- Copy all contents of the "Copy_Contents_Step_2" folder and paste them into the "CUSTOM" folder located in C:/UDK/Custom.
- Run UnrealFrontend.exe AGAIN located in C:/UDK/Custom/Binaries, Click on Script -> Full Recompile.
- After it finished, Run UDK 2015.
         - In Content Browser, Expand UDKGame under Packages, Expand Content, Right Click on the "Park_P" package and click Fully Load.
                    - Right Click on the "StickyWalls_P" Package and click Fully Load.
- (OPTIONAL) Open up DERZO's template map or Mr. Swaggles Simplicityv5 Map and begin modding.
         - These are located in C:/UDK/Custom/UDKGame/Content/Maps

Extra Information:

- Use all the tools located in the C:/UDK/Custom/Tools Folder! Lots of good extractors, viewers, decrypters, and explorers!
- Recommend downloading Blender if you want to get the full modding experience with 3D Model development. [Always Export Meshes as .FXP]
- You can test your maps using BakkesMod w/ Plugin Rocket Launcher.
- Enable CustomMaps in Rocket Launcher.
- In order to test those maps, I recommend "Save As" your .udk map to a folder called "mods" located in your (CookedPCConsole) folder.
- Using C:/UDK/Custom/UDKGame/Content/Maps as your main UDK backup folder.
- If you import your own meshes and/or create your own package, you need to right click and "Save" that package.
- Also, you will need to copy it and ensure it's located in your (CookedPCConsole) for map testing.
- You can open other workshop maps and see how they were created in UDK.
- You can find them in: C:Program Files (x86)Steamsteamappsworkshopcontent252950
- If you use any of their work, ensure you give credit, including the Template Maps!

JOIN THE SUPPORT DISCORD SERVER: https://discord.gg/kHumFCG

1.1: Incorporated new PrimitiveComponent.ui and Simplicity v5 Map, fixed SRC Classes. 

1.2: Fixed UModel, RL Decryptor. Added Unreal Explore, Asset Extractor, and Advanced Event_Sequences for Kismet.

1.3: Fixed File Structure causing issues, Added a new installation procedure with a 2-step compile process, added resources: One-Stop-Chop-Shop.

Newk
  • 2uploads
RATING
2
Version
1.3
Views
9603
Downloads
725
Credit given to modders
Newk
Updated
July 26, 2020
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Newk
  • 2uploads
RATING
2
Version
1.3
Views
9603
Downloads
725
Credit given to modders
Newk
Updated
July 26, 2020
Categories

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