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iservealot
11-12-2007, 12:58 AM
Hey guys,

Now that GoW for PC is released we are starting to see many beginners tutorials and a lot of people that are starting off their endeavors with Unreal Engine 3.

As tomorrow I have the day off, I figured I could contribute a bit to the community by offering any help I can with any questions regarding Unreal Engine 3. I don't claim to know every little aspect of the engine, but I do know my fair share of all of the tools within the editor.

So on that note, if you guys have any compelx questions, not pertaining to simple things like "How do I create a brush?" or "What is a shader?", then feel free to post here.

Perhaps you guys might have a question on how to create a certain kind of shader, create some kind of event in kismet, PhAT, Matinee or something just outrageous, feel free to ask here. :)

BlkBullet23
11-12-2007, 02:18 AM
This one might be easy for you.
Say if I wanted to create a new texture using photoshop. A plain ol square. Bring it into gears of war and apply it to a box shape, but how would I go about making a dent in the box shape and would it look better to color the dented area darker?

I've been keeping up with most of the tutorials and even though I dont have the editor yet,(but plan to very soon) I wanted to start making the textures before I get it.

iservealot
11-12-2007, 01:11 PM
This one might be easy for you.
Say if I wanted to create a new texture using photoshop. A plain ol square. Bring it into gears of war and apply it to a box shape, but how would I go about making a dent in the box shape and would it look better to color the dented area darker?

I've been keeping up with most of the tutorials and even though I dont have the editor yet,(but plan to very soon) I wanted to start making the textures before I get it.


Well, assuming that your box dent effect will be simulated by only textures, you will want to create a normal map that has the dent effect. If you are doing this in photoshop, create another layer, and start painting away your dent effect with black and white. Once you are finished, using the Nvidia Normal Map tool to export the normal map to use with Unreal. You can find that tool here -http://developer.nvidia.com/object/photoshop_dds_plugins.html

To answer your second question, yes, it would be smart to paint in your diffuse to further simulate the dent effect. It might even be wise to create a specular map to extend the effect further, though it is not necessary. You can probably even get away with just desaturating your diffuse in the material editor, and applying that to specular (depending what your texture looks like)

If you want to go above and beyond to simulate your dent with just a material, then bake out a height map in your normal map's alpha channel, and use the Material Editor's Bump Offset node to use parallax mapping. This effect is probably more advanced than you probably want, if you are just a beginner.

MrSilent
11-12-2007, 01:32 PM
the nvidia normal map tool is great, but IMO I think Crazybump if far better.
Someone on this board recommended it (cant remember who sorry!) and I havent used anything else since, the normal maps come out far more defined.
Search for it in google, im sure you wont be dissapointed :)

x_101_
11-12-2007, 02:00 PM
Heres my question: *takes a big breath*
At the moment i have a static mesh on my map, i have placed a coverlink on either end, which both work, but my problem is how do I get him to be able to walk from one end to the other while still in cover? he can jump and run out from from behind cover but how do i make him walk from one end to the other while remaining in cover??
Thank you.

iservealot
11-12-2007, 04:11 PM
the nvidia normal map tool is great, but IMO I think Crazybump if far better.
Someone on this board recommended it (cant remember who sorry!) and I havent used anything else since, the normal maps come out far more defined.
Search for it in google, im sure you wont be dissapointed :)

Well my post to you was suggesting that you were creating a normal map from scratch just for that hole.

however, if you have a diffuse done that has enough detail, then run it through crazy bump and tweak your effect.

iservealot
11-12-2007, 04:12 PM
Heres my question: *takes a big breath*
At the moment i have a static mesh on my map, i have placed a coverlink on either end, which both work, but my problem is how do I get him to be able to walk from one end to the other while still in cover? he can jump and run out from from behind cover but how do i make him walk from one end to the other while remaining in cover??
Thank you.

I am not too familiar with game specific questions, so I am not really sure what to tell you there. However, I suggest making sure that your mesh has basic collision, and correct collision flags set.

x_101_
11-12-2007, 04:44 PM
i was hoping there would be a simpler answer :( oh well thanks, i'll try to fix it!

BlkBullet23
11-12-2007, 06:52 PM
Well, assuming that your box dent effect will be simulated by only textures, you will want to create a normal map that has the dent effect. If you are doing this in photoshop, create another layer, and start painting away your dent effect with black and white. Once you are finished, using the Nvidia Normal Map tool to export the normal map to use with Unreal. You can find that tool here -http://developer.nvidia.com/object/photoshop_dds_plugins.html

To answer your second question, yes, it would be smart to paint in your diffuse to further simulate the dent effect. It might even be wise to create a specular map to extend the effect further, though it is not necessary. You can probably even get away with just desaturating your diffuse in the material editor, and applying that to specular (depending what your texture looks like)

If you want to go above and beyond to simulate your dent with just a material, then bake out a height map in your normal map's alpha channel, and use the Material Editor's Bump Offset node to use parallax mapping. This effect is probably more advanced than you probably want, if you are just a beginner.

Thank you. :)

dillydadally
11-12-2007, 07:12 PM
Hey iservealot, I could REALLY use your help on something. I'm trying to build a large bridge and because of the slight slant of the ground (the bridge is slightly arch shaped), I have no idea how to build on top of it (i.e. adding the sidewalk, short walls to run along the side of bridge, etc.). I can build one surface by painstakingly putting together small sections of the ground, each with a slightly different slant, but after building the base ground, I can't add stuff to match that slant.

This post has more details:
http://forums.epicgames.com/showthread.php?t=584325

I could really use your help! Thanks so much.

cannedmushrooms
11-12-2007, 07:58 PM
I got a good one:)

kismet control for moving a static or rigid mesh, point to point when a trigger is hit.

Possible?


Opps got another one also.

Rigid body falls on a enemy and kills them
possible?

Molkien
11-12-2007, 08:37 PM
Is there a keyboard shortcut for toggling grid / rotational / scale snapping?

MrSilent
11-12-2007, 09:46 PM
Well my post to you was suggesting that you were creating a normal map from scratch just for that hole.

however, if you have a diffuse done that has enough detail, then run it through crazy bump and tweak your effect.

CrazyBump creates normal maps from scratch, its by far the best at doing so too, no need for any bump maps or anything like, just need a standard image and click generate, it also generates bump maps for you also.

iservealot
11-12-2007, 10:23 PM
I got a good one:)

kismet control for moving a static or rigid mesh, point to point when a trigger is hit.

Possible?


Opps got another one also.

Rigid body falls on a enemy and kills them
possible?

For your first question. To move an object on a trigger, create a Matinee sequence in kismet. In UE2 you would use movers. In UE3 movers, amongst other things, are controlled via the Matinee.

Add your interp actor (aka mover) to the world, and have it selected.

Now right click in the kismet window, and add a new Matinee node. Then open the Matinee editor (by double click it), and on the left of the time-line create "a new group".

With your interp actor still selected, right click the newly created group called "InterpGroup" and "Add movement track". Now you will have to create key frames for you interp actor according to how you want to move it about. To do this, move the actor in the world to a location where you want it to move to, and "keyframe" it by click the top most left button called "add key". This process is very similar to key-frames in UE2, except this is a little more visual with a timeline.

When you are done close the Matinee window, and setup your trigger. For tutorial purposes just create a volume in the world, and with it selected, create a "new event using TriggerVolume" but right clicking in the kismet work space, and select "touched". Not simply connect the Touched output to the "play" input in the Matinee node, and you're done. :)

As for your second question, look into the actor factory nodes, and set the proper collision to damage pawns.

iservealot
11-12-2007, 10:26 PM
Hey iservealot, I could REALLY use your help on something. I'm trying to build a large bridge and because of the slight slant of the ground (the bridge is slightly arch shaped), I have no idea how to build on top of it (i.e. adding the sidewalk, short walls to run along the side of bridge, etc.). I can build one surface by painstakingly putting together small sections of the ground, each with a slightly different slant, but after building the base ground, I can't add stuff to match that slant.

This post has more details:
http://forums.epicgames.com/showthread.php?t=584325

I could really use your help! Thanks so much.

Your problem is not too clear to me. Sounds like you can easily fix this by rotating your objects to match the slant of your bridge. To do this, use actor rotate from the top of the editor window. To further simplify the process, enable the widget, and just use the space bar to toggle through the three different manipulation methods- Rotate, Scale, and Move.

iservealot
11-12-2007, 10:28 PM
CrazyBump creates normal maps from scratch, its by far the best at doing so too, no need for any bump maps or anything like, just need a standard image and click generate, it also generates bump maps for you also.

I know what crazy bump is. It can be useful for most scenarios, however as I mentioned before, I was assuming that you were creating a normal map from complete scratch, as in, you didn't have a diffuse to go by.

iservealot
11-12-2007, 10:29 PM
Is there a keyboard shortcut for toggling grid / rotational / scale snapping?

Not that I know of off the top of my head. It might be worth looking through your .ini files to see what keys bind to what.

MrSilent
11-12-2007, 11:04 PM
ah right, sorry man, i understand what you are saying now, i was getting mixed up with diffuse and bump. my bad

BlkBullet23
11-14-2007, 04:08 AM
Well my post to you was suggesting that you were creating a normal map from scratch just for that hole.

however, if you have a diffuse done that has enough detail, then run it through crazy bump and tweak your effect.

I think you got mrsilent confused with me. :D
I was the one posting about the hole in the cube. :D That Nvidia is working sweet. Thanks man. Greatly appreaciate it.;)

OK, now I got another one. I'm trying to get the tile part working, where you creat a texture that will flow nicely together when I set it to tile.
Is that just precisly making your first texture right in the first place or is there some way to ease the process?

BlkBullet23
11-14-2007, 04:54 AM
This is that texture that I was messing with. The one with the dent.
This is my first attempt at a sand block and a texture. :)

http://fc03.deviantart.com/fs22/f/2007/318/0/2/Sand_block_by_BlkBullet23.jpg

This is not the one I want to tile. :D

cannedmushrooms
11-14-2007, 06:20 AM
wow thanks iserv
that worked good
so only spawned actors can hurt pawns.
Intresting.

Now my next big thing is making a pawn;)


nvm I guess you can spawn anything using actor factory

thanks again

x_101_
11-14-2007, 09:42 AM
I already asked this but didn't understand the answer... Heres my question: *takes a big breath*
At the moment i have a static mesh on my map, i have placed a coverlink on either end, which both work, but my problem is how do I get him to be able to walk from one end to the other while still in cover? he can jump and run out from from behind cover but how do i make him walk from one end to the other while remaining in cover??
Thank you.

Lee Perry
11-14-2007, 09:53 AM
A cover link points to a bunch of cover slots (the red cubes that appear when a link is selected). Make one coverlink, then select the slots and duplicate them, those will connect in a line.

I think that's what you mean?

x_101_
11-14-2007, 10:12 AM
well i got this far but how do i duplicate the slot?
http://img231.imageshack.us/img231/516/screeniezw8.th.jpg (http://img231.imageshack.us/my.php?image=screeniezw8.jpg)

Molkien
11-14-2007, 10:22 AM
You can do it the hard way, by going into the Coverlink properties and manually adding more slots, or you can just click on the first slot (Slot 0) and hold the Alt button, and drag creating a new cover slot.

x_101_
11-14-2007, 10:26 AM
IT WORKED YAY! but how do i rotate cover for the other side?? bet its real simple...

-=¤willhaven¤=-
11-14-2007, 01:01 PM
For the other side you'll need a new cover link.

One cover link should only be used for one stretch of unbroken cover.

So for that cylinder you have there, you'd need 4 cover links and at least 8 cover slots to get all sides working properly.

x_101_
11-15-2007, 11:38 AM
I have a lighting problem... i select the spotlight or the other big light...but when i put them in my map the floor is all black even when click "build all" and play its still all black, what am i doing wrong?

-=¤willhaven¤=-
11-15-2007, 12:06 PM
If you have placed a sky dome in the level, you'll have to disable collision/lighting/shadow casting/accepts decals/etc.

The sky dome casts over the whole level otherwise. :)

gamemasterjustin
11-15-2007, 02:51 PM
is there a limit to how much stuff you can put in a package. I have a package up to a gig and now it won 't save I am thinking that it is just too big.

-game

Molkien
11-15-2007, 03:13 PM
Is there a Global light variable for your map? If I remember correctly, you used to be able to put a "sun" in your map. I can't seem to find any other lighting options other then placing lights everywhere. Granted I haven't looked hard, as I'll do lighting towards the end.

-=¤willhaven¤=-
11-15-2007, 05:20 PM
is there a limit to how much stuff you can put in a package. I have a package up to a gig and now it won 't save I am thinking that it is just too big.

-gameI think we keep them at a couple hundred megs apiece. Check the packages we shipped with to make sure. :)


Is there a Global light variable for your map? If I remember correctly, you used to be able to put a "sun" in your map. I can't seem to find any other lighting options other then placing lights everywhere. Granted I haven't looked hard, as I'll do lighting towards the end.The "sun light" is now Directional Light. Ambient light is done with a Sky Light.

gamemasterjustin
11-16-2007, 01:39 AM
well the ship packages are cooked and they seem to be smaller after you cook them

mine is about 300 megs after cooking so I think we are ok we just started a second package and might break them up further.

thanx

-game

ApocX
06-08-2008, 09:49 AM
How do i trigger animations through script? I've seen a few skeletal meshes in level locations near where the cut scenes take place. I'm hoping it works by one placing the skeletal mesh you want to use and a list of that mesh's animations can be displayed in the editor somehow.

Also, how do you get a seeder in game? It's not listed with the other AI.

Phayte
06-08-2008, 03:47 PM
I have a question... how do you get dummy firing to function properly?