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View Full Version : My Unreal editor video Tutorials


cannedmushrooms
11-22-2007, 07:37 PM
These videos were done with GOW but the editor is like 99.8 percent the same, except model, and material, and texture locations. And Microsoft cripled it beyond a one legged dog. so we cant script it at all. But other than that maybe it will help a noob do some stuff like mapping, constraints ect ect ect

heres the link to my series

Hope it helps
http://www.veoh.com/series/HouseofUnreal

cannedmushrooms
11-22-2007, 08:50 PM
been playing with the moveable lights

What a cool feature

http://www.jasonwelsh.com/gow/lamp.gif

Crozz
11-22-2007, 09:36 PM
These are great, recommended.

SteelerWolf
11-23-2007, 09:17 AM
Thanx for these, Very nice tutorials.

Phyloni
11-23-2007, 01:11 PM
This deserves a sticky with all (upcoming!) editting tutorials.. :)
I can make and update the thread, thats np, but will it be stickied? :)

Very useful videos there, it's kinda different if you mapped alot for 2003/2004... :P
Thanks!

Zephyr618
11-23-2007, 01:45 PM
wait a minute when i play in editor games i don't get a gun or even a hud at all how'd u do that (and I am going to watch your tutorials)

geodav
11-23-2007, 02:50 PM
@Zephyr618 save your map then play from the editor

@canned great stuff let us know when you upload more vid's, got all 11 so far :)

moziz
11-23-2007, 03:16 PM
Watched a few of them yesterday and loved them.

But the fps seems to be quite slow and makes them a bit not so comfortable to watch. It's not a big flaw but still you might want to record your future videos with a bit higher fps though.

I wan't more :)

cannedmushrooms
11-23-2007, 04:36 PM
glad you like ya I'm producing a few now;)

I'm redoing some of these because ya GOW was a little easyier but it crashed like every 2 secs. Making it hard to stay focused on the tut.

Felt like a cat in a room full of rockers;)

Terrain
Animated meshes
and Moveable lights
are in the works now


BTW save your map as DM-whatever
and the launch and your will have a gun

I'll Post here when done

Jagnot
11-23-2007, 05:11 PM
I've been using these tutorials for the last two days, you did a fantastic job! Thanks a ton for putting them up!

[404]Cham3l3on
11-23-2007, 07:25 PM
Cool. Thanks for these!

I am just getting off the ground with this. I am a total n00b when it comes to mapping, but I have set forth to learn. I saw a brief statement that the UT3 editor uses materials rather than textures? I tried making a simple BSP cube but I have NULL material referenced. I found the materials in the browser and copied the reference, am I on the right track?

The reason I post this here is because the first video was getting to that but was cut off at 5 minutes? The details says the video is around 55 minutes. Did you cover this in the first tutorial?

I am really kicking myself now for not getting the CE. :(

cannedmushrooms
11-23-2007, 09:06 PM
you can download the whole video using the link to the right of the video.
It helps to have the free veoh player.

The whole video walks to through a little of everything. its like the sample platter;) Including materials I think.


All objects need materials then all materials need textures.


Objects - materials- textures

Many textures can make up one material making it SUPER powerful because you can use ALL the maps we use in 3d world. Spectral / Normal / Color And I believe I seen a trick for a height map.


Download the whole vid its worth it;)

If not that video, also watch the one with the chair where, I make a new material. Lesson 3


Check this out

Terrain Ediitor is ALLLLLLLLLL powerful.
I'll be doing an entire breakdown of it tommarow. There is a trick to it cause there is some sorta bug making it not work via gui on more than two materials. But I figured out a real easy work around for it
Random mesh seed generation Rocks!

http://www.jasonwelsh.com/gow/terrain.jpg
http://www.jasonwelsh.com/gow/terrain2.jpg

Heres an exsample of SPEED TREE and yes they are collision trees that have leaves the blow in the wind.

Yes blow in the wind!!!!!

http://www.jasonwelsh.com/gow/terrain3.jpg

cannedmushrooms
11-24-2007, 06:23 AM
look for

http://www.jasonwelsh.com/gow/lesson-12.jpg

at

http://www.veoh.com/series/HouseofUnreal
enjoy

razvanab
11-24-2007, 06:39 AM
i will like to see more Kismet tutorial on ut3

trauma1337
11-24-2007, 02:26 PM
cannedmushrooms i am currently trying to learn from ur video tutorials on the gow editor, but i hit a wall at the very start. When i try to subtract that first cube, it subtracts it, as in i get the yellow cube on my screen, but i dont get any default texture to show up. It works in unrealed for ut3 but not in gow ed, any suggestions?

savov
11-24-2007, 03:48 PM
U need to add a light :D

cannedmushrooms
11-24-2007, 08:09 PM
click on the unlit button in the viewport

cannedmushrooms
11-24-2007, 08:35 PM
Look for my newest vids on veoh

This one is still uploading but should be done soon
http://www.jasonwelsh.com/gow/lesson-13.jpg


http://www.jasonwelsh.com/gow/lesson-14.jpg

savov
11-25-2007, 04:50 AM
Oo :D
Man u are GOD! :) Great work, plz dont stop :)
Next lesson "advanced texturing" ? :)

razvanab
11-25-2007, 05:56 AM
cannedmushrooms i have 2 questions ....

1.how can i make a mirror ?
2.can i bind an class actor to a mash ?

cannedmushrooms
11-25-2007, 07:42 AM
Way of seeing yourself
Put down a block of geometry and a camera pointing out

its cheap but it works

Sorry havent dug into the material editor yet all that much.

heres an exsample
I could have found a better material all you need is somthing shiny;)
but it was early and I still had no coffee.
http://www.jasonwelsh.com/gow/DM-Mirror.zip

make sure you open kismet to see how it works;)

also this code is handy for a 3rd person camera switch ingame

http://www.jasonwelsh.com/gow/3rdperson-switch.jpg


And if you mean a mesh to an actor
watch this

ttp://www.veoh.com/videos/v1486374yHxSRZne

hope that helps;)

razvanab
11-25-2007, 12:50 PM
i mean to bind a skylight and a Sky Drone together....

cannedmushrooms
11-25-2007, 01:41 PM
i mean to bind a skylight and a Sky Drone together....

i would say probally not because they are two seperate classes

Class of lights

compaired to class of pawn


The king of pawns owns all of static mesh land;) Therefore you can bind them.
Static meshes however wont move with the actor only interactor move.

Now in theory and this is true theory A contraint can bind to a mesh and a light.

Now I would go down the maybe triggering a constraint responce to bind the light to the interactor.

If you are thinking that its going to cast a magical dynamic light within you scene like a flashlight. It will probally suck cause constraints are like thread they bend towards the ground with gravity.

razvanab
11-25-2007, 01:44 PM
i understand now
Thank You

T@F
11-25-2007, 07:13 PM
Any chance of putting the movies where we dont have to sign up plz.
So we can just download them.

I dont want to sign up for a couple of movies.
Thanks.

IzaFly
11-25-2007, 07:18 PM
nice vids, cannedmushrooms :)

By any chance, would you be able to make a vid showing how to edit node setups and everything associated with them? I also noticed deleting an orb station cause the test map to not even spawn vehicles.

razvanab
11-25-2007, 09:37 PM
for mirrors use Actor Classes > Scene Capture Actor > Scene Capture Reflect Actor
and use as material Generic > Render to Texture > T_R2T_02

Rocknificent
11-25-2007, 10:05 PM
cannedmushrooms, I have a question about your movable lights. I noticed right away that your light static mesh fell to the ground when you shot it, and your statue moved. I've tried changing every physics property of the staticmesh actor, but to no avail. How did you do it?

Thanks,
Dave

Rocknificent
11-25-2007, 10:28 PM
Nevermind, I figured out that it had to be a kActor

cannedmushrooms
11-25-2007, 10:39 PM
ya veohs my only place to get the vids
trust me I have tried many many upload places and veoh is the best;)

The next video will probally be for GOW
check out the tail end of this thread

http://forums.epicgames.com/showthread.php?t=587492&page=2

Figured out how to import characters and have them attack;)

Without Source code editing!!!

geodav
11-26-2007, 01:34 PM
can't wait to see that, i need it really bad as i have lots of characters to import