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geodav
11-08-2009, 02:18 PM
Here's a list of my UDK/UT3 Tutorials that are available via my website

http://sites.google.com/site/ut40kmod/

also my YouTube Channel (http://www.youtube.com/user/ut40kgeodav)

most content setup should work with UDK


UDK tutorial list
Basics
Updated video for the UDK Nov 2012 install empty project

Updated Videos for the July2011 UDK build

Setting up the Project Folders
First Game Type
First map for our game
Packaging and installing our first game

Vehicles
Wheeled Vehicle run through

Tank Tracks Tutorial + Content

Walker type vehicle set of 6 videos (youtube channel only)

Characters
Setting up a character mesh in UDK
How to set your characters as Bots
How to set your character as your Player
Weapons
Basic weapon run through
Setting the default weapon via our gametype




Blender to UDK

General
Setting up Blender for UDK
Character mesh+rig+anim export
Vehicle set up and export
Weapon mesh+anim export




Apex Destructables
http://www.youtube.com/playlist?list...YVLnQ5-WMxw2hE
1. Blender basic mesh
2. PhysX Lab setup and problems
3. UDK import placement and testing
4. Adding a core mesh to our tank trap


UT3 tutorial list

General Info
Modding UT3. Where to start
Modding UT3. Setting up a Mod Project

Weapons
Exporting a basic weapon from 3ds max (old)
Exporting a basic weapon from 3ds max (rigging+skinning+anims)
Creating the package and setting up in UEd
Coding the weapon (setting up the package)
Testing the weapon in-game
Testing the weapon in-game
Fixing the code-testing in-game
Vehicles:-

Skimmers
Exporting a simple HoverCraft from 3ds max
Painting a Damage-Mask for the HoverCraft in Blacksmith3d
Setting up the Materials for the HoverCraft in Unreal Ed
Setting up the Mesh for the HoverCraft in Unreal Ed
Setting up the Physics Asset for the HoverCraft in Unreal Ed
Setting up the Morph Target Set for the HoverCraft in Unreal Ed
Setting up the Death Mesh for the HoverCraft in Unreal Ed
Setting up the AnimTree for the HoverCraft in Unreal Ed
Setting up the Code for the HoverCraft in Context
Testing the HoverCraft in UT3
Cooking the HoverCraft package

Wheeled
Rigging & Skinning & Exporting a wheeled Vehicle from 3ds max
Exporting the Morph targets for a wheeled Vehicle from 3ds max
Painting a Damage-Mask for the LandBuggy in Blacksmith3d

Tracked
Setting the materials for a tracked vehicle in 3ds max
Rigging & Skinning & Exporting a tracked vehicle from 3ds max
Exporting morph targets for a tracked vehicle from 3ds max
Exporting a few extra pieces for a tracked vehicle from 3ds max
Painting a Damage-Mask for the LandBuggy in Blacksmith3d

Flyer
Exporting a mesh+anim+morphtarget for a flyer vehicle from 3ds max
Exporting a death mesh for a flyer vehicle from 3ds max
Painting a Damage-Mask for the FlyBug in Blacksmith3d

Characters
Character UVW Layout (WHY) in 3ds max
Exporting a Multi-Part Character from 3ds max
Exporting a Character Master-Rigg from 3ds max
Exporting a Single-Mesh Character from 3ds max
Painting a Character Single-Mesh in Blacksmith3d

FaceFX
FaceFX Intro, thing to look for in UT3 Editor
Setting up and export a rig/mesh from 3ds max [
Basic set up of the mesh + creating the FaceFX Asset [
Setting the phonme mapping to the bone poses
Creating a Combiner to use with an animation

more info please visit my site :)

micahpharoh
11-08-2009, 02:24 PM
Excellent, as usual

Crozz
11-08-2009, 06:02 PM
Wow, great! Thanks!

BorisK
11-27-2009, 10:08 PM
hey GeoDav

do u know if the code from UT3 works in UDK coz i heard some missing source code malarky

and where do the files go and how you do the tell UTEditor.ini to look at ur weapon in UDK

thanks
BorisK

geodav
11-28-2009, 01:42 PM
Hi BorisK, that a lot to answer in 1 post but some of it is already answered by other users

to get you started try this http://utforums.epicgames.com/showthread.php?t=707020

place your content in the UDK\UDK-2009-11-2\UTGame\Content\UT40k

some of the UT3 code works but not a lot, start with the UDK/Shockrifle code and work from there, don't forget you'll have to remake most of your effects as most of the UT3 effects are missing

BorisK
11-28-2009, 04:50 PM
aaaaaaaah niiiiiiiiiiice
thanks GeoDav

geodav
01-15-2010, 03:36 PM
just to let you all know, I'm re-starting my video tutorials, starting with the very basics and then moving on to weapons/characters/vehicles and others if your interested.

don't forget i support these tutorials so if you have any problems with them then just post in this thread and i'll do what i can to help.

ps 1st ones up

ellement
01-15-2010, 03:43 PM
site is broken, google says

it works now, :)))

PuckerFactor
01-15-2010, 03:50 PM
Restarting? ...that sounds like a lot of work...and much appreciated!

I'm a big fan of your UT3 videos...I've learn't a lot from them in getting my vehicles rigged and skinned for the UDK. If you could explain a bit more on how to get them working (drivable) in the UDK...I think that would help out people like me a huge amount. I'd also be interested if there is a way to use custom (accurate) collision meshes for vehicles...rather than the basic shapes that are in the PHAt editor.

geodav
01-15-2010, 04:30 PM
depend on what you need the collisions for, don't forget you need to add some bone names for the collisions in the mesh properties.

please remember i'm no pro just passing on the info that i've learned

geodav
01-23-2010, 02:34 PM
just a little "bump" to mention that i've finished the first set of my UDK video tutorials "Basics"

Basics
Setting up the Project Folders
First Game Type
First map for our game
Packaging and installing our first game

all the videos are available via the link page on my website

sorry for the delay as i was having audio problems :confused:

reropme
01-24-2010, 03:53 PM
Thanks for the new videos
There's a slight error in the third link, it contains the actual link to fileplanet two times, aka:
http://www.fileplanet.com/files/200000/209254.shtmlhttp://www.fileplanet.com/files/200000/209254.shtml

geodav
01-25-2010, 02:07 PM
thanks reropme, fixed it :o, to many copy/paste, at least no typos :rolleyes:

geodav
01-30-2010, 03:29 PM
added the Wheeled Vehicle run through

reropme
01-30-2010, 08:18 PM
Hi geodav,
I've watched your latest tutorials today. First let me thank you for making them. But I have a question: in 04_udk_packaging_our_game at around 1:35 min there is a block called [DavCorp.GeoDeathmatch] in your UTGame.ini, that you are not copying to the Defaultgame.ini and yet after cooking and packaging the game works. Any ideas why that is? Is the block not necessary?

Und tschűss

geodav
01-31-2010, 01:55 PM
Ahhh you mean the section under the ini version line, you don't need to copy that over as thats the entry the game makes everytime its run, afaik it's the block thats stores the last game config but don't quote me on that. as you saw the game still work even without it.


ps glad your learning German ;)

reropme
01-31-2010, 04:09 PM
OK, that makes sense.

Inspired by your vehicle tut I started modeling a vehicle, but I think I'm a bit ambitious with that because it steers like a wheeled loader with a swiveling joint in the center. Any ideas how to go about that? Since I'm still in the modeling stage I haven't looked into the scripts yet, but I hope I will find something of use when I start looking.

ps I've learned it for 41 years so far.

DaemonXR
02-01-2010, 07:03 AM
You`r the man, Geodav. Thanx a lot!

geodav
02-01-2010, 01:48 PM
@DaemonXR sure that what i'm here for

@reropme i think you could do it like the goliath tank (UT3) the wheels don't steer but how to get the front and back to twist no idea

ps I've learned it for 41 years so far. thats a good one :)
so far 26 from 44 years ;)

ps:- Guys if you need something shown then give me a shout and i'll see what i can do

Hitpawz
02-01-2010, 02:15 PM
I get a fileplanet error when trying to download the wheeled vehicle. I'm super interested in this video so can you check on that and see what's up? It might be on their end.

Just a funny observation, but this wasn't around 44 years ago, or even 26.

EDIT: NM, I just had to log in. Kind of a misleading error message.

reropme
02-01-2010, 02:42 PM
Hitpawz: We were talking about for how long we've been learning German ;)

Me 41 years, geodav 26 of 44

Lime_Donkey
02-08-2010, 03:35 PM
ps:- Guys if you need something shown then give me a shout and i'll see what i can do

Is there any chance you will be going over flying vehicles? That would be greatly appreciated! :D

geodav
02-09-2010, 02:09 PM
yeh sure i've got one in my game atm, i'll do a quick run through like the wheeled vehicle, but before that i want to do a quick character one, hopefully have them done for the weekend

geodav
02-13-2010, 03:48 PM
add these to my list you find them helpful

Characters
Setting up a character mesh in UDK
How to set your characters as Bots
How to set your character as your Player

ellement
02-15-2010, 11:58 PM
Thank you very much for all the videos you made, it really helped me!!

:)

henzy190
02-17-2010, 03:44 PM
Superb. I'm developing my own game (see signature) and this is an enormous help to me. It is practically a list of all the things I'm unsure about with solutions included.

Thankyou!

cedrico
02-21-2010, 08:36 AM
Hello all, and thx a bunch for the outstanding materials you're uploading. I'm a noob in UDK, i'm trying to get into the iron sight aiming class weapon, i followed your old utIII weapon tutorials, i don't really realize how much is useable into the UDK, will you have a new complete wakthrough or do you think the info in there is enough to manage a bridge between the two.
Again very nice tutorials, the pace end the rythm are very enjoyable and sometimes very funny!

THX

geodav
02-21-2010, 02:14 PM
from my expereance so far most of my UT3 tutorials still hold with UDK, i'm holding back a little with a few UDK subject because Epic are moving the code base around which would cause me to redo any videos with coding in it.

might try doing some updated stuff for UDK in the next few weeks

cedrico
02-21-2010, 03:38 PM
Thx a bunch for your quick reply geodav, my question was mostly about the bones you set up in the first weapon tutorial, just wanted to know if it is still the correct way.
Again thx for your friendly support, both here and on videos

cedrico
02-25-2010, 01:18 PM
Hello there, something i don't get about so many people recommending the shockrifle as first class to go with is that it is part of utcontent ? I've read on the forum here you can't package it in final stage !? Is there a workaround ?

geodav
02-25-2010, 02:32 PM
ok afaik you can use the code but not the content, which means you need to create your own meshes / textures / weapon effects / sound effects etc....
but thats only if your doing a commercail game, if your doing a free game (like me) then i think it's ok to use the UDK content

geodav
03-12-2010, 01:57 PM
just added the Basic Weapon run through, had problems with the sound recording, if you have problems with it please let me know here on this thread

Cheers Geo

cedrico
03-13-2010, 05:29 AM
Hello, oh that's nice!!! I woke up this morning with this new candy, very nice addition and update to your previous helpful tutorials
THX a lot again for your dedication to this community, we really appreciate it here :-)

frozenfire2
03-16-2010, 01:38 AM
@frozenfire2, a bit off subject but the sound problems are mainly with my laptop using Win7 and not having the correct drivers for it as for the commpression i use virtualdub to compress after recording to mp3/lame but it doesn't seem to do much any help/tips would be great

please post in my support thread http://utforums.epicgames.com/showthread.php?t=706668

sorry for the off-topic, I didn't know you have a support thread for your tutorials.
anyway , I can't confirm but I'm pretty sure your audio's uncompressed because i compressed it with LAME too and it managed to cut down about 30MB ( out of 91MB if I'm not mistaken ). As for the sound, having no drivers is something you can't do anything about. But I did some noise removal and other functions to clarify the audio.

here's the fixed version I have
01_udk_characters_meshes_FIXED.avi (http://dl.dropbox.com/u/719663/TEMP/01_udk_characters_meshes_FIXED.avi)
I didn't touch the video at all. took out the audio, fix it, and streamed it back.
It's not perfect, but it clarified the audio a lot. Let me know if you find the changes significant. If you want, I'll correct all the audio only for you and send it back audio only.
But if you're too lazy to re-upload it's okay. I know it can be quite troublesome sometimes.

geodav
03-16-2010, 02:50 PM
just listening to it right now, it does seems a lot clearer even with my cheap mic ;)

thanks for the offer, lets see if i can update the file on the upload before we do any others

cheers Geo

geodav
03-21-2010, 03:28 PM
added the "Setting the default weapon via our gametype" video ;)

siimvuss
03-22-2010, 02:00 AM
also the using udk content is not a problem anymore as long as you dont use skeletal meshes :)

HavocInferno
03-23-2010, 11:41 AM
hey geodav
a friend of mine is currently setting up a tutorial homepage for UDK tuts...may we could use your tuts? of course we'll name you and link to the tutorials' website...
see more here: http://forums.epicgames.com/showthread.php?t=721760

geodav
03-23-2010, 02:43 PM
Hi HavocInferno, please just use a link to my website, i don't earn much from the adverts but every little bit help ;)

HavocInferno
03-23-2010, 03:55 PM
ok thanks man :D

U F O
08-14-2010, 02:54 PM
i have a problem with udk weapons tutorials :

can you upload them somwhere else that fileplanet cause that is filtered in my region.
mega upload and rapidshare maybe?

and also i have looked up your tutorials on importing weapons in UT3 editor cause they said it wont be any different than UDK but it is and i dont get muc of it.

i.e. :
1- what is the program with the blue background to edit the scripts and where can i find it?
2-which .uc file have you opened and are editing?
3-some of the lines differ in the script i open (the weap_sockrifle ) and so i cant follow some of the parameter changes and edits that you said.
4-after i am done with the editing , i copy the scripts to folder :\Development\Src\UTGame\Classes is this right?
5-i dont get any script compiling thingy when i open UDK.
6-obviously nothing works.

thanks in advance.

geodav
08-14-2010, 03:49 PM
1. its called conText use google to find it; you'll need the unrealscript highlighter aswell
2.the files are UTAttachment_ShockRifle.uc and UTWeap_ShockRifle.uc these are now found in the Src\UTGameContent\Classes folder
3. the code files have chaged/updated since i wrote the tutorial but the main lines are still there
4. "NO" you need to create your own project folder set eg:-\Development\Src\UT40k\Classes
5. you need to edit the DefaultEngine.ini and add you package name eg:-
[UnrealEd.EditorEngine]
+EditPackages=UTGame
+EditPackages=UTGameContent
+EditPackages=UT40k

6. make a simple change to your code file and save (add a blank line), then re_start your game or editor and it should ask to compile your scripts

sorry but i won#t upload to those filesharers as i've had problems with them before, you may still find my UT3 tutorials at www.filefront.com user geodav these show the principles which are the same why to get the content in game

U F O
08-14-2010, 08:29 PM
thanks .very clearly.now i understand.i will try these out and report the results.

U F O
08-15-2010, 01:12 PM
ok no luck.i get nothing.but remember that i edited the scripts using notepad.does that make a differance?

geodav
08-15-2010, 01:29 PM
i get nothing meaning it doesn't ask to compile !!!!!!
make sure you remove the write protect from the DefaultEngine.ini file before you edit it
delete the UDKEngine.ini file then re start

using notepad "should" be ok not sure but make sure it saves the files as .uc and in the unicode format

U F O
08-16-2010, 09:50 AM
i deleted UDKEngine.ini and restarted but no compile.
i mean even if i did the weapon scripts wrong i should have got the compiles casue i modified DefaultEngine.ini as suggested.i still get nothing though.

please help me.

btw , anyone kind enough to download the UDK weapons video tutorial from filesplanet.com and upload it elsewhere?

geodav
08-16-2010, 01:30 PM
please show your DefaultEngine.ini file and your folder set-up, to me it sounds like something isn't set right

U F O
08-17-2010, 02:37 AM
[Configuration]
BasedOn=..\UDKGame\Config\DefaultEngineUDK.ini

[URL]
MapExt=udk

; todo: Switch the following after UDK Scaleform front end is completed
;Map=UDKFrontEnd.udk
;LocalMap=UDKFrontEnd.udk
Map=UTFrontEnd.udk
LocalMap=UTFrontEnd.udk

TransitionMap=EnvyEntry.udk
EXEName=UTGame.exe
DebugEXEName=DEBUG-UTGame.exe

[Engine.DemoRecDriver]
DemoSpectatorClass=UTGame.DemoRecSpectator

[UnrealEd.EditorEngine]
+EditPackages=UTGame
+EditPackages=UTGameContent

[Engine.Engine]
ConsoleClassName=UTGame.UTConsole
ScoutClassName=UTGame.UTScout
GameViewportClientClassName=UTGame.UTGameViewportC lient
DefaultPostProcessName=FX_HitEffects.UTPostProcess _Console
AllowNvidiaStereo3d=True

[Engine.PackagesToAlwaysCook]
+Package=EnvyEntry

; todo: Remove the following after UDK Scaleform front end is completed
+Package=UTFrontEnd

[Engine.StartupPackages]
+Package=FX_HitEffects

[Engine.PackagesToForceCookPerMap]
; todo: Remove the following after UDK Scaleform front end is completed
; -----
.Map=UTFrontEnd
.Package=UI_Scenes_Mutators
.Package=UI_FrontEnd_Art
.Package=UI_Portrait
.Package=UI_Scenes_ChrisBLayout
.Package=UI_Scenes_FrontEnd
.Package=UI_Scenes_Common
.Package=UI_Skin_Derived
.Package=UI_Skins
; -----

[Engine.DataStoreClient]
+GlobalDataStoreClasses=UTGame.UTUIDataStore_Strin gAliasMap
+PlayerDataStoreClassNames=UTGame.UTUIDataStore_St ringAliasBindingsMap
+GlobalDataStoreClasses=UTGame.UTUIDataStore_Strin gList
+GlobalDataStoreClasses=UTGame.UTUIDataStore_Optio ns
+GlobalDataStoreClasses=UTGame.UTUIDataStore_MenuI tems
+GlobalDataStoreClasses=UTGame.UTDataStore_GameSet tingsDM
+GlobalDataStoreClasses=UTGame.UTDataStore_GameSea rchDM

[Engine.UIDataStore_OnlinePlayerData]
ProfileSettingsClassName=UTGame.UTProfileSettings

[Windows.StandardUser]
MyDocumentsSubDirName=Unreal Tournament 3

[ConfigCoalesceFilter]
+FilterOut=UTEditorKeyBindings.ini
+FilterOut=UTEditorUserSettings.ini

[FullScreenMovie]
+StartupMovies=UT_loadmovie2
+LoadMapMovies=UT_loadmovie2

[UnrealEd.EditorEngine]
+EditPackages=UTGame
+EditPackages=UTGameContent
+EditPackages=Test


this is the contents of my defaultengine.ini

geodav
08-17-2010, 01:39 PM
first when posting stuff like that go into advance mode and use the code tags (# button)

secound in my post number 42 i wrote this

5. you need to edit the DefaultEngine.ini and add you package name eg:-

[UnrealEd.EditorEngine]
+EditPackages=UTGame
+EditPackages=UTGameContent
+EditPackages=UT40k



notice the line in blue, you need to add a line +EditPackages=yourgamename
where yourgamename is the name of your code package i use UT40k as thats the name of my game.

you need to add the line "in" the [UnrealEd.EditorEngine] section and not paste it in at the bottom of the file

U F O
08-18-2010, 06:26 AM
i will try it out.

U F O
08-18-2010, 06:30 AM
i did and i had a check assets notification on UDK startup ,but no gun.you know if i could access the UDK weapons tutorial trhis would have been so easy.please send it to me by email or some other sort of communication.

thanks.

U F O
08-18-2010, 08:17 AM
the video tutorial for all this will help out.

geodav
08-18-2010, 01:27 PM
as mentioned i'm not willing to host my video's at various hosts just so a few people can access them.

if you follow what i wrote in my posts you wouldn't have these problems.
make sure your weapon package (upk) is in the correct folder set
make sure you code files are in the correct folder set
make sure you have edited the DefaultEngine.ini file correctly

as you last resort start the UnrealFrontend.exe and do a full re compile

I'm sorry that your place blocks FilePlanet but i can't help that

U F O
08-18-2010, 05:12 PM
well everything is as you said at the tutorial (no offense , but it wasn't very clear) at i still get no compile and i have every thing set up.i am just disappointed that i cant have the the video tutorials.i cant understand your problem with file sharers but hey its not any of my business.And also let me notify you that the only tutorial for custom weapons IS IN FACT GEODAV'S AWESOME TUTORIALS ! frankly i didn't see anything awesome unless there is proper support.
thanks for the info.
but another question : how can i build my own AI for bots?

geodav
08-19-2010, 02:21 PM
no idea as i've never touched them

U F O
08-20-2010, 01:24 PM
ok i partially solved my weapon problem.UDK now recognizes the weapon .the problem was that i was adding the scripts in for UDK 06 release but i was runnig the 04 version so i didnt get any changes lol. :D
but now at the compile i get these warnings:


C:\UDK\UDK-2010-6\developement\src\test\classe\UTAttachment_SAW.uc<119> : Warning, ObjectProperty Engine.SkeletalMeshComponent:SkeletalMesh: uresolved preferance to 'SkeletalMesh' WP_SAW.Mesh.SK_WP_SAW_3p''
C:\UDK\UDK-2010-6\developement\src\test\classe\UTAttachment_SAW.uc<119> : Warning, invalid property value in defaults: SkeletalMesh=SkeletalMesh;WP_SAW.Mesh.SK_WP_SAW_3P '
C:\UDK\UDK-2010-6\developement\src\test\classe\UTWeap_SAW.uc<316> : Warning, ObjectProperty Engine.SkeletalMeshcomponent :SkeletalMesh: unresolved reference to 'SkeletalMesh'WP_SAW.Mesh.SK_SAW_1P''
C:\UDK\UDK-2010-6\developement\src\test\classe\UTWeap_SAW.uc<316> : Warning, invalid property value in defaults: SkeletalMesh=SkeletalMesh;WP_SAW.Mesh.SK_WP_SAW_1P '
C:\UDK\UDK-2010-6\developement\src\test\classe\UTWeap_SAW.uc<317> : Warning, ObjectProperty Engine.SkeletalMeshComponent:AnimSets.AnimSets: unresolved reference to 'AnimSet'IdleState''
C:\UDK\UDK-2010-6\developement\src\test\classe\UTWeap_SAW.uc<317> : Warning, invalid property value in defaults: AnimSets<0>=AnimSet'IdleState'

man its over.hope MSdos had copy paste !

geodav
08-20-2010, 02:24 PM
ok again that looks like a folder problem, make sure your content folder setup is correct, those errors mean it can't find your content packages

here's an example
http://a.imageshack.us/img686/9135/udkut40kfoldersetup.th.jpg (http://img686.imageshack.us/i/udkut40kfoldersetup.jpg/) Uploaded with ImageShack.us (http://imageshack.us)

this is for the enviroments folder but your weapon folder should look simular

U F O
08-21-2010, 01:07 PM
My scripts are in folder : ...\development\src\test\
where should my weapon package be?it is currently in the weapons folder in UDKgame content with all the other weapons.

geodav
08-21-2010, 01:35 PM
i advise making a new folder set for your content, in your case
...\UDKGame\Content\test\Content\Weapons
and then place your package in the new weapons folder

U F O
08-22-2010, 08:22 AM
i moved my scripts and content there but no luck.

geodav
08-22-2010, 01:52 PM
no dont move your scripts just the content packages

if you don't take the time to set up your UDK project properly then you'll never get it to work

your code files go into the \Development\Src\test\Classes folder
your content files go into the UDKGame\Content\test\Content\Weapons

its not hard to work out

U F O
09-19-2010, 10:08 AM
ok here are my scripts.if you see where the error is please notify me.

UTWeap_M41

/**
* Copyright 1998-2010 Epic Games, Inc. All Rights Reserved.
*/
class UTWeap_M41 extends UTWeap_ShockRifleBase;

// AI properties (for shock combos)
var UTProj_ShockBall ComboTarget;
var bool bRegisterTarget;
var bool bWaitForCombo;
var vector ComboStart;

var bool bWasACombo;
var int CurrentPath;
//-----------------------------------------------------------------
// AI InterFface
function float GetAIRating()
{
local UTBot B;

B = UTBot(Instigator.Controller);
if ( (B == None) || (B.Enemy == None) || Pawn(B.Focus) == None )
return AIRating;

if ( bWaitForCombo )
return 1.5;
if ( !B.ProficientWithWeapon() )
return AIRating;
if ( B.Stopped() )
{
if ( !B.LineOfSightTo(B.Enemy) && (VSize(B.Enemy.Location - Instigator.Location) < 5000) )
return (AIRating + 0.5);
return (AIRating + 0.3);
}
else if ( VSize(B.Enemy.Location - Instigator.Location) > 1600 )
return (AIRating + 0.1);
else if ( B.Enemy.Location.Z > B.Location.Z + 200 )
return (AIRating + 0.15);

return AIRating;
}


/**
* Overriden to use GetPhysicalFireStartLoc() instead of Instigator.GetWeaponStartTraceLocation()
* @returns position of trace start for instantfire()
*/
simulated function vector InstantFireStartTrace()
{
return GetPhysicalFireStartLoc();
}

function SetComboTarget(UTProj_ShockBall S)
{
if ( !bRegisterTarget || (UTBot(Instigator.Controller) == None) || (Instigator.Controller.Enemy == None) )
return;

bRegisterTarget = false;
bWaitForCombo = true;
ComboStart = Instigator.Location;
ComboTarget = S;
ComboTarget.Monitor(UTBot(Instigator.Controller).E nemy);
}

function float RangedAttackTime()
{
local UTBot B;

B = UTBot(Instigator.Controller);
if ( (B == None) || (B.Enemy == None) )
return 0;

if ( B.CanComboMoving() )
return 0;

return FMin(2,0.3 + VSize(B.Enemy.Location - Instigator.Location)/class'UTProj_ShockBall'.default.Speed);
}

function float SuggestAttackStyle()
{
return -0.4;
}

simulated function StartFire(byte FireModeNum)
{
if ( bWaitForCombo && (UTBot(Instigator.Controller) != None) )
{
if ( (ComboTarget == None) || ComboTarget.bDeleteMe )
bWaitForCombo = false;
else
return;
}
Super.StartFire(FireModeNum);
}

function DoCombo()
{
if ( bWaitForCombo )
{
bWaitForCombo = false;
if ( (Instigator != None) && (Instigator.Weapon == self) )
{
StartFire(0);
}
}
}

function ClearCombo()
{
ComboTarget = None;
bWaitForCombo = false;
}

/* BestMode()
choose between regular or alt-fire
*/
function byte BestMode()
{
local float EnemyDist;
local UTBot B;

bWaitForCombo = false;
B = UTBot(Instigator.Controller);
if ( (B == None) || (B.Enemy == None) )
return 0;

if (B.IsShootingObjective())
return 0;

if ( !B.LineOfSightTo(B.Enemy) )
{
if ( (ComboTarget != None) && !ComboTarget.bDeleteMe && B.CanCombo() )
{
bWaitForCombo = true;
return 0;
}
ComboTarget = None;
if ( B.CanCombo() && B.ProficientWithWeapon() )
{
bRegisterTarget = true;
return 1;
}
return 0;
}

EnemyDist = VSize(B.Enemy.Location - Instigator.Location);

if ( (EnemyDist > 4*class'UTProj_ShockBall'.default.Speed) || (EnemyDist < 150) )
{
ComboTarget = None;
return 0;
}

if ( (ComboTarget != None) && !ComboTarget.bDeleteMe && B.CanCombo() )
{
bWaitForCombo = true;
return 0;
}

ComboTarget = None;

if ( (EnemyDist > 2500) && (FRand() < 0.5) )
return 0;

if ( B.CanCombo() && B.ProficientWithWeapon() )
{
bRegisterTarget = true;
return 1;
}

// consider using altfire to block incoming enemy fire
if (EnemyDist < 1000.0 && B.Enemy.Weapon != None && B.Enemy.Weapon.Class != Class && B.ProficientWithWeapon())
{
return (FRand() < 0.3) ? 0 : 1;
}
else
{
return (FRand() < 0.7) ? 0 : 1;
}
}

// for bot combos
simulated function Projectile ProjectileFire()
{
local Projectile p;

p = Super.ProjectileFire();
if (UTProj_ShockBall(p) != None)
{
SetComboTarget(UTProj_ShockBall(P));
}
return p;
}

simulated function rotator GetAdjustedAim( vector StartFireLoc )
{
local rotator ComboAim;

// if ready to combo, aim at shockball
if (UTBot(Instigator.Controller) != None && CurrentFireMode == 0 && ComboTarget != None && !ComboTarget.bDeleteMe)
{
// use bot yaw aim, so bots with lower skill/low rotation rate may miss
ComboAim = rotator(ComboTarget.Location - StartFireLoc);
ComboAim.Yaw = Instigator.Rotation.Yaw;
return ComboAim;
}

return Super.GetAdjustedAim(StartFireLoc);
}

simulated state WeaponFiring
{
/**
* Called when the weapon is done firing, handles what to do next.
*/
simulated event RefireCheckTimer()
{
if ( bWaitForCombo && (UTBot(Instigator.Controller) != None) )
{
if ( (ComboTarget == None) || ComboTarget.bDeleteMe )
bWaitForCombo = false;
else
{
StopFire(CurrentFireMode);
GotoState('Active');
return;
}
}

Super.RefireCheckTimer();
}
}

simulated function ImpactInfo CalcWeaponFire(vector StartTrace, vector EndTrace, optional out array<ImpactInfo> ImpactList, optional vector Extent)
{
local ImpactInfo II;
II = Super.CalcWeaponFire(StartTrace, EndTrace, ImpactList, Extent);
bWasACombo = (II.HitActor != None && UTProj_ShockBall(II.HitActor) != none );
return ii;
}

function SetFlashLocation( vector HitLocation )
{
local byte NewFireMode;
if( Instigator != None )
{
if (bWasACombo)
{
NewFireMode = 3;
}
else
{
NewFireMode = CurrentFireMode;
}
Instigator.SetFlashLocation( Self, NewFireMode , HitLocation );
}
}


simulated function SetMuzzleFlashParams(ParticleSystemComponent PSC)
{
local float PathValues[3];
local int NewPath;
Super.SetMuzzleFlashparams(PSC);
if (CurrentFireMode == 0)
{
if ( !bWasACombo )
{
NewPath = Rand(3);
if (NewPath == CurrentPath)
{
NewPath++;
}
CurrentPath = NewPath % 3;

PathValues[CurrentPath % 3] = 1.0;
PSC.SetFloatParameter('Path1',PathValues[0]);
PSC.SetFloatParameter('Path2',PathValues[1]);
PSC.SetFloatParameter('Path3',PathValues[2]);
}
else
{
PSC.SetFloatParameter('Path1',1.0);
PSC.SetFloatParameter('Path2',1.0);
PSC.SetFloatParameter('Path3',1.0);
}
}
else
{
PSC.SetFloatParameter('Path1',0.0);
PSC.SetFloatParameter('Path2',0.0);
PSC.SetFloatParameter('Path3',0.0);
}

}

simulated function PlayFireEffects( byte FireModeNum, optional vector HitLocation )
{
if (FireModeNum>1)
{
Super.PlayFireEffects(0,HitLocation);
}
else
{
Super.PlayFireEffects(FireModeNum, HitLocation);
}
}

defaultproperties
{
// Weapon SkeletalMesh
Begin Object class=AnimNodeSequence Name=MeshSequenceA
End Object

// Weapon SkeletalMesh
Begin Object Name=FirstPersonMesh
SkeletalMesh=skeletalmesh M41-A
AnimSets(0)=AnimSet'WP_ShockRifle.Anim.K_WP_ShockR ifle_1P_Base'
Animations=MeshSequenceA
Rotation=(Yaw=-16384)
FOV=60.0
End Object

AttachmentClass=class'01_ActualGame.UTAttachment_M 41'

Begin Object Name=PickupMesh
SkeletalMesh=skeletalmesh M41-A
End Object

InstantHitMomentum(0)=+60000.0

WeaponFireTypes(0)=EWFT_InstantHit
WeaponFireTypes(1)=EWFT_Projectile
WeaponProjectiles(1)=class'UTProj_ShockBall'

InstantHitDamage(0)=45
FireInterval(0)=+0.77
FireInterval(1)=+0.6
InstantHitDamageTypes(0)=class'UTDmgType_ShockPrim ary'
InstantHitDamageTypes(1)=None

WeaponFireSnd[0]=SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR_Fire Cue'
WeaponFireSnd[1]=SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR_AltF ireCue'
WeaponEquipSnd=SoundCue'A_Weapon_ShockRifle.Cue.A_ Weapon_SR_RaiseCue'
WeaponPutDownSnd=SoundCue'A_Weapon_ShockRifle.Cue. A_Weapon_SR_LowerCue'
PickupSound=SoundCue'A_Pickups.Weapons.Cue.A_Picku p_Weapons_Shock_Cue'

MaxDesireability=0.65
AIRating=0.65
CurrentRating=0.65
bInstantHit=true
bSplashJump=false
bRecommendSplashDamage=false
bSniping=true
ShouldFireOnRelease(0)=0
ShouldFireOnRelease(1)=1

ShotCost(0)=1
ShotCost(1)=1

FireOffset=(X=20,Y=5)
PlayerViewOffset=(X=17,Y=10.0,Z=-8.0)

AmmoCount=20
LockerAmmoCount=20
MaxAmmoCount=40

FireCameraAnim(1)=CameraAnim'Camera_FX.ShockRifle. C_WP_ShockRifle_Alt_Fire_Shake'

WeaponFireAnim(1)=WeaponAltFire

MuzzleFlashSocket=MF
MuzzleFlashPSCTemplate=WP_ShockRifle.Particles.P_S hockRifle_MF_Alt
MuzzleFlashAltPSCTemplate=WP_ShockRifle.Particles. P_ShockRifle_MF_Alt
MuzzleFlashColor=(R=200,G=120,B=255,A=255)
MuzzleFlashDuration=0.33
MuzzleFlashLightClass=class'UTGame.UTShockMuzzleFl ashLight'
CrossHairCoordinates=(U=256,V=0,UL=64,VL=64)
LockerRotation=(Pitch=32768,Roll=16384)

IconCoordinates=(U=728,V=382,UL=162,VL=45)

WeaponColor=(R=160,G=0,B=255,A=255)

InventoryGroup=4
GroupWeight=0.5

IconX=400
IconY=129
IconWidth=22
IconHeight=48

Begin Object Class=ForceFeedbackWaveform Name=ForceFeedbackWaveformShooting1
Samples(0)=(LeftAmplitude=90,RightAmplitude=40,Lef tFunction=WF_Constant,RightFunction=WF_LinearDecre asing,Duration=0.1200)
End Object
WeaponFireWaveForm=ForceFeedbackWaveformShooting1
}


UTAmmo_m41

/**
* Copyright 1998-2010 Epic Games, Inc. All Rights Reserved.
*/
class UTAmmo_M41 extends UTAmmoPickupFactory;

defaultproperties
{
AmmoAmount=10
TargetWeapon=class'UTWeap_M41'
PickupSound=SoundCue'A_Pickups.Ammo.Cue.A_Pickup_A mmo_Shock_Cue'
MaxDesireability=0.28

Begin Object Name=AmmoMeshComp
StaticMesh=StaticMesh'Pickups.Ammo_Shock.Mesh.S_Am mo_ShockRifle'
Translation=(X=0.0,Y=0.0,Z=-15.0)
End Object

Begin Object Name=CollisionCylinder
CollisionHeight=14.4
End Object
}


UTAttachment_m41

/**
* Copyright 1998-2010 Epic Games, Inc. All Rights Reserved.
*/
class UTAttachment_M41 extends UTWeaponAttachment;

var ParticleSystem BeamTemplate;
var class<UDKExplosionLight> ImpactLightClass;

var int CurrentPath;

simulated function SpawnBeam(vector Start, vector End, bool bFirstPerson)
{
local ParticleSystemComponent E;
local actor HitActor;
local vector HitNormal, HitLocation;

if ( End == Vect(0,0,0) )
{
if ( !bFirstPerson || (Instigator.Controller == None) )
{
return;
}
// guess using current viewrotation;
End = Start + vector(Instigator.Controller.Rotation) * class'UTWeap_ShockRifle'.default.WeaponRange;
HitActor = Instigator.Trace(HitLocation, HitNormal, End, Start, TRUE, vect(0,0,0),, TRACEFLAG_Bullet);
if ( HitActor != None )
{
End = HitLocation;
}
}

E = WorldInfo.MyEmitterPool.SpawnEmitter(BeamTemplate, Start);
E.SetVectorParameter('ShockBeamEnd', End);
if (bFirstPerson && !class'Engine'.static.IsSplitScreen())
{
E.SetDepthPriorityGroup(SDPG_Foreground);
}
else
{
E.SetDepthPriorityGroup(SDPG_World);
}
}

simulated function FirstPersonFireEffects(Weapon PawnWeapon, vector HitLocation)
{
local vector EffectLocation;

Super.FirstPersonFireEffects(PawnWeapon, HitLocation);

if (Instigator.FiringMode == 0 || Instigator.FiringMode == 3)
{
EffectLocation = UTWeapon(PawnWeapon).GetEffectLocation();
SpawnBeam(EffectLocation, HitLocation, true);

if (!WorldInfo.bDropDetail && Instigator.Controller != None)
{
UDKEmitterPool(WorldInfo.MyEmitterPool).SpawnExplo sionLight(ImpactLightClass, HitLocation);
}
}
}

simulated function ThirdPersonFireEffects(vector HitLocation)
{
Super.ThirdPersonFireEffects(HitLocation);

if ((Instigator.FiringMode == 0 || Instigator.FiringMode == 3))
{
SpawnBeam(GetEffectLocation(), HitLocation, false);
}
}

simulated function bool AllowImpactEffects(Actor HitActor, vector HitLocation, vector HitNormal)
{
return (HitActor != None && UTProj_ShockBall(HitActor) == None && Super.AllowImpactEffects(HitActor, HitLocation, HitNormal));
}

simulated function SetMuzzleFlashParams(ParticleSystemComponent PSC)
{

local float PathValues[3];
local int NewPath;
Super.SetMuzzleFlashparams(PSC);
if (Instigator.FiringMode == 0)
{
NewPath = Rand(3);
if (NewPath == CurrentPath)
{
NewPath++;
}
CurrentPath = NewPath % 3;

PathValues[CurrentPath % 3] = 1.0;
PSC.SetFloatParameter('Path1',PathValues[0]);
PSC.SetFloatParameter('Path2',PathValues[1]);
PSC.SetFloatParameter('Path3',PathValues[2]);
// CurrentPath++;
}
else if (Instigator.FiringMode == 3)
{
PSC.SetFloatParameter('Path1',1.0);
PSC.SetFloatParameter('Path2',1.0);
PSC.SetFloatParameter('Path3',1.0);
}
else
{
PSC.SetFloatParameter('Path1',0.0);
PSC.SetFloatParameter('Path2',0.0);
PSC.SetFloatParameter('Path3',0.0);
}

}


defaultproperties
{
// Weapon SkeletalMesh
Begin Object Name=SkeletalMeshComponent0
SkeletalMesh= 'M41-A'
End Object

DefaultImpactEffect=(ParticleTemplate=ParticleSyst em'WP_ShockRifle.Particles.P_WP_ShockRifle_Beam_Im pact', Sound=SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR _AltFireImpactCue')
ImpactEffects(0)=(MaterialType=Water, ParticleTemplate=ParticleSystem'WP_LinkGun.Effects .P_WP_Linkgun_Beam_Impact_HIT', Sound=SoundCue'A_Weapon_Link.Cue.A_Weapon_Link_Fir eCue')
BulletWhip=SoundCue'A_Weapon_ShockRifle.Cue.A_Weap on_SR_WhipCue'

MuzzleFlashSocket=MuzzleFlashSocket
// MuzzleFlashPSCTemplate=WP_ShockRifle.Particles.P_S hockRifle_MF_Primary
MuzzleFlashPSCTemplate=WP_ShockRifle.Particles.P_S hockRifle_3P_MF
MuzzleFlashAltPSCTemplate=WP_ShockRifle.Particles. P_ShockRifle_3P_MF
MuzzleFlashColor=(R=255,G=120,B=255,A=255)
MuzzleFlashDuration=0.33;
MuzzleFlashLightClass=class'UTGame.UTShockMuzzleFl ashLight'
BeamTemplate=particlesystem'WP_ShockRifle.Particle s.P_WP_ShockRifle_Beam'
WeaponClass=class'UTWeap_ShockRifle'
ImpactLightClass=class'UTShockImpactLight'
}


i know this is just an edit of the shock rifle but this must work.very appriciated.


i still get the same warnings :

... <316> warning : invalid property value in defaults : skeletalmesh = 'M41-A'
... <316> warning : object property engine.SkeletalMeshComponent:SkeletalMesh: unresolved reference to 'skeletalmesh 'M41-A''

i also get the same set of warning at line 326 of the same script ( UTWeap_M41 )

i also get the same warnings on line <118> of the UTAttachment_M41 script.


OK here it is !

geodav
09-19-2010, 01:47 PM
... <316> warning : invalid property value in defaults : skeletalmesh = 'M41-A'


means it can't find your mesh
here's an exapmle of the section

// Weapon SkeletalMesh
Begin Object Name=FirstPersonMesh
SkeletalMesh=SkeletalMesh'WP_SMUM_Bolter.Mesh.SK_W P_SMBolter_1st'
AnimSets(0)=AnimSet'WP_SMUM_Bolter.Anim.K_WP_SMBol ter_1st_Base'
Animations=MeshSequenceA
// Rotation=(Yaw=-16384)
FOV=60.0
End Object


take note of the line SkeletalMesh=SkeletalMesh'WP_SMUM_Bolter.Mesh.SK_W P_SMBolter_1st'
WP_SMUM_Bolter is the weapon package
Mesh is the subgroup
SK_WP_SMBolter_1st is the mesh

U F O
09-20-2010, 01:38 AM
thanks geodav but i already solved these problems and i am up with a new very bad ass one :

after the compile , there is a new warning that says that the animations arent right , and then it crashes .
so i said this is a non-animation test so i deleted the line . the next compile however was without warning or errors, but the compile keeps crashing. i dont know why , so i thought you can tell me.

geodav
09-20-2010, 01:44 PM
because you need anims for the weapon, these are named in the UTWeapon code, if you remove the code line then it will compile but in game it's likely to crash, just create your anims and export them to the editor. this is all part of what you need to do to get weapons working

U F O
09-20-2010, 03:16 PM
it doesn't crash in game , it crashes at the end of the compile .
actually its the compile that's crashing.

geodav
09-20-2010, 03:31 PM
still check your launch.log
you'll still need your own anims
check your pm

U F O
09-20-2010, 04:39 PM
ok i got some anims in and it doesnt work.it still crashes at the end of the compile.
i will post the logs for you.

launch.log

Log: Log file open, 09/21/10 00:03:01
Init: Version: 6829
Init: Epic Internal: 0
Init: Compiled (64-bit): Jun 16 2010 16:12:13
Init: Changelist: 558646
Init: Command line: editor -DEFENGINEINI=..\..\UDKGame\Config\DefaultEnginePC. ini
Init: Base directory: C:\UDK\UDK-2010-06\Binaries\Win64\
DevConfig: GConfig::LoadFile associated file: ..\..\UDKGame\Config\UDKCompat.ini
[0000.61] Init: Computer: BOB-PC
[0000.61] Init: User: Bob
[0000.61] Init: CPU Page size=4096, Processors=8
[0000.61] Init: High frequency timer resolution =1.558867 MHz
[0000.61] Init: Memory total: Physical=6.0GB Pagefile=54.8GB Virtual=8192.0GB
[0000.61] Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
[0000.86] Init: WinSock: I am Bob-PC (192.168.2.13:0)
[0000.86] Init: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
[0000.86] Init: Object subsystem initialized
[0000.89] Log: Last hardware survey: Ver=6829, Date=20100920. Uploading again.
[0009.50] Init: Initializing FaceFX...
[0009.50] Init: FaceFX 1.7.3.1 initialized.
[0009.53] Init: Version: 6829
[0009.53] Init: Epic Internal: 0
[0009.53] Init: Compiled (64-bit): Jun 16 2010 16:08:19
[0009.53] Init: Command line: -DEFENGINEINI=..\..\UDKGame\Config\DefaultEnginePC. ini
[0009.53] Init: Base directory: C:\UDK\UDK-2010-06\Binaries\Win64\
[0009.53] Init: Character set: Unicode
[0009.53] Log: Executing Class UnrealEd.MakeCommandlet
[0009.53] Init: UEngine initialized
[0009.85] Heading: --------------------Core - Release--------------------
[0009.85] Log: New File, Existing Package (Package Package_0, Package Core)
[0009.89] Log: Loading global macros for Core
[0009.94] Heading: --------------------Engine - Release--------------------
[0010.10] Log: New File, Existing Package (Package Package_1, Package Engine)
[0011.04] Log: Loading global macros for Engine
[0011.75] Heading: --------------------GFxUI - Release--------------------
[0011.75] Log: New File, Existing Package (Package Package_2, Package GFxUI)
[0011.79] Log: Loading global macros for GFxUI
[0011.81] Heading: --------------------GameFramework - Release--------------------
[0011.82] Log: New File, Existing Package (Package Package_3, Package GameFramework)
[0011.88] Log: Loading global macros for GameFramework
[0011.94] Heading: --------------------UnrealEd - Release--------------------
[0011.97] Log: New File, Existing Package (Package Package_4, Package UnrealEd)
[0012.03] Log: Loading global macros for UnrealEd
[0012.09] Heading: --------------------GFxUIEditor - Release--------------------
[0012.09] Log: New File, Existing Package (Package Package_5, Package GFxUIEditor)
[0012.13] Log: Loading global macros for GFxUIEditor
[0012.13] Heading: --------------------IpDrv - Release--------------------
[0012.14] Log: New File, Existing Package (Package Package_6, Package IpDrv)
[0012.17] Log: Loading global macros for IpDrv
[0012.19] Heading: --------------------OnlineSubsystemPC - Release--------------------
[0012.19] Log: New File, Existing Package (Package Package_7, Package OnlineSubsystemPC)
[0012.22] Log: Loading global macros for OnlineSubsystemPC
[0012.24] Heading: --------------------OnlineSubsystemSteamworks - Release--------------------
[0012.24] Log: New File, Existing Package (Package Package_8, Package OnlineSubsystemSteamworks)
[0012.31] Log: Loading global macros for OnlineSubsystemSteamworks
[0012.33] Heading: --------------------UDKBase - Release--------------------
[0012.36] Log: New File, Existing Package (Package Package_9, Package UDKBase)
[0012.96] Log: Loading global macros for UDKBase
[0013.06] Heading: --------------------UTEditor - Release--------------------
[0013.06] Log: New File, Existing Package (Package Package_10, Package UTEditor)
[0013.07] Log: Loading global macros for UTEditor
[0013.08] Heading: --------------------UTGame - Release--------------------
[0013.16] Log: New File, Existing Package (Package Package_11, Package UTGame)
[0015.04] Log: Failed to upload UDK hardware survey to http://udkprofiler.epicgam

and a certain launch_2.log


Log: Log file open, 09/20/10 23:56:30
Init: Version: 6829
Init: Epic Internal: 0
Init: Compiled (64-bit): Jun 16 2010 16:12:13
Init: Changelist: 558646
Init: Command line: editor -DEFENGINEINI=..\..\UDKGame\Config\DefaultEnginePC. ini
Init: Base directory: C:\UDK\UDK-2010-06\Binaries\Win64\
DevConfig: GConfig::LoadFile associated file: ..\..\UDKGame\Config\UDKCompat.ini
[0000.22] Init: Computer: BOB-PC
[0000.22] Init: User: Bob
[0000.22] Init: CPU Page size=4096, Processors=8
[0000.22] Init: High frequency timer resolution =1.558837 MHz
[0000.22] Init: Memory total: Physical=6.0GB Pagefile=54.8GB Virtual=8192.0GB
[0000.22] Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
[0000.25] Log: gethostbyname failed (SE_NO_DATA)
[0000.25] Init: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
[0000.25] Init: Object subsystem initialized
[0000.29] Critical: appError called: Alpha blending with D3DFMT_A16B16G16R16F is not supported, which is required to run this game.
[0000.29] Critical: Windows GetLastError: Access is denied. (5)
[0015.56] Log: === Critical error: ===
Alpha blending with D3DFMT_A16B16G16R16F is not supported, which is required to run this game.

these dont seem to be related to my problem .i am guessing that there is some sort of problem at saving the new scripts in a .u file at the binaries directory (or some stuff like that)

Blade[UG]
09-20-2010, 04:42 PM
Well, we can see from your Launch2.LOG, that your video card is not capable of running the engine.

U F O
09-20-2010, 04:50 PM
wow ! so how did it run it ? like before? it just crashes at script compile.
ok clearing the status till now :

all the scripts are ok.
the copile is fine and without errors/warnings.
at the end of the compile it says: saving to C:\UDK\etc bal bla bla
and then it crashes.
the next time udk wants to compile again.
and again.
and again.
and the compile keeps crashing.and the changes arent saved.

Blade[UG]
09-21-2010, 12:34 AM
Does it run anything if you don't compile? Launch2 says your video card isn't compatible. What card do you have?

geodav
09-21-2010, 01:48 PM
ok i'm more concerned your your project naming and folder set-up, here an example i made a while back but still holds true for the most recent UDK releases
http://img686.imageshack.us/img686/9135/udkut40kfoldersetup.th.jpg (http://img686.imageshack.us/i/udkut40kfoldersetup.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)
also the name of your code package should match that of your content folder set

http://img180.imageshack.us/img180/75/udkfoldersetcode.th.jpg (http://img180.imageshack.us/i/udkfoldersetcode.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)

U F O
09-21-2010, 03:37 PM
thanks for the concern guys.really appreciated but :

Does it run anything if you don't compile? Launch2 says your video card isn't compatible. What card do you have?
i have a 240 m geForce and its fully compatible and trust me , it runs !


ok i'm more concerned your your project naming and folder set-up, here an example i made a while back but still holds true for the most recent UDK releases

if you look some posts back , you already have pointed out the folder problem and i fixed that.by the way thanks for that pm.i will do the tutorials as soon as i have time for it.

but these dont have any relation to the crash.i think its a windows problem and the compiler cant wright the data to the binaries folder thus crashes.this can be caused by administrative privilege lack but i did the run as admin thing but still crashes.

wow ! that was long ! so any other ideas ?
by the way i will gladly send the scripts and a package containing the static mesh to geodav if he wants.

thanks anyways.

geodav
09-21-2010, 04:15 PM
ok send me the content and code and i'll have a look, pm me the link when you have uploaded it

U F O
09-22-2010, 12:16 PM
check your pm geodav and try to compile the scripts.
the package should be placed in a folder named : 01_ActualGame or else the scripts wont work.

geodav
09-23-2010, 01:35 PM
problem is solved, the cause was that the code package and the upk package had the same name.
please don't get confused with the fact that the code and content "Folder Sets" have the same names your upk package must have unique names.

it's a mistake many have made over the years with all Unreal Engines

U F O
09-24-2010, 12:13 PM
thanks dude.
now that this is settled , this is going to be an assault rifle and i dont know how to make the bullets.any tutorials at hand :D ?

geodav
09-24-2010, 01:52 PM
i use part of the code from the UT3 enforcer not sure how legal that is but you could also have a look at the cidida turret code which is simular

U F O
09-25-2010, 01:46 PM
sorry i wasnt here and i couldnt respond in time.by enforcer code do you mean the projectile class or the utweap class or something else?

geodav
09-25-2010, 03:22 PM
here's my weapon code

/**
* Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
*
* Bogded by Geodav 05.2008
*/
class UTWeap_SMBolter extends UTWeapon;

var ParticleSystemComponent PrimaryMuzzleFlashPSC;

var MaterialInstanceConstant WeaponMaterialInstance;

simulated function PostBeginPlay()
{
Super.PostBeginPlay();

// Atttach the muzzle flash
SkeletalMeshComponent(Mesh).AttachComponentToSocke t(PrimaryMuzzleFLashPSC, MuzzleFlashSocket);
}

simulated function SetSkin(Material NewMaterial)
{
Super.SetSkin(NewMaterial);
if( WorldInfo.NetMode != NM_DedicatedServer )
{
WeaponMaterialInstance = Mesh.CreateAndSetMaterialInstanceConstant(1);
}
}

//----------------------------------------------------------------
// Mr_Evil's fix :)
simulated function ProcessInstantHit(byte FiringMode, ImpactInfo Impact, optional int NumHits)
{
if(Impact.HitActor != none)
{
super.ProcessInstantHit(FiringMode, Impact, NumHits);
}
}



//-----------------------------------------------------------------
// AI Interface

function float GetAIRating()
{
local UTBot B;

B = UTBot(Instigator.Controller);
if ( (B== None) || (B.Enemy == None) )
return AIRating;

if ( !B.LineOfSightTo(B.Enemy) )
return AIRating - 0.15;

return AIRating * FMin(Pawn(Owner).GetDamageScaling(), 1.5);
}

/* BestMode()
choose between regular or alt-fire
*/
function byte BestMode()
{
local float EnemyDist;
local UTBot B;

if ( IsFiring() )
return CurrentFireMode;

B = UTBot(Instigator.Controller);
if ( (B == None) || (B.Enemy == None) )
return 0;

EnemyDist = VSize(B.Enemy.Location - Instigator.Location);
if ( EnemyDist < 2000 )
return 0;
return 1;
}

defaultproperties
{
// Weapon SkeletalMesh
Begin Object class=AnimNodeSequence Name=MeshSequenceA
End Object

// Weapon SkeletalMesh
Begin Object Name=FirstPersonMesh
SkeletalMesh=SkeletalMesh'WP_SMUM_Bolter.Mesh.SK_W P_SMBolter_1st'
AnimSets(0)=AnimSet'WP_SMUM_Bolter.Anim.K_WP_SMBol ter_1st_Base'
Animations=MeshSequenceA
// Rotation=(Yaw=-16384)
FOV=60.0
End Object

AttachmentClass=class'UT40k.UTAttachment_SMBolter'

Begin Object Name=PickupMesh
SkeletalMesh=SkeletalMesh'WP_SMUM_Bolter.Mesh.SK_W P_SMBolter_3rd'
Translation=(X=0.0,Y=20.0,Z=0.0)
Scale=1.25
End Object



// Muzzle Flashes

Begin Object Class=ParticleSystemComponent Name=MuzzleFlashComponent
bAutoActivate=FALSE
Template=particleSystem'WP_SMUM_Bolter.Effects.P_W P_Bolter_Muzzle_Flash'
DepthPriorityGroup=SDPG_Foreground
SecondsBeforeInactive=1.0f
End Object
PrimaryMuzzleFlashPSC=MuzzleFlashComponent

InstantHitMomentum(0)=+60000.0

WeaponFireTypes(0)=EWFT_InstantHit
WeaponFireTypes(1)=EWFT_None
WeaponProjectiles(1)=class'UTProj_ShockBall'

InstantHitDamage(0)=25
FireInterval(0)=+0.33
// FireInterval(1)=+0.6
InstantHitDamageTypes(0)=class'UTDmgType_SMBolter'
InstantHitDamageTypes(1)=None

WeaponFireSnd[0]=SoundCue'A_UT40k_WeaponSound.Weapon_2.Bolter4_Cue '
WeaponFireSnd[1]=SoundCue'A_UT40k_WeaponSound.Weapon_2.Bolter4_Cue '

WeaponEquipSnd=SoundCue'A_Weapon_ShockRifle.Cue.A_ Weapon_SR_RaiseCue'
WeaponPutDownSnd=SoundCue'A_Weapon_ShockRifle.Cue. A_Weapon_SR_LowerCue'
PickupSound=SoundCue'A_Pickups.Weapons.Cue.A_Picku p_Weapons_Shock_Cue'


MaxDesireability=0.65
AIRating=0.65
CurrentRating=0.65
bInstantHit=true
bSplashJump=false
bRecommendSplashDamage=false
bSniping=true
ShouldFireOnRelease(0)=0
ShouldFireOnRelease(1)=1

// ShotCost(0)=1
// ShotCost(1)=1

FireOffset=(X=5,Y=0)
PlayerViewOffset=(X=17,Y=10.0,Z=-14.0)

AmmoCount=30
LockerAmmoCount=30
MaxAmmoCount=30

clipcount = 30
ReloadTime = 1.5

WeaponRange=2000
FireCameraAnim(1)=CameraAnim'Camera_FX.ShockRifle. C_WP_ShockRifle_Alt_Fire_Shake'

WeaponFireAnim(1)=WeaponAltFire

MuzzleFlashSocket="MF"
MuzzleFlashPSCTemplate=ParticleSystem'WP_SMUM_Bolt er.Effects.P_WP_Bolter_Muzzle_Flash'
MuzzleFlashAltPSCTemplate=WP_ShockRifle.Particles. P_ShockRifle_MF_Alt
MuzzleFlashColor=(R=200,G=120,B=255,A=255)
MuzzleFlashDuration=0.33
CrossHairCoordinates=(U=256,V=0,UL=64,VL=64)

LockerRotation=(Pitch=16384,Yaw=32768,Roll=16384)
PivotTranslation=(X=-8.0,Y=0.0)

IconCoordinates=(U=728,V=382,UL=162,VL=45)

WeaponColor=(R=160,G=0,B=255,A=255)

InventoryGroup=2
GroupWeight=0.5

IconX=400
IconY=129
IconWidth=22
IconHeight=48

Name="SM Bolter"

}

geodav
09-25-2010, 03:27 PM
and my attachment class

/**
* Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
*
* Bogded by Geodav 05.2008
*/
class UTAttachment_SMBolter extends UTWeaponAttachment
dependson(UTEmitter);


var ParticleSystemComponent Tracer;

var array<DistanceBasedParticleTemplate> PrimaryImpactTemplates;

simulated function SpawnTracer(vector EffectLocation,vector HitLocation)
{
if (UTPawn(Owner).FiringMode == 0)
{
Tracer.SetTranslation(EffectLocation);
Tracer.SetVectorParameter('LinkBeamEnd', HitLocation);
Tracer.SetRotation(rotator(HitLocation - EffectLocation));
Tracer.ActivateSystem();
}
}

simulated function FirstPersonFireEffects(Weapon PawnWeapon, vector HitLocation)
{
super.FirstPersonFireEffects(PawnWeapon, HitLocation);
SpawnTracer(UTWeapon(PawnWeapon).GetEffectLocation (),HitLocation);
}

simulated function ThirdPersonFireEffects(vector HitLocation)
{
Super.ThirdPersonFireEffects(HitLocation);
SpawnTracer(GetEffectLocation(), HitLocation);
}

simulated function StopThirdPersonFireEffects()
{
Super.StopThirdPersonFireEffects();

Tracer.DeactivateSystem();
}

simulated function PlayImpactEffects(vector HitLocation)
{
DefaultImpactEffect.ParticleTemplate = class'UTEmitter'.static.GetTemplateForDistance(Pri maryImpactTemplates, HitLocation, WorldInfo);

Super.PlayImpactEffects(HitLocation);
}


defaultproperties
{
// Weapon SkeletalMesh
Begin Object Name=SkeletalMeshComponent0
SkeletalMesh=SkeletalMesh'WP_SMUM_Bolter.Mesh.SK_W P_SMBolter_3rd'
Rotation=(Yaw=16384)
Scale=1.10000
End Object

Begin Object Class=ParticleSystemComponent Name=TracerComp
Template=ParticleSystem'WP_UT40k_All.P_BolterTrace rSMG'
bAutoActivate=false
AbsoluteTranslation=true
AbsoluteRotation=true
End Object
Tracer=TracerComp
Components.Add(TracerComp)

// WeapAnimType=EWAT_Stinger

PrimaryImpactTemplates[0]=(Template=ParticleSystem'WP_UT40k_All.Decals.P_WP _Default_Beam_Impact',MinDistance=2250.0)
PrimaryImpactTemplates[1]=(Template=ParticleSystem'WP_UT40k_All.Decals.P_WP _Default_Beam_Impact',MinDistance=600.0)
PrimaryImpactTemplates[2]=(Template=ParticleSystem'WP_UT40k_All.Decals.P_WP _Default_Beam_Impact',MinDistance=0.0)
DefaultImpactEffect=(ParticleTemplate=ParticleSyst em'WP_ShockRifle.Particles.P_WP_ShockRifle_Beam_Im pact', Sound=SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR _AltFireImpactCue')

bMakeSplash=true

WeaponClass=class'UTWeap_SMBolter'

MuzzleFlashSocket=MF
MuzzleFlashPSCTemplate=ParticleSystem'WP_SMUM_Bolt er.Effects.P_WP_Bolter_Muzzle_Flash'
MuzzleFlashAltPSCTemplate=ParticleSystem'WP_SMUM_B olter.Effects.P_WP_Bolter_Muzzle_Flash'



}



you'll have to change some of the content like muzzleflash templates and such

U F O
09-26-2010, 10:18 AM
wow ! do you suggest i master unreal script before this stuff to program my own weapons?

geodav
09-26-2010, 01:26 PM
no not really as i'm just a copy/paste coder myself, i couldn't write a line of code to save my life. the thing is if you want things to work you either learn some coding or get someone to code for you, the first option is hard the second option even harder unless you have money !!!!

CornHulio
11-04-2010, 01:26 PM
Im sorry if this is a new thread, but i`m new to this and dont know how to pose this question for geodav properly. anyway . . . .

Hi, i am new at level creation and kismet but have found your tutorials very helpful. So thank you for that. :D

My question, relates to turrets and their movement. I have created my map and want to employ the turrets, but i cannot seem to figure out how to get them to do what i want.

I have placed the tracks, added a turret factory, created the proper sequence and matinee in kismet and have them working properly when playing. Whats my question ? well i want to operate two or more turrets simultaneously with one player, entering any turret, but all will operate together and locked in distance apart. :confused:

I have not the knowledge with kismet to even fully understand how i can do this.

In relation to why ?, I am looking at creating a map with a train, on tracks. The only way i believe i can do this is by using the turrets, each turret factory becomes a “bogey” on the train, hence allowing the train to fit on them and also allowing a respectable visual facsimile when navigating bends in the tracks. The turrets will spawn with the vehicle, and one controls all.

I have considered using a monorail style train, but believe the blocking properties of the track and train will be too processor intensive.

The other option, which i cannot find, involves locking the hovervehicle to a set path. Can i do this in kismet ?

Any suggestions will be gratefully received.

Thanks again for the tutorials ! :)

geodav
11-04-2010, 02:56 PM
wow i've never even though of something like that, basically a turret is a vehicle without wheels or motion. now a vehicle can have many turrets/weapons it's just a lot of coding.which is the way i would do it or try to.

if you can't find a way to lock a vehicle to a path then you could try simple blocking volumes to stop it moving to the side.

there should be a way the force the path but atm i don't know sorry

CornHulio
11-05-2010, 12:24 PM
Thanks for the reply.

I have not bothered using the blocking volume method. In UT2004 i tried it and as soon as a bend occured the vehicle went throught the tracks, something about game and visual clocks not in unison, so the game advances before it realises the blocking volume was there. Something along that track :)

I thought that using the blocking volumes would work out processor intensive or are there some new blocking volumes in UT3 that wont allow that to happen.

Can you suggest the best way to tackle the coding side. Any pointers ?

All the tutorials i have seen, are usually basic or have a limited view. Can you suggest any tutorials that are a little more intensive ?

Thanks for your help.

geodav
11-05-2010, 02:56 PM
the tutorials are basic as you can't cover every posibility that people can dream of, and there are many ways to skin a cat !!!

not sure how i could help you on this one, maybe the hoverboard code could supply some tips, as you "connect" to another vehicle with it.
on the blocking side maybe model the rails with a custom collision mesh

Whitenorthstar
11-16-2010, 02:54 PM
My initial question: hi all, I know this seems basic, but I've been struggling to get GeoDav's LandBuggy working. I'm using the latest October UDK (2010-10). Everything seems ready to go (incl Animtree and Animset) and the vehicle factory appears perfectly in-game. However, when I start it up, the LandBuggy doesn't appear. It seems to be a class problem, I'm getting the following script warnings in the log:

Quote:
[0032.64] ScriptWarning: Accessed null class context 'VehicleClass'
UTVehicleFactory_LandBuggy UEDPIETestLevel.TheWorld:PersistentLevel.UTVehicle Factory_LandBuggy_0
Function UTGame.UTVehicleFactory:Active.SpawnVehicle:007D
Quote:
[0032.70] ScriptWarning: Accessed None 'MapInfo'
GFxMinimap Transient.GFxMinimapHud_0:GFxMinimap_0
Function UTGame.GFxMinimap:Init:00F2
Quote:
[0032.70] ScriptWarning: Accessed None 'OnlineSub'
UTPlayerController UEDPIETestLevel.TheWorld:PersistentLevel.UTPlayerC ontroller_0
Function UTGame.UTPlayerController:ClientSetOnlineStatus:00 33


I've tried modifying following code in the vehicle class path in UTVehicleFactory_LandBuggy.uc

VehicleClassPath="DavCorp.UTVehicle_LandBuggy.uc"
DrawScale=1.2

with a couple of options, like replacing DavCorp in 1. UTGameContent (like the Scorpion) and, 2. nothing
but still get the same result. It is probably something simple, like I've put the files in the wrong places, but I have been at it for about 30 hours with no result. Can anyone please help out?



Geodav says:
ok with my content you really should be posting in my support thread (hint)
any sorry i haven't tried the DavCorp code/content in the October build but lets see how i can help
1. do you get any warnings or erros when you compile, if yes then they need to be fixed before you can play.
2. the code is set to be in the DavCorp/classes folder, if it's not then you'll have to look through the code files and change what ever is nessesary, namely the factory class
3. exit the editor, re-compile your code, try in-game, sometimes you get a better error log that way

the second 2 "errors" are not to do with your vehicle but common problems with the current UDK build


hi Geodav, thank U for Ur tutorials and help! Sorry, I should have posted to Ur support thread.

To get back about Ur comments:

1. this is ok, compiling well, one unrelated* error and no warnings
2. mmm, this might be the problem, I'll have another look
3. this is ok, done this and got a full log

Also, just to confirm, here are the three folders where I put the scripts and the .upk

1.
Development\Src\UTGame\Classes\UTVehicle_LandBuggy
Development\Src\UTGame\Classes\UTVehicleLandBuggyW heel

2.
Development\Src\UTGameContent\Classes\UTVehicle_La ndBuggy_Content
Development\Src\UTGameContent\Classes\UTVehicleFac tory_LandBuggy
Development\Src\UTVWeapon_LandBuggyTurret

3.
UDKGame\Content\Vehicles\VH_LandBuggy.upk

*By the way, just in case, the error is :\UDK\UDK-2010-10\Development\Src\UTGame\Classes\UTVehicle_LandBu ggy.uc(585) : Warning, Unknown property in defaults: bLightArmor=true (looked in UTVehicle_LandBuggy)

geodav
11-16-2010, 03:28 PM
ok just to make sure, if you have any errors these must be fixed before even if they are not related, trust me i've found other errors/warnings after clearing the first problems.

next i don't really advise placing any code files into the UTGame or UTGameContent classes folder untill your sure of what your doing but lets go with the flow ftm

goto the UTVehicle_LandBuggy.uc file and delete the line "bLightArmor=true" this property has been removed from the UTVehicle code set. save the file and do a re-compile.

if you still have problems then you'll have to wait till tomorrow once i check every thing on my other computer which i don't have atm

Whitenorthstar
11-16-2010, 04:10 PM
Thank U!

Ok, deleted the bLightArmor warning and did a front-end recompile. Now no warnings or errors. As usual, the vehicle factory shows perfectly in the editor but again, as usual, nothing appears in-game at all.

Perhaps the trouble is the folders where I've put Ur scripts, and not changed the address in the scripts themselves. What folder structure did U use?

geodav
11-17-2010, 02:03 PM
First remove all the old vehicle code from the UTGame/UTGamContent folders


ok the code goes into the

UDK\UDK-2010-10\Development\Src\DavCorp\Classes folder

the content into

UDK\UDK-2010-10\UDKGame\Content\DavCorp\Content\Vehicles folder

don't forget to add +EditPackages=DavCorp to your DefaultEngine.ini file eg

[UnrealEd.EditorEngine]
+EditPackages=UTGame
+EditPackages=UTGameContent
+EditPackages=DavCorp

when you do this re-compile your scripts then go into the editor load your map, delete the vehicle factory, re-build map, save map, exit the editor.
re-start the editor, open map, add the new vehiclefactory, re-build map, play map.

it might be a case that the map was looking for a factory thats not really there anymore which is why i advise the above workflow

Whitenorthstar
11-18-2010, 12:00 AM
:D it works!

I reinstalled UDK, and went through the steps from the beginning again.

Thank U for Ur help mate, nice one.

CornHulio
11-18-2010, 12:54 PM
Thanks for the previous info.

I have decided to try using the ingame train in heatray. I exported using 3DRipper if people are interested.

I am going to rebuild the wheels in 3DSMax8 and bone it with rotatable bogeys (wont bother adding materials, just get it in).

I was going through your wheeled tutorials and cannot get " Exporting the Morph targets for a wheeled Vehicle from 3ds max - 02", nor can i get "Painting a Damage-Mask for the LandBuggy in Blacksmith3d - 03" - files not found. Currently looking elsewhere but am not hopeful :(

In the meantime will look at other tutorials to see how to get the Train imported as a vehicle using hellbender script with the left right turn disabled.

Any help is much appreciated. :D

geodav
11-18-2010, 02:06 PM
just checked the links they seem fine, Fileplanet do a lot of maintance on their servers so if you can't get a link then give it an hour or so and try again


ps a train in heatray i must be blind or i get fragged to much ;)

3dRobbo
11-27-2010, 04:46 PM
Hey Geodav,

First thank you so much for your tutorials, work great! really do. Just a quick question, at the end of your land buggy tutorial you mention the buggy's rear sits lower for some reason, did you end up solving this?

Sorry if you have and I had missed it in these threads.

Its seems fine in the editor, SK mesh and PA meshes etc, but in playing the level the rear sits down.

I cant find any issues with bone offsets that i can see, so maybe a Physics Asset issues?

Just seeing if you know already :)

Thanks again mate, love your work

geodav
11-28-2010, 02:11 PM
i haven't really touch the LandBuggy for a while see-ing as it's on my other computor but you can try changing the "COMOffset=(x=-40.0,y=0.0,z=-36.0)" which is the CenterOfMass

you can also play about with the Suspension values, when you think about it vehicles have different values any way. I learned that nearly 30 years ago as an apprentice ;)

3dRobbo
11-28-2010, 03:43 PM
lol good stuff,

I think that has fixed it, Seems to be right now. Thanks for your help, always good to know there's someone out there to help.

hwoarang
12-09-2010, 11:27 AM
can landbuggy works in udk august version and the 11th version?

Shinamori
12-09-2010, 12:13 PM
Hi, would you mind doing one for import animation (PSA) and loading it on to a mesh. I tired it and it doesn't seem to work at all.

Corn_Hulio
12-09-2010, 01:12 PM
Thanks for the previous help.

New help required.

I am using 3DS Max 8 and still getting used to it. I have imported the mesh and rebuilt the wheels. i have separated the naming of the mesh to train_body, train_bogey1, train_bogey2 and train_wheel.

Now i am not interested in skinning the vehicle, i just want to get it into the ued and let it skin it with the default. I am more interested with getting it on the tracks to see if it will a, move. b, stay on the rails. c, stay on the rails negotiating bends.

I believe i need to bone the vehicle. I`ve looked at most of the tutorials but they all start with the vehicle boned. Can you point me to any tutorials that involve boning a mesh, any pivoting that may be required and how to setup the hierarchy.

One final thing, how do you re-orient the mesh for UT3 ? this last week my head has been stuck up my ar*e and i just cannot seem to be able to find this stupid info.

geodav
12-09-2010, 02:07 PM
@hwoarang the landbuggy code+content works fine in the October release, i haven't had time to check in the November release but should work fine !!!, don't forget you must compile the code before it will work.

@Shinamori do you mean anims for a vehicle, if yes then soon-ish but may take a week or so

@Corn_Hulio this weapon video goes through the whole thing http://www.fileplanet.com/208374/200000/fileinfo/Unreal-Tournament-3---Weapon-Exporting-3ds-Max-Movie just adapt it to your vehicle, in the end vehicles/weapons/characters are skelatalmeshes

Corn_Hulio
12-15-2010, 12:15 PM
Thank you for the pointer and the tutorial, it worked a treat. There are a couple of items i need help with,

I still have not figured out how to reset the world axis in 3DS max 8 so it reads X forward.

When adding bones to the train, the bogeys will rotate left/right and the wheels are attached to the bogey, i have boned Train_Base -> Train_Anim -> Train_Bogey_F & Train_Bogey_R, the wheel bones are linked to each bogey.
Do i need an anim bone ?
If so is it just the bogey that needs animation or/and the wheels ?
If bogey and wheels need anim where do i place the bone or bones ?

Have you any suggestions on Unrealscript, as i have adjusted the hellbender script to use the mesh and bones for the Train but am coming across LOTS of errors which dont make any sense. i.e. the content script references RRwheel but an error is created for RRwheel ?

Any help would be appreciated especially with the script.

Thank you once again. :D

geodav
12-15-2010, 02:08 PM
any chance you can send me the content to check, just upload it some where and pm me the link, or a screen shot showing the train+rig set up so i don't advise you wrongly

can you post the launch.log errors for me

haven't used max 8 for a few years but i might still have the trial somewhere

mjfabian
12-28-2010, 02:21 PM
Hey Geodav. I followed all of your Hovercraft videos (thanks so much for making them!) and have been trying to get my vehicle into UDK. So far I have a vehicle based off of the Scorpion and I can drive it around but I can't get it to stop shaking while idle. The brake light also keep flickering on and off.

Also, do you have any experience on getting multi-textured vehicles into UDK? My model uses two different textures... I assigned material ids and the skeletalmesh, physics asset and anim tree all render the vehicle correctly, but one of the material instance constants does not. I'm hoping to avoid re-unwrapping the model to only use one texture.

geodav
12-28-2010, 04:16 PM
for the jitter when idling make sure you have a physicsmaterial applied to the physicassest http://sites.google.com/site/ut40kmod/UT40k_mod/ut3-tutorials-1/ut3-cv-part-1/ut3-cv-part-2 5th picture, we had this problem earlier this year which i hoped was fixed !!!!


ok for more than one material try this in your code


var MaterialInterface TurretTeamMaterials[2];

simulated function TeamChanged()
{
Mesh.SetMaterial(1, TurretTeamMaterials[Team==1?1:0]);
super.TeamChanged();
}

defaultproperties
{
TeamMaterials[0]= RED
TeamMaterials[1]= BLUE

TurretTeamMaterials[0]= RED
TurretTeamMaterials[0]= BLUE

}


this should add an extra material slot which should work on team change as well, just adapt it for your use, i don't advise using large textures for this though ;)

mjfabian
12-28-2010, 05:23 PM
Thanks! Applying the non-driving physical material to the physics asset stopped the jittering. I decided to go ahead and reskin the model so it's all on one texture. I have it working with the proper textures now but my workaround doesn't have working brake lights.

Now I want the vehicle to not be hovering 4 inches above the ground all the time. I think it has to do with the fact that I'm using Scorpion wheels and I need to use new ones with a custom radius.

Any idea in what could be causing the back wheels to be so close to the body? The whole thing is tilted up.

geodav
12-29-2010, 02:45 PM
adjust you wheel radius size to get it down on the ground, the tilt could be your CenterOfMass (COM) eg where your base bone is, you can adjust this in the vehicle code default properties eg

COMOffset=(x=0.0,y=0.0,z=25.0)

just change the values to suit

Miguel Petersen
01-06-2011, 12:07 PM
When i place the tank vehicle in the udk editor, then when i start my level there is no tank.
Like it is invisible.

Please help!

geodav
01-06-2011, 01:48 PM
re-build the map and save before playing, make sure you place the vehiclefactory class and not the mesh

Miguel Petersen
01-07-2011, 08:38 AM
Sorry but it still doesn't work. I have rebuilded the map and saved and placed the vehicle factory from the actors. Is there something i have missed in your tutorial about making it visible example in the properties.

geodav
01-07-2011, 01:48 PM
ok
1st are you using my landtank content, if yes then you may have to re-compile the code and fix the folder set. check the launch.log for errors/warnings
2nd if you using your own tank, save the map and then play it via a normal game, then check the launch.log for errors/warnings

you can find the launch.log in the UDK\UDK-2010-12\UDKGame\Logs folder

Miguel Petersen
01-08-2011, 01:51 AM
i saw this line in the log.
[0071.13] Warning: Failed to load 'Class DavCorp.UTVehicle_LandTank_Content': Failed to find object 'Class DavCorp.UTVehicle_LandTank_Content'

Miguel Petersen
01-08-2011, 01:52 AM
where should i place these 4(i think) scripts.

geodav
01-08-2011, 03:05 PM
ok your using my content so the files should go into the folder
UDK\UDK-2010-12\Development\Src\DavCorp\Classes

you also need to and the line
ModEditPackages=DavCorp

to your UDKEngine.ini at the bottom of the [UnrealEd.EditorEngine] after the line EditPackages=UTGameContent

save the ini file then re-compile after that you should be able to play the tank

AMIR REZAs
01-11-2011, 02:59 AM
hello...
geodav , please Uplod this files at the other site....

http://sites.google.com/site/ut40kmod/UT40k_mod/udk-tutorials

The links dosent work in iran!
Thanks.

geodav
01-11-2011, 01:46 PM
sorry amir but i would expect most hosts are not avalable in Iran, i doubt youtube would help either.

you could try my old host http://www.filefront.com/user/geodav but that only hold my UT3 videos

Moonsense
01-12-2011, 08:03 AM
Hey geodav,

I've been trying to watch your tracked/tank setup videos here:
http://forums.epicgames.com/showthread.php?t=595944
Video1 works, but the rest of those series are not working. They relink me to
http://www.filefront.com/error.php?errno=ERROR_CONTENT_QUICKKEY_INVALID

Is there another host where I can download them from?
Thanks.

Corn_Hulio
01-12-2011, 01:42 PM
Thanks for your reply, hopefully passed that point now. Will let you know as i go.

Different question, hopefully you can help. I want to create tunnels through the terrain, but everytime i do it i come across the same problem. I can walk through my tunnel but i cannot drive through it, its as though the terrain that was removed is still blocking vehicles.

Any ideas ?

geodav
01-12-2011, 03:21 PM
have seen that mentioned somewhere

found it i think http://utforums.epicgames.com/showthread.php?t=742836&highlight=vehicle+terrain

Corn_Hulio
01-19-2011, 03:46 AM
Many thanks for that Geodav.

Excellent advice as usual.

Moonsense
01-25-2011, 02:13 AM
Hey geodav,

I've been trying to watch your tracked/tank setup videos here:
http://forums.epicgames.com/showthread.php?t=595944
Video1 works, but the rest of those series are not working. They relink me to
http://www.filefront.com/error.php?errno=ERROR_CONTENT_QUICKKEY_INVALID

Is there another host where I can download them from?
Thanks.

13 days passed, bumping! :)

bchaps
01-30-2011, 04:42 PM
I'm just now starting to learn how to use UDK.
These videos help soo much.

Keep up the great work and thanks for all the info.

Two Question I have so far are:

What software do I need for all of this? I have UDK.
and
When creating a map, how do you move/rotate something that is has already been made.
I can move/rotate when using the Build Brush, but once I add a material, how can I move it?

geodav
01-31-2011, 02:19 PM
ok i think you mean pan or rotate the material once its applied to the bsp mesh, once you've applied the material you can double click on the mesh face then appears the editor where you can pan/rotate/scale the material on the face

bchaps
01-31-2011, 06:05 PM
Ok, thanks, I'll try that.
and
Will AutoCAD work for editing weapons, or should I try 3ds Max?

kaleden
01-31-2011, 06:55 PM
I'd be flabbergasted if you could get AutoCAD to work for editing models intended for UDK. 3ds Max, on the other hand, includes various plugins (ActorX, for one) designed to make importing and editing models much easier.

Others have had luck with Blender, if you're looking for a free alternative.

bchaps
01-31-2011, 08:16 PM
Ya, my roommate recommended blender. My other friend said I could probably use Inventor.

I'm not ready yet to put money down on anything, so I'll do some research.

If anyone knows if Inventor works, let me know. I got it as part of an engineering bundle at school.

Thanks

geodav
02-01-2011, 02:06 PM
i doubt that autocad or inventor will be good for game work, butblender is good as a free option, some schools/uni's can get you the students version of max but thats only for non-commersial work

kaleden
02-01-2011, 04:56 PM
The problem with AutoCAD, Inventor, SolidWorks and the like is that these programs are geared towards architectural or mechanical designs, not interactive media or graphic designs. This means you wont have much control over the polygons of your model, you can't rig them for animation, and you generally can't assign UV coordinates to them, either. If these are the packages you're most familiar with, you'll have find a way to export the model to a format that something like Blender, Cinema 4D, 3ds Max, Maya, Softimage, or Lightwave can read. Only then will you be able to skin and rig it for animation, UV map it for texturing, and export it to the UDK.

Blender is a very powerful, free tool and there are a lot of tutorials out there willing to teach you how to use it. Unfortunately, I can't get passed the interface. It was just too foreign.

That said, I felt the same way when I first opened 3ds Max. After taking a few courses on 3d Studio Max (oldschool 3ds Max), I became much more comfortable with it and have been able to keep up with most of the changes since then.

If your roommate knows Blender, I'd say go with that. It really helps to have someone to talk to when learning these applications.

bchaps
02-01-2011, 05:17 PM
OK, thanks. I think I'll try Inventor/SolidWorks and Blender combo
(at least until I see what I can do about Max)
Thanks again

Dambob
02-02-2011, 06:44 PM
Geodav, I've just watched your 3DSmax tutorial for bones and animations but I have a question. Looking at the tutorial on UDK Central I need to setup sockets. Do I need more bones than what you created in your video? or does it not matter?

geodav
02-03-2011, 01:50 PM
what for !!! weapon/vehicle use as many bones as you need but don't go overboard.

for characters i use the UT3 rig

you need to add the sockets so that you can place the effects via code

Dambob
02-03-2011, 05:56 PM
It's for a weapon.

And do I just use the pyramids for the sockets too? and attach them from UDK?

Also, I have a problem exporting. I get an error about skin triangles and no valid linkups and when I put the file into UDK it only finds the Base bone.

This is the exact error.
No valid skin triangles digested(mesh may lack proper mapping or valid linkups)

I have a UV map for the model and it has a default max texture on it.

Edit:
It seems to work now. I export with the gun itself selected and it doesn't give me any errors.

geodav
02-04-2011, 02:17 PM
well done, don't forget to apply a bitmap texture to your weapon before exporting to avoid other problems later

Dambob
02-05-2011, 07:26 PM
I will when I get back to school on Monday (:
Thanks very much for the help (:

Dambob
02-08-2011, 04:42 PM
Sorry to bother you again, but I've encountered another problem.
Some of my animations do not work. The idle one loops fine, and the Equip and PutDown ones also work. My fire and alt fire animations however (both 11 frames long using the same set of frames) do not. When the mouse is clicked slowly the idle animation jerks back to the start but no fire animation plays.

I gave my friend the same names for his anims on the September build and his works fine. However I'm on the December build, do I need to change some names of animations for them to work?

geodav
02-09-2011, 01:49 PM
ok i take it you mean the weapon fire animation and not the weapon fire effect.
like i say check your launch.log for errors.
have you checked to the rotation check box
http://img38.imageshack.us/img38/6503/aminrotationonly.th.jpg (http://img38.imageshack.us/i/aminrotationonly.jpg/)

have you added the weapon sockets

ps. trust me i have moved my content from each build every month, it is very unlikely that the build is the cause

bchaps
02-16-2011, 07:44 PM
I just found out that my school does offer 3ds max for us.

Should I get '3DS Max' or '3DS Max Design'?

Thanks

mehrdad3dgs
02-17-2011, 10:53 AM
hi
what can i do to Remove Player When Enter Vehicle(Landbuggy)?
Thanks

geodav
02-17-2011, 01:44 PM
what can i do to Remove Player When Enter Vehicle(Landbuggy)?

why, sorry i don't really know what you want to do with that or where the problem is

bchaps
02-17-2011, 01:49 PM
hi
what can i do to Remove Player When Enter Vehicle(Landbuggy)?
Thanks

Are you asking what to do so that the player doesn't show up in the vehicle?

I don't know much about this stuff (I'm just trying to clarify for Geo)

geodav
02-17-2011, 03:09 PM
if bchaps is right the just remove the line "bSeatVisible=true,"

bchaps
02-19-2011, 10:31 PM
Ok, I've been watching your 3DS Max vis on creating your box gun.
My question is:

Why do you have to go into edit mode and do welds?
(I'm sure there is some point to it, but it seems pointless to me at the moment)

Edit:
Also, How do I get Active X to come up in Utilities? (I'm using 2011)

geodav
02-20-2011, 03:02 PM
welding vertices reduces the ammount of triangles, even with the latest hardware you still need to get rid of useless/wasted triangles

i don't have max11 installed but i expect its the same as other max releases, goto the utilities tab(far right) then click on "configure button sets" now you can add "empty" buttons the pull the actorx script over to the new button

bchaps
02-20-2011, 03:36 PM
Thank you.

I also needed to find the plugin and put it in the right folder.
Thanks again.

Also,
What is the point of getting rid of the extra triangles?
It is just load time?

Azzedinistan
02-20-2011, 05:09 PM
Also,
What is the point of getting rid of the extra triangles?
It is just load time?

Load time , framerate and even freeze ...

geodav
02-21-2011, 01:33 PM
"waste not want not" is the moto, all games have limits, don't forget only 5% of players/buyers will have the latest hardware.

soulfire
02-27-2011, 08:30 PM
Hi geodav
Im using ur landbuggy content and I can see it in editor but not in game??
I followed the advice u gave to Miguel Petersen but have found no errors in the build!!!
Do u have any other ideas why this may not be working???
Thank you for all ur help from the tutorials/forum info by the way
It has been very useful

geodav
02-28-2011, 10:39 AM
make sure you have compiled the scripts with no errors or warnings, than in the editor add the vehiclefactory from the actor classes to you map then re-build your map and save, now play the map

soulfire
02-28-2011, 11:48 AM
make sure you have compiled the scripts with no errors or warnings, than in the editor add the vehiclefactory from the actor classes to you map then re-build your map and save, now play the map

but that is the thing there is no errors or warnings in the script...

and i have re-built the game but still can’t see the land buggy in game

geodav
02-28-2011, 01:37 PM
ok start your game via the normal menu not the editor, play your map then exit the game, now check your launch.log for errors.

soulfire
03-01-2011, 12:51 PM
Thanks, that gave me the errors/warning and i got it working

Thank u

geodav
03-01-2011, 01:45 PM
don't forget to post a screenshot or a video please.

i do like see-ing peoples progress

bchaps
03-08-2011, 07:59 PM
My friend and I started working on creating a basic gun. We are making a not very detailed MP5.
My question is, how can we cut out a section of a tube to make the place where the bullet would pop out? We have the tubes, but we would like to delete a rectangular prism section out of the shapes.

Is this possible, or will we need to create a bunch of smaller shapes and just fill in around the area.

EDIT: Nevermind, I found the compound boolean option.
That does bring another question though...

I had all of the parts (for this part of the object) created, mapped, welded, and made into a single poly.
When I cut the section out, it seems to have taken all of this work and gotten rid of it. Mapping is just all the parts everywhere and it looks like I never did anything in the first place.
Is this normal?
Should I re-weld all the pats?

Thanks

geodav
03-09-2011, 01:44 PM
please don't use boolean object for game work it cause to many extra polys.
go back to the old mesh select the polygons of where you want the ejectionport to be and delete them select the inner and outter borders and hit the bridge button, now you only have to map the new faces/polys

WhiteHyena
03-15-2011, 09:11 AM
Hey guys, been following GeoDav's excellent tutorials and at the moment I'm trying to get this working;

http://img801.imageshack.us/img801/8294/tiger1r.png (http://img801.imageshack.us/i/tiger1r.png/)

Been following the tank tutorial and so far I think I've done the majority correctly, my problem is with the scripting. I'm certainly not a coder but I've been doing the best. I've mostly just been tweaking GeoDav's original files but my problem at the moment is once everything has loaded the tank isn't visible in-game. I'm guessing I just missed a path somewhere but it's starting to drive me crazy now :P Any help would be greatly appreciated.

Sir. Polaris
03-15-2011, 10:28 AM
Very Sexy. I've just made the above photo UDKC.info's Picture of the Moment (http://udkc.info/index.php?title=Main_Page#Featured_Content).

geodav
03-15-2011, 02:31 PM
pm me a link with the content and i'll check it out for you

WhiteHyena
03-16-2011, 06:22 PM
Very Sexy. I've just made the above photo UDKC.info's Picture of the Moment (http://udkc.info/index.php?title=Main_Page#Featured_Content).

Wasn't expecting that! I should've uploaded a higher rez image :eek: Thanks though, very cool.

@Geodav- I decided to redo the whole thing, my bones weren't great, had a messy file system etc. I'm a lot happier with it this time around, just starting the dreaded coding now so unless by random act of god I get it right, I'll PM for help soon :P

mehrdad3dgs
03-17-2011, 07:13 AM
Excellent Tutorials , tnx Geodav

bchaps
03-17-2011, 05:52 PM
So,
Some of the parts for weapons are hard to make...
I figured out I can use AutoDesk Inventor to make the parts and then import them to 3DS Max.

I can then Unrwap the Mapping and weld and stuff.

It is really easy to make complex parts in Inventor, and import them all to put together in 3ds.

Are there any problems with doing this that anyone knows of?
(There are a ton of shapes in the flattened mapping)
(This may just be because I made it really detailed)

geodav
03-18-2011, 02:39 PM
main thing is watch the polycount for most vehicles you don't really want to be over 12,000 triangles, remember if your vehicle shows the character then it might be a good idea to be lower than 12k, oh and don#t forget to do the LOD's for the vehicles as well

bchaps
03-18-2011, 02:42 PM
main thing is watch the polycount for most vehicles you don't really want to be over 12,000 triangles, remember if your vehicle shows the character then it might be a good idea to be lower than 12k, oh and don#t forget to do the LOD's for the vehicles as well

How do I see the number of triangles?
Also, any recommendations on the number of triangles for weapons

geodav
03-18-2011, 02:52 PM
in max right click on a window name (eg:- front) select configure then the Statistics tab then tick triangle count and Total+selection and shoe statistics in active viewport, click ok

for weapons it#s the same sort of thing 12k max but if your using firstperson arms then weapon+arms 12k

bchaps
03-18-2011, 02:56 PM
I'm about 3/4 the way done with the skeleton. (before colors and anims)
(I'm making an MP5)
I have about 8k polys and 11k triangles (I'm still working with the mapping on 1 of the parts though)

The pistol grip part I'm working on (very detailed) has:
6,792 polys and triangles right now
5,466 verts right now.

It makes up over half of the polys and triangles in my gun over all so far

geodav
03-18-2011, 04:40 PM
i suggest making the pistolgrip no more than 100 polys, no need for more that that

WhiteHyena
03-19-2011, 11:54 AM
I have about 8k polys and 11k triangles (I'm still working with the mapping on 1 of the parts though)

The pistol grip part I'm working on (very detailed) has:
6,792 polys and triangles right now
5,466 verts right now.


I'm certainly no expert on making weapons for UDK but from the sounds of it I'd say you need to seriously lower your poly/tri count. Keep in mind that the majority of fine detail comes from baking normal maps onto a low-poly mesh, so there's no need to have insane amounts of tris as long as the base shape/silhouette are looking good.

If I were you I'd take time checking through UDK to see the sort of poly-count Epic have making their weapons/vehicles/characters, then use that as something of a guideline. At the moment I'd say 11k tris is way too high, that's more than an entire character or vehicle.

bchaps
03-19-2011, 01:09 PM
I'm certainly no expert on making weapons for UDK but from the sounds of it I'd say you need to seriously lower your poly/tri count. Keep in mind that the majority of fine detail comes from baking normal maps onto a low-poly mesh, so there's no need to have insane amounts of tris as long as the base shape/silhouette are looking good.

If I were you I'd take time checking through UDK to see the sort of poly-count Epic have making their weapons/vehicles/characters, then use that as something of a guideline. At the moment I'd say 11k tris is way too high, that's more than an entire character or vehicle.

Ya, good point.
I'll check out the stuff in UDK to see what they have.

Thanks

ehsan_nekooee
03-20-2011, 11:13 AM
Hi geodav
thanks for the tuts. I downloaded some of them but had problem with downloading the others. It redirects to another website. Just wondered if your tuts are free or what?

I want to design a simple boat driving game. I think your vehicle tuts could help ...

geodav
03-20-2011, 02:36 PM
all my videos are free, i have heard people get a little confused when downloading from fileplanet but you don't have to register or pay for the download/content. i you get asked to pay for any of my content please pm me the link and i'll have a word with them ;)

ehsan_nekooee
03-20-2011, 04:54 PM
Thanx geodav. It's working now.
I have a question. I want to design a simple boat driving game.
I know a little c++ coding but new to unrealScript. The main issue I'm struggling with is that I want to change the main character to a boat instead of the default shooter. is it hard to approach or what? If it not that simple I follow the regular vehicle approach for my boat.
What do you suggest?

P.S: Haven't watched your vehicle tuts yet, still downloading ....

geodav
03-20-2011, 04:56 PM
itz's been done before, look at the racing games on this forum, once you've watch the video's you'll notice that coding is not my strong point

Dodge
03-22-2011, 04:43 PM
Hey geodav,

First off, thanks so much for the tutorials, they have helped loads!!!

Only problem i've run into is on the custom character ones,
im getting the warning
Warning/Error Summary
---------------------
C:\UDK\UDK-2010-11\Development\Src\UTGame\Classes\UTCharInfo.uc(81 ) : Warning, ClassProperty UTGame.UTCharInfo:Families.Families: unresolved reference to 'class'Glitch.UTFamilyInfo_GlitchFamily_Male')'
C:\UDK\UDK-2010-11\Development\Src\UTGame\Classes\UTCharInfo.uc(81 ) : Warning, Unable to parse parameter value 'class'Glitch.UTFamilyInfo_GlitchFamily_Male')' in defaultproperties array operation: Families.Add(class'Glitch.UTFamilyInfo_GlitchFamil y_Male')


Do you know what exactly this is referencing? I have checked the spelling and it's all correct, I did have it working properly, then suddenly it stopped and i have no idea why,

Any help would be greatly appreciated =]

Thanks

Dodge

geodav
03-22-2011, 05:00 PM
Hi Dodge, your problem is that your family files need to be in the utgame/classes folder, not in the Glitch/classes folder

Dodge
03-22-2011, 05:37 PM
Ah brill!

Thanks man =D

Do you know of a way to get these to be referenced from my Glitch/classes folder so I can keep them all in one place?
Or would that mean making a copy of UTCharInfo etc,?

geodav
03-23-2011, 02:31 PM
trust me if i could do that i would have said how, without re_doing nearly all the UTgame code imposible, that afaik others may know better, i'm just a hobbist no pro ;)

Dodge
03-23-2011, 05:40 PM
Haha, fair enough =]

Well, either way, you've help loads! and helped our group/class in their 2nd year projects at Uni!

ehsan_nekooee
03-24-2011, 05:06 AM
hey
need some advice for my boat. need to simulate the boat floating in water while driving and react to sea waves. I thought It would work like the hovercraft thing + tweaking the boat physical material. I am I On the right track or what?

WhiteHyena
03-24-2011, 09:04 AM
Ok after much fighting with the code (finally zero errors or warnings!) I've got a new problem with my Tiger tank. The factory shows up (along with the model) when placed in the map, all looks fine.. the problem is that when you run the map, the vehicle isn't anywhere to be seen :( Not even a warning that 'You're in the way of a vehicle spawning'.

Aside that the other issue I'm a bit worried about is the physics asset- done the box for the base bone and it seems to work fine (was following GeoDav's tutorial again) but the box for the turret dosen't seem to be working right. When you run the preview only the box itself will actually have physics applied, the turret that it should be linked to just remains in place, not really sure what's happened there.

edit: Only warnings I actually get after fully loading the map are;
Map should have KillZ set.
Nav UTVehicleFactory_TigerTank_1 has an invalid GUID. You may need to rebuild paths.

geodav
03-24-2011, 02:47 PM
@ehsan_nekooee, i think so but i've never tried to do a bout so i'm not sure

@WhiteHyena, not sure with the physics asset i wold have to see a video to compare
for the GUID error do a full re-build of your map, save and try again, (thats what google says) ;)

ApolokiA
03-27-2011, 08:42 PM
Thanx geodav. It's working now.
I have a question. I want to design a simple boat driving game.
I know a little c++ coding but new to unrealScript. The main issue I'm struggling with is that I want to change the main character to a boat instead of the default shooter. is it hard to approach or what? If it not that simple I follow the regular vehicle approach for my boat.
What do you suggest?

P.S: Haven't watched your vehicle tuts yet, still downloading ....

http://udn.epicgames.com/Three/CharactersTechnicalGuide.html
Start there :)

WhiteHyena
03-30-2011, 09:10 AM
Slowly making headway with the Tiger. It's in-game now and drivable (badly!). Main issues I've got at the moment are that the turret isn't turning and, once spawned, the whole tank seems to be leaning as though some invisible block is holding up the right side a little which really screws up the handling. I'm assuming it must either be the physics asset playing up or it's something in the code.

geodav
03-30-2011, 01:47 PM
check your COM setting (Center of Mass) thats what normal causes problems like that.
turret check your launch.log for errors normal problem being typo's for the controllers

Dambob
04-07-2011, 04:23 PM
Hey GeoDav, I was wondering if you could help me. I've followed a few of your tutorials on custom weapons.

However, when characters hold my weapon, they hold it by the root bone, and not the one I've set as the hand. I tried swapping the socket names but they're still quite attached. No pun intended.

geodav
04-08-2011, 01:30 PM
the simple sollution is to make the "Hand" bone the root bone, afaik the game/code will take the first bone in the weapon rig as the root and place this in the players hand

Dambob
04-09-2011, 08:17 AM
Thanks. (: That's worked along with some moving in the Anim editor.

debajyoti
04-18-2011, 09:25 AM
I want to do a rig that can use “K_AnimHuman_BaseMale” animationSet in the UDK.
I am trying to do this when I am creating a same kind of joint structure, Orientation & naming structures same as UT3 character. I am using maya and max. But after importing this character when I apply the “K_AnimHuman_BaseMale” animation set it became a scramble thing.
I have some rigging character Like: DennysAnimationRigs_Ver2_5, UT3_GeoBo`dge. I study this character. It has a same kind of joint structure and it behave pretty in any animation set in UDK. I don’t know how they create this rig.
And another thing I don’t want to use any pre-rig character joints inside of my character mesh.
I want to create a fresh rig that can use all this animation.
Is there any good tutorial which can cover this entire thing or anyone who can help me to sort out this problem?

geodav
04-18-2011, 01:40 PM
ok lets make this simple, if you want to use the K_AnimHuman_BaseMale then you need to use the Epic supplied rig, if you want to use a custom rig then you won't be able to use that animset because the bone names will be wrong. I see you have seen SwizzleFish's tutorial which uses CAT, you'll aslo need to find the Custom Animtree tutorials

azl
04-20-2011, 03:48 PM
Dear Geodav, I've got a problem about mastering interface especially minimap. I just want my minimap can capture some objects.
I've tried some tutorials (http://udn.epicgames.com/Three/MasteringUnrealScriptInterfaces.html) about this problem which is not worked. I was wondering if you could help us..

Best Regards,
Azlan Mufti
INI3D Project Indonesia

MrArgh
04-20-2011, 04:13 PM
Hi!

I got referred to this thread so I'll copy the post from my own thread. Here goes:

I'm working on getting some custom vehicle animations to play (on my custom vehicle). I've copied the cicada best I could, though it still doesn't work.

In my package:
- I've got a custom vehicle ready and working (skeletal mesh, AnimTree, materials etc.)
- I've got a working animation (AnimSet).
- I've assigned the AnimSet in the AnimTree using a UTAnimNodeSequence (I also tried to use a AnimSequence). In the AnimTree I can preview my animation and it looks like it should.

In my script:
In my CustomVehicle_Content I've added my AnimSet:



Begin Object Name=SVehicleMesh
SkeletalMesh=SkeletalMesh'VH_LandBuggy.Mesh.SK_VH_ LandBuggy'
AnimTreeTemplate=AnimTree'VH_LandBuggy.Anims.AT_VH _LandBuggy'
PhysicsAsset=PhysicsAsset'VH_LandBuggy.Mesh.PA_VH_ LandBuggy'
MorphSets[0]=MorphTargetSet'VH_LandBuggy.Mesh.VH_LandBuggy_Mor phTargetSet'
AnimSets.Add(AnimSet'VH_LandBuggy.AnimSets.animSet _Boat') RBCollideWithChannels=(Default=TRUE,BlockingVolume =TRUE,GameplayPhysics=TRUE,EffectPhysics=TRUE,Vehi cle=TRUE,Untitled4=TRUE)
End Object]Further down in my CustomVehicleContent:



VehicleAnims(0)=(AnimTag=Idle,AnimSeqs=(testboat_i dle),AnimRate=1.0,bAnimLoopLastSeq=true,AnimPlayer Name=BoatPlayer)]So, how do I play this animation? I tried:



PlayVehicleAnimation('testboat_idle');
I also tried:



PlayVehicleAnimation('Idle');]I'm a bit uncertain if it works like that though. Any help would be much appreciated =)

I've put the PlayVehicleAnimation function in my CustomVehicle and placed a`log command, to see if it runs the function:


simulated function PlayVehicleAnimation(name EventTag)
{
local int i;
local UTAnimNodeSequence Player;

if ( Mesh != none && mesh.Animations != none && VehicleAnims.Length > 0 )
{
for (i=0;i<VehicleAnims.Length;i++)
{
if (VehicleAnims[i].AnimTag == EventTag)
{
Player = UTAnimNodeSequence(Mesh.Animations.FindAnimNode(Ve hicleAnims[i].AnimPlayerName));
if ( Player != none )
{
`log("Play it now"); Player.PlayAnimationSet( VehicleAnims[i].AnimSeqs,
VehicleAnims[i].AnimRate,
VehicleAnims[i].bAnimLoopLastSeq );
}
}
}
}
}

The weird thing is that the animation shows up correctly in every preview window; in the animSet, in the animTree, in the PhysAsset, in the SkeletalActor... but it won't play ingame.
I know it finds the event and runs the PlayVehicleAnimation function... but no movement at all.

Help is very much appreciated =)

geodav
04-20-2011, 04:27 PM
@MrArgh, ok what you have to remember is that the vehicle anims are called via code

VehicleAnims(0)=(AnimTag=Idle,AnimSeqs=(testboat_i dle),AnimRate=1.0,bAnimLoopLastSeq=true,AnimPlayer Name=BoatPlayer)]
looks like you have this correct

what you might not have correct is the name of the AnimSeqs or the AnimPlayerName, i'll be honest i struggles for days till i realise i had a typo

http://utforums.epicgames.com/showthread.php?t=742802&highlight=VehicleAnims

@azl, well i don't know how to add/capture objects into your minimap but i do know how to get the texture of the map into game to use as a background for the minimap if that is any help, if that what you need then let me know and i#ll do you a video

MrArgh
04-21-2011, 02:44 AM
That's what's driving me crazy... since I'm using a somewhat modified version of your landbuggy, you don't think there is anything in there that could cause the trouble?
And I'm supposed to use a UTAnimNode right?
I'm going to try a make a completely new animation and see what happens then.

geodav
04-21-2011, 01:41 PM
ok i'm not sure if i used a UDKAnimNodeSequence or a UTAnimNodeSequence on this vehicle but here's a pic anyway of the basic setup

http://img23.imageshack.us/img23/7315/utanimnodesequence.jpg (http://img23.imageshack.us/i/utanimnodesequence.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)

azl
04-21-2011, 03:36 PM
@azl, well i don't know how to add/capture objects into your minimap but i do know how to get the texture of the map into game to use as a background for the minimap if that is any help, if that what you need then let me know and i#ll do you a video
That's OK.. I don't know how to get the texture of the map into game to use as a background for the minimap.. Can you show me as a video tutorial?

geodav
04-21-2011, 04:36 PM
sure give me a day or to to set things up

geodav
04-24-2011, 02:35 PM
@azl here's the link http://www.gamefront.com/files/20260467/UDK_MiniMap_Tutorial.avi it's on my old filefront set up but will move it to fileplanet when they fix the upload

MrArgh
04-26-2011, 03:13 AM
Thanks for the pic - looks like I've got it set up like that though. I'm wondering if the collision on my vehicle could be the problem? Going to try and change that.

Edit: Alright, I've made a bit of progress. I can start an animation that moves another bone up/down. However when I want to use my regular animation (that rotates the base bone) nothing happens. I've tried reducing both gravity and wheel suspension - with no success.

geodav
04-26-2011, 01:43 PM
ok for anims to work you need a bone between your base bone and the one you want to animate (watch my weapon tutorials) afaik you can't animate the base bone to get that to do anything you'll have to code it direct which is way over my head

MrArgh
04-27-2011, 02:41 AM
Alright, we finally got it working through a lot of trial and error! You are completely correct regarding the base bone - that was the one we animated because we needed everything to move.
We've added another bone betweed the base and all the others and it's working as intended.

Thanks a lot for your time and help geodav!

geodav
04-27-2011, 01:36 PM
video please MrArgh ;) if your allowed

MrArgh
04-27-2011, 01:41 PM
I'll try and make a video if I've got the time. Gotta lot going on with our project right now =)
I'm not completely sure what we did with the bones to get it working by the way. What I wrote earlier was just my quick assumption of what the guy modeling the boat had done. Could be wrong =)

azl
04-28-2011, 10:32 AM
Dear Geodav,

I've followed your tutorial on "How to set your character as your Player". I've got a problem which is my character couldn't do any things (as jump,walk,etc). I think it doesn't works properly because I don't have a file .psa to solve this problem.
Do you have any tutorial to make a .psa file, so we can set some movements to my own character?

geodav
04-28-2011, 01:28 PM
@azl, ok sounds like your using a custom mesh/rig for which you would have to create a custom animtree, anyway to create custom/extra anims just create the anim as normal and export it via actorx, i show this in my weapons tutorials its the same workflow just make sure you only have the mesh selected when you export the anims

azl
04-28-2011, 05:42 PM
@azl, ok sounds like your using a custom mesh/rig for which you would have to create a custom animtree, anyway to create custom/extra anims just create the anim as normal and export it via actorx, i show this in my weapons tutorials its the same workflow just make sure you only have the mesh selected when you export the anims

Ok, I've seen your tutorial about weapon. It's same problem, i don't have any .psa file to set the movement/anim for my character. Do you have some examples .psa file which is imported in video tutorial?

zinzia.zie
04-29-2011, 12:13 AM
@azl, ok sounds like your using a custom mesh/rig for which you would have to create a custom animtree, anyway to create custom/extra anims just create the anim as normal and export it via actorx, i show this in my weapons tutorials its the same workflow just make sure you only have the mesh selected when you export the anims

I have the same problem with Azl, I'm pretty confuse getting .psa file, specially for character not for weapon. I've tried exporting .psa from .max model from UT3, I've tried your video tutorial about weapon too, but it didn't work. Do you have some examples .psa file especially for character ?

geodav
04-29-2011, 04:11 AM
come on guys, i don't want to spoon feed you your game content, to create your psa files make your anims then with the mesh selected export your anims via actorx, in the actorx manager then copy over and save the anims as a psa file, its the exact same way as doing the anims for the weapons


if you're still unsure you can also find lots of videos on youtube like this one i just found http://www.youtube.com/watch?v=TmxXxzJp-uk&feature=related

andynov123
05-02-2011, 05:40 PM
I followed the video and exported my gun via actorx. I got the following errors.
Node without matching vertices encountered for mesh: [Box03]
Node without matching vertices encountered for mesh: [Box05]
Warning: 333 'Unmatched node ID' Physique skin vertex errors encountered
Unsmooth groups processing: [1641] vertices added
Skin file GUNEXPORT.PSK written

When I import the psk to udk I get message
"Warning skeletal mesh is has no vertex influences"
And as you can see in guninudk.jpg. Half the gun isn't there.

Whats difference between your gun in the video and my gun in the pic below?
I dont understand whats with all the green triangles. Are they supposed to be bullets. If so I already have projectile set up in my projectile factory kismet code.

geodav
05-03-2011, 01:42 PM
ok
1st. make sure your weapon is a single mesh, "attach" all the peices together
2nd. the green triangles are simple max objects which i link together to make the "rig" i do it this way as i find it easier to control than max bones.
3rd. apply a skin modifier and skin(vertex wieght) your mesh to the bones
4th. with "only" the mesh selected export your weapon via actorx making sure you use the correct settings as shown on the video and on the website.

weapons don't use kismet at all afaik, and certainly not for a automatic pistol

andynov123
05-04-2011, 06:43 PM
I'm attempting to do everything in the video again with a different weapon and have run into some problems.

1.The triangles are not showing up under the skin modifier,
2. The triangles are not showing any signs of heirarchy, despite me linking them together.

You can see my 3ds max gun in pic below

geodav
05-05-2011, 01:47 PM
1st. get rid of everything esle in the scene so that you only have the weapon (as a single mesh) and the bones/pyramids
2nd. now open the "select by name lister" (hotkey H) to see your objects/bones makes sure you have "Display Children" ticked in the display settings of the lister.
3rd. if the above is ok and your bones are linked together then apply a skin modifer to your mesh, add the bones and weight the verties.
if your unsure what i'm on about the read/watch the 3ds max tutorials or trawl youtube

andynov123
05-05-2011, 06:25 PM
the triangles are not showing up in the bones areas. the only selectable is something called group. and i still cant add weight. i appreciate the help.

geodav
05-06-2011, 01:58 PM
ok take a tip from me, watch my videos, make you own weapon first, learn how to use 3ds max, then try again.

the thing called group is you weapon, it is a "Group" mesh eg lots of parts "grouped" together you need to ungroup it then attach all the parts together, in the "select by name lister" (hotkey H) make sure you can see everything you may have switched something off

Anartist
05-08-2011, 06:06 PM
Thanks to everyone who posts tutorials and example files about the UDK

I switched to UDK from valve recently


I am offline
all of you good folks are probably permanently connected with high speed umbilicals
I get about 3 hours max at the library

I really need an offline html of the entire udk dox wiki

By now some bright human must have already gathered all the pages and zipped them so they wouldn't have to dl them again

can someone link me to such a repository of useful study material?

video tuts aren't what I really need, the udk dox are getting pretty complete
but what's with the online only format.

I'm looking forward to improvements in an already very robust dev environment:confused:.

geodav
05-09-2011, 02:28 PM
@Anartist you may not have noticed that on the UDK doc site "UDN" it states that people should "NOT" make an offline version.

i on average get ca 2 hour per day on a computer - to do my game - to do tutorials - to help on this forum - and to have fun - but i do have a fast-ish connection

HEEROYUY
05-30-2011, 04:27 PM
Really enjoying the tutorials ive seen so far, the 40K stuff is awesome, great stuff!

Suit and Tie
06-10-2011, 03:03 AM
I'm following your videos for setting up the folders and making the gametype, but I've run into two problems.

First, in my UTGame.uc file, I don't have this section that is in your video:

"DefaultMapPrefixes (0) = (Prefix="DM",GameType="UTGame.UTDeathmatch")
DefaultMapPrefixes (1) = (Prefix="CTF",GameType="UTGameContent.UTCTFGame_Content")
DefaultMapPrefixes (3) = (Prefix="VCTF",GameType="UTGameContent.UTVehicleCTFGame_Content")"


Secondly, when you run the Game at the end of video 2, where yours says, "GeoDeathmatch" mine comes out saying, "DavCorp.GeoDeathmatch"


Where am I going wrong?

geodav
06-10-2011, 01:48 PM
your not going wrong at all, when i recorded those video's (12.2009) that was all correct, since then there have been changes to the UDK code including the UTGame code witch is why those lines are no longer there.

the change in the gametype name comes from that UDK now uses the scaleform frontend (menu) which for some reason shows the game package as well, don't worry it does it to me, if i find an answer to it then i'll let you all know.

i last checked my code and content with the March2011 UDK release so you should be ok

Suit and Tie
06-11-2011, 01:43 AM
your not going wrong at all, when i recorded those video's (12.2009) that was all correct, since then there have been changes to the UDK code including the UTGame code witch is why those lines are no longer there.

the change in the gametype name comes from that UDK now uses the scaleform frontend (menu) which for some reason shows the game package as well, don't worry it does it to me, if i find an answer to it then i'll let you all know.

i last checked my code and content with the March2011 UDK release so you should be ok

Ah, okay.

I've come across a new problem: after finishing the basic game, when I go to choose settings (bots, etc.) there is nothing there so it defaults to a bot on each spawn point.

geodav
06-11-2011, 02:37 PM
ok to get the menu settings to work with the udk scaleform menu system you need to add the following in your UDKGame.ini


[UT40kDeathmatch UTUIDataProvider_GameModeInfo]
GameMode=UT40k.UT40kDeathmatch
GameSettingsClass=UTgameSettingsDM
GameSearchClass=UTGameSearchDM
PreviewImageMarkup=UT40k_UI_Materials.GameTypes.UT 40k_GametypePic_Default
DefaultMap=UT40kDM-ut40ktest_10
Prefixes=UT40kDM
OptionSet=UT40kDM
IconImage=UI_HUD.HUD.UI_HUD_BaseD
IconU=442
IconV=76
IconUL=129
IconVL=104
FriendlyName=UT40k_Deathmatch
Description=Free-for-all deathmatch action.

and


[BotSkill_DM UTUIDataProvider_MenuOption]
OptionSet=DM
OptionSet=TDM
OptionSet=VCTF
OptionSet=UT40kDM
OptionSet=UT40kTDM
DataStoreMarkup=<UTGameSettings:BotSkill>

[NumBots_DM UTUIDataProvider_MenuOption]
OptionSet=DM
OptionSet=TDM
OptionSet=VCTF
OptionSet=UT40kDM
OptionSet=UT40kTDM
DataStoreMarkup=<UTGameSettings:NumBots>
OptionType=UTOT_Slider
RangeData=(MinValue=0.0,MaxValue=15.0,bIntRange=1, NudgeValue=1.0,CurrentValue=0.0)

[VsBots_DM UTUIDataProvider_MenuOption]
OptionSet=TDM
OptionSet=VCTF
OptionSet=UT40kDM
OptionSet=UT40kTDM
DataStoreMarkup=<UTGameSettings:VsBots>
bOnlineOnly=1

[GoalScore_DM UTUIDataProvider_MenuOption]
OptionSet=DM
OptionSet=TDM
OptionSet=VCTF
OptionSet=UT40kDM
OptionSet=UT40kTDM
DataStoreMarkup=<UTGameSettings:GoalScore>
bEditableCombo=1
bNumericCombo=1

[TimeLimit_DM UTUIDataProvider_MenuOption]
OptionSet=DM
OptionSet=TDM
OptionSet=VCTF
OptionSet=UT40kDM
OptionSet=UT40kTDM
DataStoreMarkup=<UTGameSettings:TimeLimit>
bEditableCombo=1
bNumericCombo=1

[BotTeam_DM UTUIDataProvider_MenuOption]
OptionSet=TDM
OptionSet=VCTF
OptionSet=UT40kDM
OptionSet=UT40kTDM
DataStoreMarkup=<UTStringList:BotTeams>
bRemoveOn360=1
bRemoveOnPC=1
bRemoveOnPS3=1

[ForceRespawn_DM UTUIDataProvider_MenuOption]
OptionSet=DM
OptionSet=TDM
OptionSet=VCTF
OptionSet=UT40kDM
OptionSet=UT40kTDM
DataStoreMarkup=<UTGameSettings:ForceRespawn>
OptionType=UTOT_CollectionCheckBox

please note these are not the entries used in my DavCorp gametypes you just need to adjust the option in your gametype ini entry and then add it to the other MenuOption sections

KingBadger
06-28-2011, 03:52 PM
Geodav, some of your tut's have been handy and have to say thanks. But old ones that don't work anymore maybe should be taken down (due to engine changes) maybe to help out new one's chasseing something that will never work with current engine configs. Update with the info above, would love to see footage of the game you’re working on!

geodav
06-29-2011, 01:43 PM
to be honest i'm finding it hard to find the time to do much atm, i do realise that most of my tutorials are a bit dated, the main thing is the work flow and to get people thinking in the Unreal way of doing things, if i get time i may re-new the udk basics as they have changed the most over the last year. some of the info in this thread may not get into the videos as Epic has a nasty habbit of changing great freatures to stop "Modders" from using to much of the UTGame code

if you mean UT40k as the game i'm working on then just goto http://www.moddb.com/mods/ut40k-the-chosen and download the monthly build that i upload on the last day of every month (tomorrow evening)

Shinamori
07-07-2011, 11:26 PM
Is there any way I can turn down the detail in UDK, not in editor. I mean in the actual game.

geodav
07-08-2011, 02:33 PM
you can probley do it via postprocess effects but its not something i've looked at sorry

grahf_the_seeker
08-03-2011, 12:12 AM
Hello there, I have seen Geodav tutorials and another ones over the web and I have some issues with my UDK Vehicle, I made mine in Blender and when I import it from a PSK file, add the anim tree but at the end my car comes to game with the front pointing to the sky, the wheels roll backguards and when I try to turn the car the steering whels are the ones in the back istead of the ones in the front, I think is somthing in my modeling program but I have trying for more than a month and can't figure how to solve this. Could any of you help me please?

I add images of my problem
http://saga-deluxe.net/img/carro.png
http://saga-deluxe.net/img/carro2.png

geodav
08-03-2011, 01:51 PM
first try using small pics or the shot tag(looks like the UT3 icon)

ok most problems like this are caused by the orintation of the base bone(pivot) sorry i've no idea how to do that in blender but it has to be done before you skin the mesh to the rig

as for steer the wrong wheel most likely you got something mixed up in the code, eg which are the front wheel bone and which are the rear

grahf_the_seeker
08-03-2011, 02:39 PM
Sorry for the big images, I just fixed that problem now,

about my wheel bones they are called F_R_Tire and F_L_Tire for the front ones and B_R_Tire and B_L_Tire for the one in the back, I'll check my code about that and ask the person that helps me with the 3D models about the orientation

crysis1414
08-05-2011, 05:47 PM
I used a car model with the landbuggy code, using only bones for wheels and the car body. However when I run the game, the wheels spin the wrong way (I don't mean like it's going in reverse, it turns inward towards the car then outward, like if you were facing the car it rotates left to right) and the car barely moves, can't go reverse and often can't change directions.

Like this:

http://i.imgur.com/38AbI.jpg

How could this be? I commented out the animtree and morphset, and my physics thing is one block. Thanks for any help and for your tutorials

geodav
08-06-2011, 01:19 PM
@crysis1414 from the look of the picture i would say the bone/pivots orientation is wrong

you also need an animtree in there otherwise you get all sorts of problems, just follow the tutorials through and you should be fine

grahf_the_seeker
08-09-2011, 02:42 PM
Sorry again, I'm the one whith the problem with the steering in the wheels.

I have still two problems, The Wheels of my car rotate in the oposite side I want, so when I press 'W' it goes back and when I press ´S´ It goes right, plus the wheels that steer when I press the keys are the ones in the back of my car

I checked all my code and can't find a reason for this to happen, you sayed that could be my code, but there no place where you can define which wheels are the front ones.

Second problem, sometimes, dependeding on how I export the car from Blender the car sounds like it's crashing over and over again, and it's still, in what I should call the right position.

What I'm doing wrong?

geodav
08-09-2011, 03:39 PM
ok from the scorpian code it shows which wheels are steered

Begin Object Class=UTVehicleScorpionWheel Name=RRWheel
BoneName="B_R_Tire"
BoneOffset=(X=0.0,Y=20.0,Z=0.0)
SkelControlName="B_R_Tire_Cont"
End Object
Wheels(0)=RRWheel

Begin Object Class=UTVehicleScorpionWheel Name=LRWheel
BoneName="B_L_Tire"
BoneOffset=(X=0.0,Y=-20.0,Z=0.0)
SkelControlName="B_L_Tire_Cont"
End Object
Wheels(1)=LRWheel

Begin Object Class=UTVehicleScorpionWheel Name=RFWheel
BoneName="F_R_Tire"
BoneOffset=(X=0.0,Y=20.0,Z=0.0)
SteerFactor=1.0
LongSlipFactor=2.0
LatSlipFactor=3.0
HandbrakeLongSlipFactor=0.8
HandbrakeLatSlipFactor=0.8
SkelControlName="F_R_Tire_Cont"
End Object
Wheels(2)=RFWheel

Begin Object Class=UTVehicleScorpionWheel Name=LFWheel
BoneName="F_L_Tire"
BoneOffset=(X=0.0,Y=-20.0,Z=0.0)
SteerFactor=1.0
LongSlipFactor=2.0
LatSlipFactor=3.0
HandbrakeLongSlipFactor=0.8
HandbrakeLatSlipFactor=0.8
SkelControlName="F_L_Tire_Cont"
End Object
Wheels(3)=LFWheel


with the direction problem i'd still say your bone orinetation is wrong

grahf_the_seeker
08-27-2011, 09:17 PM
hello again, I've got better since the last time, but I have an issue that's driving me crazy. the car runs cool and all, but when I need to turn left or right with almost no speed the car rotates so slow y have no go reverse and left or right like three times to go back on the track. I checked my code and the steering option with the scorpion code and can't find any diference, could you tell what I'm missing, thanks for all the help

geodav
08-28-2011, 01:35 PM
taking a wild guess here but you could try changing these values


Begin Object Class=UDKVehicleSimCar Name=SimObject
WheelSuspensionStiffness=100.0
WheelSuspensionDamping=3.0
WheelSuspensionBias=0.1
ChassisTorqueScale=0.0
MaxBrakeTorque=5.0
StopThreshold=100

MaxSteerAngleCurve=(Points=((InVal=0,OutVal=45),(I nVal=600.0,OutVal=15.0),(InVal=1100.0,OutVal=10.0) ,(InVal=1300.0,OutVal=6.0),(InVal=1600.0,OutVal=1. 0)))
SteerSpeed=110

LSDFactor=0.0
TorqueVSpeedCurve=(Points=((InVal=-600.0,OutVal=0.0),(InVal=-300.0,OutVal=80.0),(InVal=0.0,OutVal=130.0),(InVal =950.0,OutVal=130.0),(InVal=1050.0,OutVal=10.0),(I nVal=1150.0,OutVal=0.0)))
EngineRPMCurve=(Points=((InVal=-500.0,OutVal=2500.0),(InVal=0.0,OutVal=500.0),(InV al=549.0,OutVal=3500.0),(InVal=550.0,OutVal=1000.0 ),(InVal=849.0,OutVal=4500.0),(InVal=850.0,OutVal= 1500.0),(InVal=1100.0,OutVal=5000.0)))
EngineBrakeFactor=0.025
ThrottleSpeed=0.2
WheelInertia=0.2
NumWheelsForFullSteering=4
SteeringReductionFactor=0.0
SteeringReductionMinSpeed=1100.0
SteeringReductionSpeed=1400.0
bAutoHandbrake=true
bClampedFrictionModel=true
FrontalCollisionGripFactor=0.18
ConsoleHardTurnGripFactor=1.0
HardTurnMotorTorque=0.7

SpeedBasedTurnDamping=20.0
AirControlTurnTorque=40.0
InAirUprightMaxTorque=15.0
InAirUprightTorqueFactor=-30.0

// Longitudinal tire model based on 10% slip ratio peak
WheelLongExtremumSlip=0.1
WheelLongExtremumValue=1.0
WheelLongAsymptoteSlip=2.0
WheelLongAsymptoteValue=0.6

// Lateral tire model based on slip angle (radians)
WheelLatExtremumSlip=0.35 // 20 degrees
WheelLatExtremumValue=0.9
WheelLatAsymptoteSlip=1.4 // 80 degrees
WheelLatAsymptoteValue=0.9

bAutoDrive=false
AutoDriveSteer=0.3
End Object
SimObj=SimObject
Components.Add(SimObject)

biowolves
08-30-2011, 02:09 PM
Hi,
I have followed your UDK vehicle tutorial for a buggy and am having truble with the vehicle spawning the right way but when it hits the floor it rolls onto its side. When i try to flip it back in game it rolls back onto its side. Do you have any idea where I have messed up?

It is always rolling onto the same side as well

solved it by changing some X,Y,Z values to 0,0,0 :D
turns out the XYZ were for the centre of mass

Thankyou for all the tutorials :D

geodav
08-31-2011, 02:24 PM
np's glad you got it fixed

biowolves
08-31-2011, 04:18 PM
I have ended up stuck getting the turret to turn on my apc, the turret seams stuck facing forwords. I have checked my spelling and compared parts with your landtank files but still cannot find where i have messed up. any ideas where it might be.

After playing with ticky boxes i have got it so thinks rotate and change pitch but were i look has now effect on were it aims

geodav
09-01-2011, 02:09 PM
thats the idea with UT-vehicles the turret follows where you look as thats where you'll want to fire at, you steer the vehicle with WASZ and control the turret with the mouse

if that is not what you want then please try an explain what you need an i'll try and help

biowolves
09-01-2011, 04:23 PM
http://imageshack.us/clip/my-videos/689/3es.mp4/

here is a video of my problem. the vehicles also spawn with the turret facing the left and the turret is facing the right in the animetree editor but i dont mind the its the turrets aiming that is the problem.

sorry for the bad quality

geodav
09-02-2011, 02:05 PM
ok lets see if this helps,
in the properties of the turrets skeleton controller(animtree)
1. "Constraint" Invert Yaw tick box "tick"
2. "Adjustments" Apply Rotation tick box "tick"
3. "Rotation" Bone Rotation Space list -> BCS_ActorSpace

if unsure shout and i'll do a little vide for you

U F O
09-03-2011, 09:33 AM
Hey GeoDav , I have a problem with opening the package provided in the UDK Tank tutorial. when i open UDK and in the Content browser i choose load external package , it crashes. My udk version is : 2011-06

have any ideas ?

biowolves
09-03-2011, 09:59 AM
it didnt work :(
Here is a pic of the setting i have on the turret rotaion.

http://imageshack.us/photo/my-images/833/unled2tj.png/

I cannot change the bone rotation >yaw = 90
this is probably because I have had to change the Origen rotation of the skelaten mesh as it is from maya but then there should also be a roll set to -90.
__________________________________________________ _____________________

TO U F O
if you put the package (the UPK file) into the following fileder in your udk directory

\UDK-2011-05\UDKGame\Content\Vehicles\geo

it should appere in your content browser
so dont need to load anexternal package :)

U F O
09-03-2011, 11:17 AM
i did place geo's package there and it appeared in the content browser , but now when i try to open , double click or right click them , UDK crashes :(

biowolves
09-03-2011, 11:41 AM
Thats strange.
You could try redownloading the package.

Is it the VH_LandTank.upk
size; 38,544 KB

geodav
09-03-2011, 02:43 PM
ok try these settings
http://img834.imageshack.us/img834/5171/turretskelcontrol.jpg (http://imageshack.us/photo/my-images/834/turretskelcontrol.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)

using maya will make things a little harder for you but you need to try and align the bone/pivots correctly before skinning to the mesh

@UFO, i've just downloaded the content and tried it and it works fine

U F O
09-04-2011, 02:07 AM
it must be some simple issue again :(
because the content appears in the content browser and even the the texture's images are displayed ! but the name of the package in the list is black and if i either try to open , configure the content or fully load the package , it crashes.

i checked the file i have is the same exact size.

U F O
09-04-2011, 10:44 AM
sorry for the double post but check this out from my log file :


[0065.51] Log: === Critical error: ===
ReadFile beyond EOF 39468147+2/39468147 for file C:\UDK\UDK-2011-06\Binaries\Win64\..\..\UDKGame\Content\Vehicles\G eo\VH_LandTank.upk

Address = 0xfd44aa7d (filename not found) [in C:\Windows\system32\KERNELBASE.dll]
Address = 0x40261505 (filename not found) [in C:\UDK\UDK-2011-06\Binaries\Win64\UDK.exe]
Address = 0x4021d698 (filename not found) [in C:\UDK\UDK-2011-06\Binaries\Win64\UDK.exe]
Address = 0x40187d87 (filename not found) [in C:\UDK\UDK-2011-06\Binaries\Win64\UDK.exe]
Address = 0x40203a46 (filename not found) [in C:\UDK\UDK-2011-06\Binaries\Win64\UDK.exe]
Address = 0x401c36b4 (filename not found) [in C:\UDK\UDK-2011-06\Binaries\Win64\UDK.exe]
Address = 0x401f837a (filename not found) [in C:\UDK\UDK-2011-06\Binaries\Win64\UDK.exe]
Address = 0x4023c3d2 (filename not found) [in C:\UDK\UDK-2011-06\Binaries\Win64\UDK.exe]
Address = 0x4024530c (filename not found) [in C:\UDK\UDK-2011-06\Binaries\Win64\UDK.exe]
Address = 0x4088a5a5 (filename not found) [in C:\UDK\UDK-2011-06\Binaries\Win64\UDK.exe]
Address = 0x4020637a (filename not found) [in C:\UDK\UDK-2011-06\Binaries\Win64\UDK.exe]
Address = 0x4025bb97 (filename not found) [in C:\UDK\UDK-2011-06\Binaries\Win64\UDK.exe]
Address = 0x4025ce63 (filename not found) [in C:\UDK\UDK-2011-06\Binaries\Win64\UDK.exe]
Address = 0xf85dcf42 (filename not found) [in C:\Windows\Microsoft.NET\Framework64\v2.0.50727\ms corwks.dll]
Address = 0x3651a1 (filename not found)
Address = 0xffc76b00 (filename not found)
Address = 0x52cf18 (filename not found)
Address = 0x478f0d8 (filename not found)
Address = 0x52cbd8 (filename not found)
Address = 0x20000 (filename not found)
Address = 0x20000 (filename not found)
System.Runtime.InteropServices.SEHException error in UDK:

External component has thrown an exception.

at UObject.StaticLoadObject(UClass* , UObject* , Char* , Char* , UInt32 , UPackageMap* , UInt32 )
at MContentBrowserControl.LoadSelectedObjectsIfNeeded ()
at MContentBrowserControl.LoadAndActivateSelectedAsse ts()
at ContentBrowser.AssetCanvas.AssetVisual_MouseDouble Click(Object sender, MouseButtonEventArgs e)
at System.Windows.RoutedEventArgs.InvokeHandler(Deleg ate handler, Object target)
at System.Windows.EventRoute.InvokeHandlersImpl(Objec t source, RoutedEventArgs args, Boolean reRaised)
at System.Windows.UIElement.RaiseEventImpl(Dependency Object sender, RoutedEventArgs args)
at System.Windows.Controls.Control.OnMouseDoubleClick (MouseButtonEventArgs e)
at System.Windows.Controls.Control.HandleDoubleClick( Object sender, MouseButtonEventArgs e)
at System.Windows.RoutedEventArgs.InvokeHandler(Deleg ate handler, Object target)
at System.Windows.EventRoute.InvokeHandlersImpl(Objec t source, RoutedEventArgs args, Boolean reRaised)
at System.Windows.UIElement.ReRaiseEventAs(Dependency Object sender, RoutedEventArgs args, RoutedEvent newEvent)
at System.Windows.UIElement.OnMouseDownThunk(Object sender, MouseButtonEventArgs e)
at System.Windows.RoutedEventArgs.InvokeHandler(Deleg ate handler, Object target)
at System.Windows.EventRoute.InvokeHandlersImpl(Objec t source, RoutedEventArgs args, Boolean reRaised)
at System.Windows.UIElement.RaiseEventImpl(Dependency Object sender, RoutedEventArgs args)
at System.Windows.UIElement.RaiseEvent(RoutedEventArg s args, Boolean trusted)
at System.Windows.Input.InputManager.ProcessStagingAr ea()
at System.Windows.Input.InputManager.ProcessInput(Inp utEventArgs input)
at System.Windows.Input.InputProviderSite.ReportInput (InputReport inputReport)
at System.Windows.Interop.HwndMouseInputProvider.Repo rtInput(IntPtr hwnd, InputMode mode, Int32 timestamp, RawMouseActions actions, Int32 x, Int32 y, Int32 wheel)
at System.Windows.Interop.HwndMouseInputProvider.Filt erMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at System.Windows.Interop.HwndSource.InputFilterMessa ge(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at MS.Win32.HwndSubclass.DispatcherCallbackOperation( Object o)
at System.Windows.Threading.ExceptionWrapper.Internal RealCall(Delegate callback, Object args, Boolean isSingleParameter)
at System.Windows.Threading.ExceptionWrapper.TryCatch When(Object source, Delegate callback, Object args, Boolean isSingleParameter, Delegate catchHandler)
at System.Windows.Threading.Dispatcher.InvokeImpl(Dis patcherPriority priority, TimeSpan timeout, Delegate method, Object args, Boolean isSingleParameter)
at MS.Win32.HwndSubclass.SubclassWndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam)
at GuardedMainWrapper(Char* , HINSTANCE__* , HINSTANCE__* , Int32 )
at ManagedGuardedMain(Char* CmdLine, HINSTANCE__* hInInstance, HINSTANCE__* hPrevInstance, Int32 nCmdShow)

geodav
09-05-2011, 02:37 PM
just re-build the upk and checked it in UDK 08/2011

http://www.gamefront.com/files/20748668/VH_LandTank.upk

hope it helps

grahf_the_seeker
09-11-2011, 05:15 AM
hello again, I cannot solve my problem with steering, just can't find what to change in my code, But I have one more question, how can I change the max speed of my cars?? so each of them can have diferrent properties, I tried with the groundspeed option but it didn't seem to make any change.

Sorry to ask so many questions, But I find to hard the way to create vehicles, thanks for the help

geodav
09-11-2011, 01:45 PM
i'd try


GroundSpeed=800
AirSpeed=950
MaxSpeed=1050


apart from that no idea

as for the steering problem it's hard to second guess without actually see the code+content, if you upload it somewhere and PM me a link then i'll have a look for you

grahf_the_seeker
09-20-2011, 02:13 PM
Hello, as you asked me, I recorded in video some of my issues with my car, as you can see in the first seconds when I try to turn left or right at low speed the car turns unnaturally I think is some issue with the steering, second when I use the boot of the car, two of the wheels go up in a weird effect.

Also I get some sounds and an error that comes al the time, like of the cars was charshing continiuly all the time, I show the error at the end of the video, where I show you the log console of the game.

I hope that with this video you could help me with the little issues I still have with my cars, thanks for the help, you are always so helpfull


http://www.youtube.com/watch?v=QHgEonVm13M

tegleg
09-20-2011, 04:08 PM
looks like it has no grip for the steering problem
LatSlipFactor in the wheel code

the way i stopped the wheels going up all spaz like that was to comment out these lines here, nothing else seemed to work

/**
when called makes the wheels stick to the ground more
*/
simulated function LockWheels()
{
local SVehicleSimCar SimCar;

bSteeringLimited = true;
SimCar = SVehicleSimCar(SimObj);

//Wheels[0].SuspensionTravel = LockSuspensionTravel;
//Wheels[1].SuspensionTravel = LockSuspensionTravel;
//SimCar.WheelSuspensionStiffness= LockSuspensionStiffness;
SimCar.MaxSteerAngleCurve.Points[0].OutVal = BoostSteerFactors[0]; //10.0;
SimCar.MaxSteerAngleCurve.Points[1].OutVal = BoostSteerFactors[1]; //4.0;
SimCar.MaxSteerAngleCurve.Points[2].OutVal = BoostSteerFactors[2]; //1.2;

}
hope you dont mind geodav :)

grahf_the_seeker
09-20-2011, 05:53 PM
The tires going up on the power up a re fixed, thank you guys

sorry I changed the latslipfactor fo both wheels on my Vehicle code and on my wheel class but doesn't have any effect on my car, The slipfactor has to be between some values to work normallly???
here is my Vehicle code


Begin Object Class=RaceKartWheel Name=FLWheel
BoneName="F_L_Tire"
BoneOffset=(X=0.0,Y=20.0,Z=-2.0)
SteerFactor=1.0
LongSlipFactor=2.0
LatSlipFactor=7.5
HandbrakeLongSlipFactor=0.6
HandbrakeLatSlipFactor=0.8
SkelControlName="FLTire"
End Object
Wheels(2)=FLWheel



my wheel class




class RaceKartWheel extends UDKVehicleWheel;

defaultproperties
{
WheelRadius=22
SuspensionTravel=0
bPoweredWheel=true
SteerFactor=0.0
LongSlipFactor=5.0
LatSlipFactor=2.75
HandbrakeLongSlipFactor=0.7
HandbrakeLatSlipFactor=0.3
ParkedSlipFactor=10.0
bUseMaterialSpecificEffects=true
}



Thanks to your help to both of you guys, If I finish soon my game swear I'm gonnna put you on the credits, Thanks Guys