View Full Version : Vehicle Limitations In UDK
klunk
11-11-2009, 06:27 AM
Can someone enlighten me further to these, in particular whether tracked vehicles are possible ? If so has anyone implemented them.
ambershee
11-11-2009, 06:48 AM
There is a Tank in UT3. I'd suggest looking how that is implemented. I'd anticipate that it's essentially handled as a wheeled vehicle which has a large number of wheels.
Solid Snake
11-11-2009, 06:49 AM
Given that Unreal Tournament 3 had the Goliath Tank, I imagine it'll be just fine.
Hourences
11-11-2009, 06:53 AM
We have a semi tracked vehicle in The Ball. It is really easy to do if you are happy with not moving the actual treads. You simply make a texture with treads on, and then you trigger on an animation on that texture so they start panning. The speed at which the texture pans by is determined by Unrealscript. The faster you drive the faster the texture pans by.
So the easy approach is to have the animation is in the texture, not in the geometry.
klunk
11-11-2009, 06:59 AM
Given that Unreal Tournament 3 had the Goliath Tank, I imagine it'll be just fine.
loading the Goliath into UDK editor, throws up a missing class UTGame.UTSkelControl_tanktread. I tried adding this class to UTGame but it throw up errors when compiled.
strangelet
11-11-2009, 07:32 AM
because with ue vehicles it is possible to do basically anything you can imagine, it is also correspondingly complex.
http://udn.epicgames.com/Three/SettingUpVehicles.html
thats a good start. but you will seriously need to learn all about uscript.
ambershee
11-11-2009, 07:55 AM
loading the Goliath into UDK editor, throws up a missing class UTGame.UTSkelControl_tanktread. I tried adding this class to UTGame but it throw up errors when compiled.
It's a part of UT3, not UDK.
klunk
11-11-2009, 07:59 AM
yep been there, I would have no problem implementing a wheeled vehicle and handling the scripting involved. But for tracked vehicles to work/created is it necessary for the AnimTree editor to be extended (via uscript) to include the tank tread skeletal control ? or can Tracked vehicles be created without it ?
Conjured
11-11-2009, 04:56 PM
yep been there, I would have no problem implementing a wheeled vehicle and handling the scripting involved.
I envy you, because that is exactly what I need to do.
I just need a car with 4 wheels, and the only track I need is the one that the cars will be driven on.
Getting a mesh in seems to be difficult for me, so I probably won't have much luck getting the animated one in either.
Thanks for the link, because that is very nice stuff and looks as if it may get me rolling.
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