View Full Version : Beginner Tutorial Requests Here
tegleg
03-19-2010, 07:26 PM
This thread has been started in order to:
make a list of subjects, projects, etc. that you would like documentation, tutorials, examples, etc. over and (and this is important) would benefit a large number of UDK users
Sir. Polaris
03-19-2010, 08:11 PM
In short everything is a benefit to some one and if properly stored, a benefit to a large amount of people.
However if what your asking is "What will help the most people, right now and over time" then your looking at a inverse pyramid like this
http://img101.imageshack.us/img101/6412/invertedpara.jpg (http://img101.imageshack.us/i/invertedpara.jpg/)
With most demand being on drag and drop actions, or very complex but dream things. In my time here the major things that I've seen in demand are:
Custom Weapons
Custom Hud
Custom Vehicles
Top down Camera
Making a RPG
How to do basic level design
How to work the UDK
As is normal to areas such as this, you get a lot of developers who are just trying there hand at developing for the first time. As such you see a large increase of questions and requests around the front door actions of the product, vs later on questions that come after weeks or months of developing.
This community is unique (from what I know) in that it has a lot of resources available to it, and has the luxury of previous instalments of it's engine. As such there is alot of veterancy and many of the starting questions are killed before posted. That and the visual editor helps null many of the questions you would find with pure code engines like XNA or Ogre. However many still get though - and it doesn't mean the demand is not there, just means it's been attended to.
What I'm trying to say is that a thread like this seems futile if what is in demand is obvious. All we need to do is see the bumped threads and new posts or look over the history of these forums and see what keeps cropping up time after time. We don't need to even get technical and look at the social dynamics of this area - to which I hinted on with the pyramid.
If we are trying to figure out what to help people with, I say do it all - start with what you know best and roll with it. In the end some one is going to need help with somthing you made. The question next then, is will he find your help? If we must focus on one aspect then do so on refining the base, then move on from there covering that which has not been covered.
So anyways, thats my 1.50$ on the matter.
tegleg
03-20-2010, 12:56 PM
here are the things i am strugling to find out about right now or would like to see clear, well written and correct instructions.
Initial Folder/Game Setup
how to set up project folders.
How to set up a basic pawn and pawn controller.
Game types - a list of the bundled functions and what they do.
how to set up you own game type and game info
Cameras
how to set up multiple cameras, with aim corrections and switch between them in game
Vehicles
How to make and import custom vehicles
wheeled, hover and flying
Characters
How to make and import custom characters
by 'how to make' i mean a basic set of rules that must be adhered to when creating a skelital mesh in a 3d package
Weapons
How to make and import custom weapons
Controling pawns in Kismet
there seems to be very little info at all on this subject
Action>Pawn>Enter Vehicle for example (along with many more) is not listed even in kismet referance
UTFrontEnd.udk Customisation/Creation
How to make your own front end and escape menu
Custom HUD
how to make your own HUD
or detailed information on how the default HUD is made/works
Multiplayer
how to set up your game for multiplayer and get it working over the internet
theres loads more but that will do for now
Sir. Polaris
03-20-2010, 02:23 PM
theres loads more but that will do for now
If your going to keep flushing the list out, give me a shout on the PM.
tegleg
03-20-2010, 02:30 PM
i probably wont add any or much more to my list.
i just wanted to get the thread going a bit, hopefully people will pick up on it and add their own lists.
so in the end its obvious which areas need more work.
i have been pushing for tutorials so im trying to do my bit to help the udk comunity and make it happen.
Showster
03-20-2010, 03:14 PM
Note sure if these have been written elsewhere?
A UDK character selection UI tutorial that loads different pawns when ingame.
A counterstrike / cod buy weapons menu tutorial.
Character gibs / real time amputations.
UDK splitscreen setup
Melee Combat
Driving Mode with racing mechanics / i.e. timed laps etc..
Walking Vehicle tutorial for Mechas
I'll contribute any ideas / source I make :)
Greg
Blade[UG]
03-20-2010, 04:37 PM
how to set up project folders.
Create a folder in Development\Src with your desired packagename, ala MyGame. Create a folder inside that folder called "classes". Open UTGame\Config\DefaultEngine.ini . Find "EditPackages". Add your own line "EditPackages=MyGame". Delete UTEngine.ini.
How to set up a basic pawn and pawn controller.
Create a file in Development\Src\MyGame\Classes called, for example, "MyPawn.uc". it contains: "class MyPawn extends UTPawn;"
Create a file in Development\Src\MyGame\Classes called, for example, "MyPlayerController.uc". it contains: "class MyPlayerController extends UTPlayerController;"
how to set up you own game type and game info
Create a file in Development\Src\MyGame\Classes called, for example, "MyGameInfo.uc". it contains:
class MyGameInfo extends UTGame;
defaultproperties
{
PlayerControllerClass=class'MyPlayerController'
DefaultPawnClass=class'MyPawn'
}
How to make your own front end and escape menu
UIScene Editor
how to make your own HUD
Create a file in Development\Src\MyGame\Classes called, for example, "MyHUD.uc". it contains "class MyHUD extends UTHUD;"
how to set up your game for multiplayer and get it working over the internet
Dedicated server: run "udk server MapName"
Listen server: run "udk MapName?Listen", or on console, enter "open MapName?Listen"
Client: run "udk IpAddressToConnectTo" or on console, enter "open ipaddresstoconnectto"
My tutorial:
You need to design exactly what you want. If you don't know exactly what you want, and can't describe it in exactly every detail, you'll never get it. Once you do know exactly what you want, and can describe it in exactly every detail, then it becomes very easy.
sueds
03-20-2010, 04:50 PM
here are the things i am strugling to find out about right now or would like to see clear, well written and correct instructions.
Initial Folder/Game Setup
how to set up project folders.
How to set up a basic pawn and pawn controller.
Game types - a list of the bundled functions and what they do.
how to set up you own game type and game info
Cameras
how to set up multiple cameras, with aim corrections and switch between them in game
Vehicles
How to make and import custom vehicles
wheeled, hover and flying
Characters
How to make and import custom characters
by 'how to make' i mean a basic set of rules that must be adhered to when creating a skelital mesh in a 3d package
Weapons
How to make and import custom weapons
Controling pawns in Kismet
there seems to be very little info at all on this subject
Action>Pawn>Enter Vehicle for example (along with many more) is not listed even in kismet referance
UTFrontEnd.udk Customisation/Creation
How to make your own front end and escape menu
Custom HUD
how to make your own HUD
or detailed information on how the default HUD is made/works
Multiplayer
how to set up your game for multiplayer and get it working over the internet
theres loads more but that will do for now
how to make game in short. As I mentioned in another post, if you don't know how to create these or to do some research just change engine. I mean unity has a great 3rd player tutorial with a lot of script tutorial.
You've been the whole week complaining about this and that. you really are lazy *ss. If you don't know how to do a game just don't do any or try to learn by yourself. You have to get your hands dirty.
Please do a little research before you start asking people to do your game. Most of the thing you are asking on that list is already on the forum.
I almost forgot how old are you.
ffejnosliw
03-20-2010, 05:01 PM
how to make game in short. As I mentioned in another post, if you don't know how to create these or to do some research just change engine. I mean unity has a great 3rd player tutorial with a lot of script tutorial.
You've been the whole week complaining about this and that. you really are lazy *ss. If you don't know how to do a game just don't do any or try to learn by yourself. You have to get your hands dirty.
Please do a little research before you start asking people to do your game.
I almost forgot how old are you.
Whoa, whoa, whoa...I don't know what may have gone on in other threads, but there is nothing wrong with pointing out areas where documentation, tutorials, or examples may be lacking and would be helpful. In fact, I asked him to do just that. It helps those who are in the position to create such things know where to focus their efforts.
Also, I don't really like the tone of this post. Discouraging someone from trying something because they may need a little help along the way is just wrong. Calling people names is even worse. I would ask that everyone try to keep a more positive attitude and be nice to fellow community members.
sueds
03-20-2010, 06:08 PM
maybe it was rude but you can just asking stuff. In the documentation section there is a whole thread dedicated to vehicle. Why don't put a link for example. Constructive attitude is not just asking stuff. Suggestion is good but if you don't bring anything on the table you surely look like you are asking people to do your job.
So maybe I'll try to be constructive as blade.
For example the hud and the weapon tutorial in this blog are great
http://forecourse.com/unreal-tutorials/
tegleg
03-21-2010, 12:26 PM
if you had read the wheeled vehicle thread you would see that after my initial questions i contributed what i could http://utforums.epicgames.com/showthread.php?t=714973
i also did my best to help out in the flying vehicle thread http://utforums.epicgames.com/showthread.php?t=720180
you see im being quite the opposite of a lazy *ss
any you have no idea how old i am?
Dvoyles
03-25-2010, 02:45 PM
Let me hop in here for a moment and throw my two cents in as well.
While I'm sure there are a number of excellent written and video tutorials regarding the UDK, at the moment they are unorganized and scattered. Sure a bit of searching will yield some results, but for them to truly be sufficent, they need to be organized, or at least easy to find.
A number of your requests are items I would like to see as well, considering I am new to the UDK too. While I currently use both copies of the "Mastering Unreal Technology" books, an online resource such as these forums work excellent when used in tandem.
My request is to have a sticky for a number of guides/tutorials for new users to have. This will do a number of things:
1 )Promote conversation among the community
2) Provide one solid resource for information
3) Stop the needless requests for things which may already exist on the forums
4) Make efficient use of time, rather than having to constantly search
Aabra
03-25-2010, 08:28 PM
I'm new here as you can certainly see from my post count. To be honest ever since I downloaded the UDK I've simply been plowing through the 3D Buzz tutorials which so far have been amazing.
To this point I've been very happy with all the tutorials and information I've been able to find and have no questions whatsoever. Once I run out of them however I'm sure I'll have tons. The "Simple Level" 3d Buzz tutorial is especially good. The other "basic level" tutorials are good as well but they don't really cover very much at all whereas the 3D Buzz one really goes in depth for a lot of really useful things.
I liked the Matinee tutorial as well. Very well done. :)
The one thing I've noticed is that in general I haven't really found many tutorials at all for Unrealscript. I admittedly haven't done any of the existing ones yet or started playing with it at all so I can't say whether there aren't enough yet but it's something I thought I'd mention.
CreativeCoding
03-28-2010, 08:29 PM
Well, I think everyone wants to know how you make a custom gun.
NikSha
03-28-2010, 10:14 PM
Also, a proper save/load game system. There is one RPGish one in UDN but will help if some Script pro did a video/tutorial on this.
I would love to see a tutorial for a very simple and basic game without using the UT classes wich covers changing the Pawn to a cube/sphere and then controlling it with your keyboard.
Of course it would have a 3rd person camera so you could see the pawn but I doubt you need more than 3 simple classes to do it... (extending GameInfo, PlayerController and GamePawn)
TheAgent
03-31-2010, 10:25 AM
I've been messing around with the UDN save game system i got it working however its not a real save game system more of an example on how you can save settings to a ini file.
I would love to know how to create a real save game system and also
something thats been nicking me is how i can implement a [unholster and iron site] weapon feature. Where you can unholster your pistol or rifle from your back and go into fight mode and also where you can right click and iron site a weapon.
I remember seeing something about iron sites in the forums, however its lost in the pages and i cant seem to find it with search.
Blade[UG]
04-01-2010, 04:38 AM
How would you define "real save game system"? If you can explain, exactly, down to the letter, what you mean by that, then implementing it will be cake.
TheAgent
04-01-2010, 10:57 AM
Well you just hit start save then it saves your last check point with all of the weapon you have picked up ammo inventory and what ever. Also real as in not the way sapitu has it which is just printing strings to an .ini file its technically saved but its not a start save game state and then reload when you hit continue.
Blade[UG]
04-01-2010, 02:35 PM
so, modify that to save your ammo, inventory, location, and whatever. Then write some code to restore all of that. That by itself is not very difficult at all. Of course, once you do implement that, I think you'll find yourself probably wanting for more, and more, and more, since you haven't thought it through all the way.
One easy way to deal with the "other stuff", i guess, is to auto-save at a checkpoint, and anything prior to that checkpoint gets automatically deleted (or just have each level start at a checkpoint)
NikSha
04-01-2010, 02:48 PM
Can someone do a checkpoint example then? (not autosave over same, but different checkpoints which can be loaded by player)
Also, save game system in engines usually pauses and saves the current state of the world. That means buildings destroyed, people killed, missions accomplished.. etc. etc.
I guess we can do that with INI (most of it at least) but that means going around making special enteries for destroyable objects and check every object for destruction. I am surprised they removed save feature (of all things) from UDK considering even Unreal 1 had it ages ago, it's just a basic feature (unless someone can do Mass Effect style checkpoint system and post a example).
TheAgent
04-01-2010, 07:23 PM
oh alright cool ill try that out Blade :]
fdslk
04-02-2010, 01:44 AM
Is it possible if someone can point me out these two things:
1. a script for dailogs options like an rpg with mutliple possibilities to say.
2. a tip or way to set the camera attached to the main model's head so when it moves you could the external animation. Similar to Thief 3.
Thxs! :D
Blade[UG]
04-02-2010, 07:58 AM
NikSha: The way save games were handled in Unreal Engine 1/2 is really not feasible anymore. Remember level files for UE1 were a couple of megs? Well, in UE3, an individual level could be a few hundred megs, and a "savegame" that consists of "the entire world status" could be dozens of levels.
RomanLionz
04-05-2010, 05:17 PM
Could it be possible to get some documentation on using the Behaviors within the crowd archetypes? for instance, when a crowd enters a crowd interaction point, it is possible to change their "behavior archetype" but I have found no place to create a behavior archetype nor have i found an existing one to modify. behavior archetype is different than the actual archetype. any help?? thanks!
shuriken88
05-03-2010, 02:09 PM
Note sure if these have been written elsewhere?
A UDK character selection UI tutorial that loads different pawns when ingame.
A counterstrike / cod buy weapons menu tutorial.
Character gibs / real time amputations.
UDK splitscreen setup
Melee Combat
Driving Mode with racing mechanics / i.e. timed laps etc..
Walking Vehicle tutorial for Mechas
I'll contribute any ideas / source I make :)
Greg
Every idea there sounds sweeter than sugar, I cant wait to see some of these in a tutorial!
Heres a few ideas, but Im no programmer i'll tell you now:-
-Basic pedestrian system for GTA/APB/SR style games (look both ways before crossing!/steal other peds or your cars/talk to eachother etc)
-Conversation system with branches that affect storyline events (like in Deus Ex or other Unreal engine RPG's)
-Police/Authority bots, that come after your polygon ass if you trigger a 'Crime condition/event' (or change to 'hate player' AI mode when necessary)
-Bioshock style weapon customisation
-RPG style character creation OR GTA/SR style apparel customisation
-A true working torch script (you can turn it on/off and aim up/down, not just left/right, and has a torch-bulb projection effect)
-A non-console based cheats system to unlock secret weapons/chars/features
-Visible wounds or blood stains on characters (or yourself) when you hit them (like in OLD games like Syphon Filter (PSX 1996?), Far Cry, and newer ones like Bioshock)
-Health that slowly regenerates, IF you stand still or take cover somewhere quiet
-Vampire style health system (you better start sucking necks if you want to survive), plus any lights marked as 'Solar/Sunlight' hurt you and cause burn effects
-Deus Ex/Crysis style augmentation system (simple toggle enabled in game mutators? like regen, nightvision etc)
-Feature to enable your character to say 'Positive' or 'Negative' things in context to the situation (eg. you approach an old lady: Positive- "would you like some help with that shopping trolley?" Negative- "Give me your purse you old hag, because I hate all old people, especially you") Or a person asks you to find their missing child: Pos- "Mate, dont worry, im gonna help you get your little rugrat back safe n sound, calm down, we'll sort this out" Neg- "you stupid prick, you shouldn't have left you toddler alone in that hotel room while you and your missus go and enjoy tapas in the bar half a mile down the road, you shouldn't be a parent, I hope your kid comes back just to slap the hell out of you"
- A theft and fence system, so you can burgle peoples houses/shops, mug people, steal car stereos/satnavs, steal any random crap, and try to sell it off to the local swag man, unless you dont know him, in which case he tells you to GTFO now.
Im out of ideas for a while. Most of these are probably too complicated to implement anyway, unless you were the bloke that taught Steven Hawkings everything he knows.
Blade[UG]
05-03-2010, 06:15 PM
Designing your systems is a lot more difficult than implementing them, in my opinion
shuriken88
05-12-2010, 11:12 AM
Im most interested in:-
The torch idea (a real working torch script, like the torch effect in STALKER, SILENT HILL 2,3,5)
Visible wounds (So you can really do some damage to enemies, and vice versa)
A health system based on the amount/type of wounds you have.
Any help on any of these ideas (I dont even know the 1st thing about how to do any of this) would be HUGELY appreciated. I'm finding it extremely hard to get used to scripting. I've spent weeks researching (or trying to) but nothing is clear cut, or easy to approach unless your already a scripter (all scripting tuts seem geared towards people who already know how to script); which begs an obvious question.
Peace, I need help LOL, no seriously!
Zero713
05-12-2010, 05:37 PM
I would really love a tank programming tutorial :o
tegleg
05-12-2010, 07:22 PM
I would really love a tank programming tutorial :o
looks like geodav might be working on a tank tutorial
(ill be posting a plug and play 6 wheeled vehicle soon)
Psilocybe
05-12-2010, 09:39 PM
All of these ideas sound great, and hopefully some of them will get done! I myself would love to see a comprehensive tutorial on melee weapons and the animation involved.
Cheers!
avoak
05-13-2010, 07:22 PM
All of those sound great! I really hope that there would be a vehicle tutorial and a melee weapon tutorial.
Mogget
05-13-2010, 08:21 PM
I would love to see some sort of tutorial on how to make a rain effect. preferably with cascade or something rather than with sheets which look kinda cheap at certain angles :p
Blade[UG]
05-14-2010, 02:59 AM
Emitters, sir.
Naike
05-17-2010, 03:24 AM
I think a guide that would explain the game engine itswlf would do wonders.
Explain all the files and folders, what they are used for, all the different programs that come with udk.
Sure, we all know how to change our camera angle, or make a map, but what does this have to do with the real game, where is the core of a game.
I think there are plenty of people who know how to script or make nice maps ie. But many dont have the idea how it all comes together.
If this would be explained somewhere, there would be less questions if they would know how this all works, thus they can atart working on it themselves.
Any comments?
BlackHornet80
05-17-2010, 03:45 AM
Comments?
understanding is an experience, if you work with the tools, the scripts...with time you understand how everything works together.
a single tutorial wont help anyway if the ppl dont want to spent time in investigating the capabilities of Unreal.
if you want tutorials, browse the forums, goto 3dBuzz, there are plenty of good tutorial that explain alot of things. Then start to modify what they did, create your own things. if you have a camera tutorial, try to change some parts, und you will understand how camera works, what other classes are related to it. Its a learning process.
Naike
05-17-2010, 03:51 AM
Comments?
understanding is an experience, if you work with the tools, the scripts...with time you understand how everything works together.
a single tutorial wont help anyway if the ppl dont want to spent time in investigating the capabilities of Unreal.
if you want tutorials, browse the forums, goto 3dBuzz, there are plenty of good tutorial that explain alot of things. Then start to modify what they did, create your own things. if you have a camera tutorial, try to change some parts, und you will understand how camera works, what other classes are related to it. Its a learning process.
I guess you are right.
Mastershadow
05-28-2010, 04:00 AM
Object placement during gameplay (RTS type construction) and a AI target acquiring tutorial
Saishy
05-28-2010, 08:22 AM
I would love a tutorial about custom inventories.
Kaldrick
05-28-2010, 12:08 PM
I would love a tutorial about custom inventories.
Aye, tis' would be real helpful.
Kasigawa
05-28-2010, 12:16 PM
I would like to know how to create a custom multiplayer variant! Like nazi zombies or the GOW 2 waves.
Or possible even single player, where the AI isn't a brutal mindless killing machine that dose everthing possible to eliminate you for no apparent reason beside it's intentional script it has to follow. In other words, i'd like to create or change AI.
Snufkin
05-28-2010, 12:47 PM
I would LOVE an Hack and Slash combo tutorial!
Blade[UG]
05-29-2010, 01:20 AM
Object placement during gameplay (RTS type construction) and a AI target acquiring tutorial
Spawn() and "how would you like to acquire a target?"
I would love a tutorial about custom inventories.
Exactly which aspect?
I would like to know how to create a custom multiplayer variant! Like nazi zombies or the GOW 2 waves.
Or possible even single player, where the AI isn't a brutal mindless killing machine that dose everthing possible to eliminate you for no apparent reason beside it's intentional script it has to follow. In other words, i'd like to create or change AI.
Variant of what?
Start a new subclass of AIController. Read through the available events and functions within AIController and Controller, implement the parts you need.
I would LOVE an Hack and Slash combo tutorial!
?
CreativeCoding
05-29-2010, 01:58 AM
Hack and Slash = super combo with a knife?
Anyhow, some cool useful things in UnrealScript would be nice. Personally, I would like to learn on how to create physics and forces (push and pull the player via code).
Why? Well, this guy made an awesomesauce gun that was a grappling hook. He didn't make anything pull the play, but instead push the player towards the location. Amazing programming.
Snufkin
05-29-2010, 12:15 PM
Hack and Slash = super combo with a knife?
Yes like in Devil May Cry Games.:D
Is it possible if someone can point me out these two things:
1. a script for dailogs options like an rpg with mutliple possibilities to say.
2. a tip or way to set the camera attached to the main model's head so when it moves you could the external animation. Similar to Thief 3.
Thxs! :D
1) Well here is a way of doing it with Kismet and UI Scene. I used this a while back and advanced on it by adding some matinee, cams, sound and facefx options to the provided kismet tree to make it more like Oblivion but this is good to start with. Tho Some would say it shoukld be done in script, I find my conversations in my project are very map spacific so this works.
http://www.olde-bijvank.nl/index.php?option=com_content&view=article&id=35&Itemid=72
2) What you want is not so much a cam tut but a head animation tut. This is done with a basic follow cam script for the cam and then another piece of code to have the model turn his head to look at whatever object is being looked at. So If I were you I would start with the CAM code, there is a follow cam tut already in the forums. And worry about the head looking code later.
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