Results 1 to 8 of 8
  1. #1
    MSgt. Shooter Person
    Join Date
    Apr 2010
    Posts
    54

    Default Kismet and Unrealscript

    Say, I'm currently working on a color modifier and as usual I'm probably just over-thinking a really simple solution here probably, but is there some way to edit a material instance with kismet and save it as the new instance that way when my car uses the instance it instances the new color instead of the old one? So far I can change the color just can't get it to save it...
    or would I have to find some way to do this in Uscript?
    Last edited by Tsepeche; 07-13-2010 at 01:37 AM.

  2. #2
    MSgt. Shooter Person
    Join Date
    Apr 2010
    Posts
    54

    Default

    *bump* anyone? I've found code of the custom character from ut3, and currently looking through it atm, but suggestions or an idea are welcome. Thx in advance if anyone has one.

  3. #3
    MSgt. Shooter Person
    Join Date
    Feb 2008
    Location
    Pittsburgh, Pennsylvania
    Posts
    250
    Gamer IDs

    Gamertag: IrishKilter

    Default

    Why not just create multiple colors, save it in the package, and then use Unreal Script/Kismet to randomly assign that color varation VIA the different materials?

  4. #4
    MSgt. Shooter Person
    Join Date
    Apr 2010
    Posts
    54

    Default

    Well yea, that's come across my mind as well, but I'd have to do this for every single vehicle that I planned on implementing. It just seems like there's an easier way to do this, but the main problem is, saving that information to a custom class... But since I have the source to ut3's custom character data and preview code, I won't be as clueless =)

  5. #5
    MSgt. Shooter Person
    Join Date
    Sep 2008
    Location
    Raleigh, NC
    Posts
    320

    Default

    Take a look at how UT did their team colors. They use a material instance and set the color depending on the team you are on. I think they do have separate materials for each team though.

  6. #6
    MSgt. Shooter Person
    Join Date
    Apr 2010
    Posts
    54

    Default

    /* Color
    Yea they do have separate MIC's for each team. If I can modify the MIC in kismet and somehow save that to the custom character data, it'd be good.
    */

    /* Saving changes
    I have no idea how epic did it with their custom character in UT3. The only thing I saw with kismet in their frontend level was just matinee sequences that just controlled the camera.. Nor could I get a straight answer out of their preview or data source code for the custom character. Anybody who's looken through that code and knows what happens or knows how they save the changed meshes, could you share your knowledge on this matter to help me and any others wanting to know how to get custom characters made. A hint, or anything will suffice for me. Thx in advance
    */

  7. #7
    Veteran
    Join Date
    May 2007
    Location
    Above KillZ, Below StallZ
    Posts
    9,953

    Default

    UT3 had a lot of custom native code for dealing with the character stuff.

    There's really not much of a way to save data for individual objects, besides using the config() stuff.
    http://www.ericbla.de http://www.dungeondefenders.com http://en.wikipedia.org/wiki/Warm_Gun http://www.rekoil.com http://www.groundbranch.com

    - Please don't send me private messages asking programming questions, those would be better asked on the Programming forum here. Thanks

  8. #8
    MSgt. Shooter Person
    Join Date
    Apr 2010
    Posts
    54

    Default

    Yea so I've noticed, I just found two resources on the UDN website, one for the config files and the other for a save system which uses config files since it directed me there first if I wasn't familiar with it. So I'm sure I'll get this down for saving items if they're changed.


 

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Copyright ©2009-2011 Epic Games, Inc. All Rights Reserved.
Digital Point modules: Sphinx-based search vBulletin skin by CompletevB.com.