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  1. #1
    MSgt. Shooter Person
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    Default i need some help beyond the call of duty

    Ok I finally got some time on my hands as I don’t have a job any more ^^
    Time to crank this udk and see if I can fold this engine like ut2003
    I bet I have record for most meatiest crash -24saves ,either that or epic stole my work
    ^^
    Any way I as I a hobbyist just relearning 3ds max 2012 and mudbox 2012
    As well as the udk I have some project questions.
    1.my polly limit for structures? Within a section of play field?
    2.i take it if I do an analysis of mass efect3 there are a lot of mat paintings. So were could I find
    Industrial tutorials free..
    3.also where can I find a rigging and weapon import tutorial /vtm ,covering everything?
    4.also vtm on cam position as few months ago I tried but it seem to be very buggy and would pop
    Back to slandered view. it would be better were I could use the scroll wheel to move from
    Third person into first by mouse wheel…so any vtm here on this subject?
    I have a lot to do but then I have the iq to do it if I know how.
    Any pro like to take me under their wing and enlighten me?
    I believe my skill has matured and im capable of industrial lvl out put…
    But seeing is believing..i don’t want to join a project were im told ye the sky is blue game play has to last
    1 hour..but you the lead designer not me as no 1 could keep up with me…so no thanks mod teams
    Its about me now my dreams to reveal so if you can help
    My email is ever_frost@hotmail.com I wonder can I still use action maps on my portholes ^^
    Here is some old stuff so I do have a bit of a clue...
















  2. #2
    MSgt. Shooter Person
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  3. #3
    Redeemer
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    Your work seems nice well done, i didn't get your first question, but for the others yeah there are a lot of tutorial. For the material tutorials there's UDN check here that will make you understand a bit about the material editor and it's functions http://udn.epicgames.com/Three/MaterialsCompendium.html
    and also some material examples that should help http://udn.epicgames.com/Three/MaterialExamples.html
    now for rigging and art related stuff check out his channel http://www.youtube.com/user/lexluthornumber1
    and his channel http://www.youtube.com/user/ut40kgeodav
    if it's not enough then let me know i'll post some more,

  4. #4
    MSgt. Shooter Person
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    Wow nice effort ,thanks a lot! I will take a look at those links, I had a quick squiz and it looked promising.
    Im out of date and am in prose’s of refreshing my self
    Question 1. I know you can have so many pollys per porthole area or with in an area
    So in essence what limitation is their in polly count,. I do know that there are many other factors
    Involved here but it gives me a clue on architecture limitations, even though id go basic
    With texture mapping overly accentuating geometry.
    I tried to learn xbox code and was an epic fail ..lol no pun intended but I cant code!
    But I gathered the frame is redrawn per fps rather than animated…tell me if I got that wrong?
    Im rambling again lol simple put how many pollys is a safe margin for me to play around within know it will be a variable depending on circumstance.. obviously but I think id feel more comfortable knowing
    A ruff estimate… hope this explained it better?

    I like roll outs with function name value 0/1 followed by a roll out, I think it was when I was young and
    Did the code tut for zx spectrum to make a triangle made out of 0s and 1s shoot a “I” round and it failed
    psychologically ended my ability to code..as if i could lol
    Or now in imagination did I create a polygon and that’s why they tortured me and erased my memory
    Hehe…open to debate ^^ kidding ! any way any coder out there hobbyist who knows maybe we can help each other out favor for favor..
    Last edited by mr smith; 07-16-2012 at 02:22 AM.

  5. #5
    MSgt. Shooter Person
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    part1
    Just reflecting on a past life
    This was first map I ever drew

    And I found these…I almost cried as I threw away so many chances, but realized the editor offered
    Bsp mapping and I believe is a very good tool that is cumbersome and has been over looked as a training tool in really ruffling out a map…








    Last edited by mr smith; 07-16-2012 at 06:31 AM.

  6. #6
    MSgt. Shooter Person
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    Oh well….flew to close to the son to fast I blew up on the floor..bugga I still think I did ok for hobbyist nub biskit ^^

  7. #7
    Redeemer
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    Nice maps you got in there, for the poly count limit, well i don't really know if there is a limit, i know from experience that if you import a high poly mesh that has for instance 60000 vertices, it will take a lot of time to rebuild the lights, i have imported a high detailed balcony with only 8000 vertices, to be able to keep the detail you only need to create a material using the texture map, normal map, cavity map etc, so for the meshes i would suggest to export them at the lowest poly count possible, the lowest i could get for the balcony was 8000 vertices, for the question you ask i honestly have no idea if you got it wrong or right,
    i'm sure you would be able to code with unrealscript it's a really easy language, you could learn from the codes provided by epic, that's what i used to do,
    i hope i have answered your questions, if you got another one you can still post back
    Last edited by reinrag; 07-16-2012 at 07:26 AM.

  8. #8
    Marrow Fiend
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    a part from the map build side you might want to have a look at my udk basics video's
    UT40K:The Chosen - Warhammer 40,000 for UDK
    ut40kgeodav - UT3 Tutorials - Characters - Weapons - Vehicles - FaceFX
    UDK Tutorials - Basics - Vehicles - Characters - Weapons

  9. #9
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    thanks,yes you hit nail on head

    thank you i will

    Just as a thought making programming simple helps, presets on roll outs help more ^^

    1.Last question in time past if you drew a mesh in an engine an dropped it in 3ds max
    Then back into the engine the mesh would lack optimization of a clean external mesh
    So if lets say I drew stuff in doom3 radiant as it is bi far easier than 3ds max in patch work
    Snap to grid work flow and construction.
    For example ,im porting this in to max, cleaning it and dropping it into the udk..will it
    Be optimized or still less effective than a clen 3ds mesh.

    2.ok I know with render bla they utilized decal tec from half life 2
    so why cant they utilize an external modeler like max on the side?
    Utilizing doom3 radiant tec ? as clearly id soft sunk their own ship!
    On new engine…

  10. #10
    MSgt. Shooter Person
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    Hmm my story sound goodish or I need to tell it better?
    Input would be nice in my story telling skills


    Prolog:
    Out of the Shadows
    Year 4029ad the Earth experienced a freak meteor shower as blue balls off fire shot threw the atmosphere plummeting to the earth’s surface and exploding in violent explosions that obliterated everything for miles around each impact zone.
    When survivors inspected the craters they found a Crystal formation which they soon realized was a new kind of element they called Cellron.
    Cellron was a pure energy source that did not emit radiation but yielded an immense energy witch mankind started to utilize as a new age of civilization emerged.
    Year 5040ad over 1000 years had passed and the cataclysm of 4029ad forgotten , wars broke out between the corporations for domination of this new element of powers, as new meteors fell in so called crystal storms.
    Collecting fragments of Cellron became a very dangerous undertaking, impact zones becoming the battle fields.
    Soon so called Pirates emerged hijacking the spoils of battle as it was not only the fastest way to get rich but a battle for survival.


    Chapter : 1
    The moon hidden behind the clouds now ,the sound of the howling wind was all that could be heard before a volley of automatic fire broke out. Muzzle flashes flicking all around as whatever was approaching advanced on their position.
    Striker Sitting with his back against the wall pined by ratcheting bullets that flickered as clouds of dust and the occasional clump of ruble Scared all around him . He Clenched tightly onto his PDA as time seemed to stand still as he reflected to Himself...he was a technician just here to take readings, how would he survive as though he knew anything about been a soldier.
    Berick “Snap out of it you *****”
    He turned to look as Brick as he flung a bullet proof jacket at him.
    Berick “Make yourself useful boy “
    As Strikers hand instinctually reached out to grab the pistol belt Brick had taken of his waist and thrown in His direction.
    Berick “I’ll give suppressive fire make your way to the building over there, once inside head down the left passage and you should find a stash and the evacuation coordinates. Down load then to your PDA’s Sat-Nav, then make your way there”
    Berick unloaded the memory stick from his PDA and threw it under handed at Striker as he looked in His eyes.
    Berick” and here take this... and protect it with your life I’m counting on you bra “
    Berick smiled with his rifle in his left hand and a grenade in the other, he looked fearless as he lobbed the grenade over Strikers position before flicking his rifle to his right hand as he opened fire in controlled bursts in every direction. The magazine now empty tumbled to the floor as he slipped another magazine in.
    Berick” go, go I’ll be behind you shortly”
    As Berick now once more opened fire.
    Striker now ran as though the devil was behind him, bullets tracing his every movement as he headed toward the building. Jumping to the right then the left he found his way to its entrance and then made his way through into safety as the sound of ratcheting bullets echoed around the door way entrance.
    Looking round Striker searched for a way deeper into the building, finding a passage to his left he made his way down it until finally Reaching the top of a flight of steps were he could now see a carry bag and some items stashed not far from the bottom of the steps.
    Heading down the steps his attention was taken by a figure that moves out of a door way down the hall from his position. Striker recognizing the Raider he knew it meant only one thing as he now pointing his Pistol and opened fire, firing three shots before the Raiders body slumped to the floor dead.
    Moments later another Raider appeared out of the same doorway as three more shots rang out, his body slumping to the floor dead. Striker’s pistol magazine tumbling to the floor as he quickly slid in a new one and reloaded before he made a sweep of the area, which seems clear.
    Looking through the door way were the Raiders had come from Striker could see it lead to an underground passage of some kind ,peering down the hole as he tamed his gun looking for any sign of movement that never came as he now turned away and headed to words the back pack and the supplies.

  11. #11
    Redeemer
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    That seems great, you can write it down on a notebook and try to organise exactly what you want to do, i mean what you want to start off with ? i would suggest to start doing the environment, but it's entirely your choice you can start off with whatever you want, it's just a suggestion,

  12. #12
    MSgt. Shooter Person
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    Ye I guess I could, I feel like doctor octopus ..but if a draw little bit at a time
    Study some scripting, learn sound, do anim wow id be a team..
    But ye is good way block out environment of story, etc
    But im one of those guys that draws from my head so id be looking at setting up
    Ruff game gun directions and camera positioning for player view…my approach is unorthodox as I draw I play I draw I play and map gos to my mood straight out of my head.
    So in totality this is my first priority for in which to draw.
    I think I still have touch of rsi from mapping in uted haha..
    Any way this is my first attempt at such an undertaking do you have any idea on pipe line I should take?

  13. #13
    MSgt. Shooter Person
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    ^^ ok i just got back to this and oh well im kinda stuck
    Brake down.
    Winds blowing hard almost like a sand storm.
    Visibility is limited.
    “area - impact zone –no vegetation /desalt”
    “terrain-impact zone-mounds/trenchie/flat/rock formations”

    Machinegun fire can be heard blended by the sound of wind and sand.
    As the cam approaches the gunfire volume increases.
    The silo wet can now be made out threw the sand storm
    “blending into color at set range”

    Ok now [[ “The silo wet can now be made out threw the sand storm
    “blending into color at set range”]]

    Question: would the texture blem on player/all models or would models switch to mimic this affect?
    Many factors would be affected as it would be a bleed into the set ,from the outer parameter.. “sand storm”
    . re re question how would you handle such a transition?
    Last edited by mr smith; 07-24-2012 at 05:01 AM.

  14. #14
    MSgt. Shooter Person
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    You know I sit rubbing my short cut hair trying to statically charge my brain
    As I think you know…I see bits of story I see bits of anim I see bits of buildings
    I know the sounds, I feel the game play ,im an all rounder but know a little about many things makes you stupid and that’s how I feel, some of my ideas ludicrous some brilliant, how can I be a poor eccentric
    Game master lol….i was going to apply for Bachelor of Creative Technologies and basically I get letter back
    Pointing me to The Bachelor of Software Engineering (Game Programming) “not :O”
    Me as coder = fail!
    Im 37 already..old man in this game and I want to do is whoop good games and draw maps
    If id just kept at it for the last 10 years id be a pro ..oh well I’m off to learn high polly modeling
    Mudbox and 3dsmax but would feel happier if some 1 shifted me a vtm on…now I’m dreaming
    Lol any way thanks for help guys ill be back and who knows I may get this thing licked …
    Peace and cheers

  15. #15
    Redeemer
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    What's a vtm ?

  16. #16
    MSgt. Shooter Person
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    Vtm video tutorial movie

    Hmm hi guys I was having a look over of
    3dmotive-ModularBuilding2
    Now from my memory I cant seem to get
    Around the uvw,
    So my question is can some 1 that has the skill
    Please use this block


    I have provided created by me!

    To make a vtm to show me how to allocate the texture
    All around a modular peace in 3ds max 2012 as
    Wow I had to give this texture up just for knowledge
    Without water marking it .thx for your time
    my email ever_frost@hotmail.com

  17. #17
    Redeemer
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    If only i knew how to unwrap uv's properly i would help, i use an "automatic" software which generates a UV for me and it works like a charm, although Lexluthornumber1 has a channel which should show you how to unwrap uv's and geodav has a youtube channel too, http://www.youtube.com/user/lexluthornumber1
    http://www.youtube.com/user/ut40kgeodav

  18. #18
    Marrow Fiend
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    oh come on, that looks like a very simple layout, just put a little effort into learning uvw mapping and you'll be fine
    UT40K:The Chosen - Warhammer 40,000 for UDK
    ut40kgeodav - UT3 Tutorials - Characters - Weapons - Vehicles - FaceFX
    UDK Tutorials - Basics - Vehicles - Characters - Weapons


 

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