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  1. #401

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    Hi Geodav,
    Thanks a lot for the link.
    I will keep you up to date until I complete the tutorial.
    Does the version of 3DSMAX have some importance ? (ie: ActorX compatibility...)
    Would it be much more complicated if I try to work with Blender ?

    Regards
    Tux-59

  2. #402
    Marrow Fiend
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    if you need actorx for newer versions of max then try here http://www.gildor.org/smf/index.php?topic=1221.0

    not tried anything like that in blender, solong as the body and feet bones are aligned correctly then it should work, remember to use the udk tools to export from blender as the fbx export for skeletalmeshes doesn't work right
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  3. #403

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    Hi Geodav,
    I'm slowy making my way

    My strider has spawned from its factory which I have compiled into UDK (by using udk.com make).
    The problem I'm facing is that the vehicle is lying on its back. (yes he is right, time to go to bed ...). I think that certainly is a rotation problem in the Factory isn't it ? My Skeletal Mesh is aligned front along the X axis and the Y axis is along its right side.
    But the orientation of the main body bone (root bone), is different: Z axis to the front and X axis to the left side.

    Will I have to re-orientate the bones into Max ? Is there a way to do that into UDK ?

    Thanks you by advance.
    Have a good night.
    Tux

  4. #404
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    hi tux, you have to check the orientation of the bones pivot points, even if the geometer looks right you still need to check.
    the error your getting is a bone problem, happens all the time because people don't check it
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  5. #405

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    Hi Geodav,
    Thanks for the reply. how can I verrify the bones pivot point ?

    I have checked into the AnimSet and the root bone orientaiton is orientated like this: Z = front; X = left side; Y = down. I guess it is not good because UT3 is orentated lthix way: X = front; Z = UP. Is it what you want me to check ?

    It would be realy complicated for me to change bones orientation into 3DSMAX. I'm not a max pro.
    do you know how to do that. I guess only the root bone has to be orientated, isn't it ?
    If I knew hot to: unlink the root bone and the mesh + rotate the root bone / re-link the root bone and the mesh; into 3DSMAX, maybe it would work.

    Regards
    Tux

  6. #406
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    watch my ut3 weapon tutorial it showes how to change the pivot alignment.
    select the bone then click on the "Hierarchy" tab, then the button "affect pivot only" , then the button "align to world"

    that should fix it
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  7. #407

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    Hi Geodav,
    I'll check your tuto. There are a precious source of pertinent and usefull information

    I have started anoter thread where I explain my project with the Strider. I have been told that UDK cannot create UT3 content.
    My plan was to make the vehicle using UDK and then to get it running into UT3. Is it impossible ? Is there a way to export my package from UDK when it is finished and to get it into UT3 ?
    I already used custom made vehicles I have downloaded. They come with an .upk and a .u file. If I get my vh_strider.upk and my vh_strider.u file into UT3, will it work ?

    Thank you by advance
    Tux

  8. #408
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    i doubt it will work in UT3
    but the basic code should if you compile it with ut3, the same if you make the package in ut3 it should work in udk.

    but udk -> ut3 is no
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  9. #409
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    Geodav, Thanks for the great tutorials. I downloaded the land walker files and to test it out dropped the scripts in a GeoDav/classes folder, add the +EditPackages=DavCorp to the DefaultEngine, run frontend and recompile the scripts and get no error. I start the engine and open the content browser and there it is under the vehicles catagory. It places fine in the browser, but when I run the test game it is not there. I'm sure there's something I forgot. Would you be able to point me in the right direction?

    Thank You Sir,

  10. #410
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    Hi Ray, simple mistake the scripts need to be in the Development\Src\DavCorp\Classes folder not GeoDav folder, sorry for any confusion

    any more probs just shout
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  11. #411
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    Thanks for the response geodav. Unfortunately I still must be doing something wrong. I typed the name wrong above I actually did have them in "Development\Src\DavCorp\Classes" sorry for the confusion there. I removed all the scripts and tried again with the same results (appears in editor but not during game play). I have the .upk file in "C:\UDK\UDK-2012-05\UDKGame\Content\DavCorp\Vehicles" is that the right location?

  12. #412
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    geodav, nevermind. I got it. I kind of had to clear the cache and now it works. Thanks a lot for the tutorials!

  13. #413
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    glad to hear its all working
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  14. #414
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    The donwload link of the Tank code of your site is broken (the first link works, but it doesnt download nothink, gives an error)

    Thanks

  15. #415
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    @nesjett, just tested it and the download works fine, sometime the gamefront site can be a little slow
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  16. #416
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    Quote Originally Posted by geodav View Post
    @nesjett, just tested it and the download works fine, sometime the gamefront site can be a little slow

    Did you tried to download the file? Im not saying that gamefront doesnt work, I mean that, when you click on the download button and the countdown of 5 seconds ends, it redirects you to an error page in order to the donwload, here a pic:
    http://prntscr.com/18smbu


    Thanks geodav, you do a great job for the community.
    Last edited by nesjett; 06-07-2013 at 06:49 PM.

  17. #417
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    sent you a pm with another link
    looks like the problem is likely chrome browser, i use firefox which worked fine
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  18. #418
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    Oh, thanks, Im surprised about this kind of crossbrowser error.

    Thanks for your time!

  19. #419
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    well I checked the firs two of your suggestion and they were right and correctly written in code bode I can't understand your 3th suggestion.
    what's crystal ball ?

  20. #420
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    ok i checked your post not much more i can add without see-ing exactly whats happening, maybe a short video to show and a few pics of the mesh/rig and a look at the code, if you don't want to show it publically then upload it some where and pm me a link so that i can check it out

    ps i only have the front and back wheels to steer so check that the other in-between wheels don't steer

    pps. sorry about the joke with the crystal ball, i sometime forget that not everyone has the same background / upbringing as me
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  21. #421
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    hi all friends,
    I was searching about Godav's tank, I found one thing
    all of the wheels have same "maximum wheel displacement" and and "wheel radius".
    but the wheel "Tank_LWheel_02" has less " wheel displacement" while the wheel goes over a pointing shape.
    I want to know the reason. does anyone have any idea?
    I ask this,cause my vehicle wheels do not displace at all

  22. #422
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    ok watch this video
    http://www.youtube.com/watch?v=Dxxv2...4921C1612BB66D

    at ca 7.30 i start on perpolycollisions for the mesh bones, afaik this tell the engine to use perpoly also make sure the in your wheel code you have the radius correct and the suspension travel eg

    Code:
    Begin Object Class=UDKVehicleWheel Name=RMWheel
    		BoneName="RightWheel_04"
    		BoneOffset=(X=0.0,Y=0,Z=0.0)
    		WheelRadius=26
    		SuspensionTravel=20
    		SteerFactor=0.0
    		LongSlipFactor=250.0
    		LatSlipFactor=20000.0
    		HandbrakeLongSlipFactor=250.0
    		HandbrakeLatSlipFactor=1000.0
    		SkelControlName="RightWheel_04_Cont"
    		Side=SIDE_Right
    	End Object
    	Wheels(1)=RMWheel
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  23. #423
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    Thanks 1 billion
    I'm gonna watch it

  24. #424
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    Hi there man, I've watched your tutorials for Blender and they helped a lot, but I have this thing in my mind about the Vertex Groups, I'm somewhat new to that aspect of Blender, and well, could you explain a bit how to correctly create them for a Wheeled Vehicle. I already have the Armature and everything. Sorry for the dumb question, haha.

  25. #425
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    Hi Rhino, when you parent the the mesh to the armature it will ask you if you want to create vertex groups click on yes for the empty vertex groups, this creates a group name for each bone in your armature this is require for in game usage, once they are created you can set the vertex weights for each group, remember the groups don't need to have vertices assigned to them
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  26. #426
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    Thanks. But I have this thing now, when I hit export to psk/psa and I select where I want it to export the car Blender just freezes, It just stays there... nothing happens.
    What am I doing from? Do I have to do somesort of animation or is it that the exporter takes insanely long times to export the model?

  27. #427
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    no blender can take a long time to export via the psk/psa so give it a while, if you have a large mesh eg 20k+ triangles it can take up to 20 mins depending on your system.

    as much i hate to say this but the fbx export is a lot faster once you change the exporter script to remove the extra bone it adds.
    but fbx is the way forward
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  28. #428

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    Thanks for sharing, I'm taking a look at your tank code now. As is will it support the AI to driver the tank?

  29. #429
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    yep as its all utgame code based, the same as all the ut_Vehicles
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  30. #430
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    can anyone explain why I am unable to drag and drop .fbx static meshes into my scene...???

  31. #431
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    ok try this
    import the fbx mesh into udk
    apply materials
    create the collision mesh
    now save the package

    then try drag and drop, or select the mesh in the content browser and right click in the map choose place actor (static mesh) here
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  32. #432

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    Hi,

    You tell me on youtube to post here for maybe some help from yourself (vinss3773 on youtube).

    So let me explain my problem :

    Here is what happen when I compil :
    (step 1)


    (step 2 after answering ok to the alert message)


    My script :


    How I organise folder of my game : (A:/ harddrive isn't where my operation systeme #windows 7 64 bits# is installed, it is on C:/ SSD)
    (map)

    (packages)

    (content /the psk file is my skeletal mesh)

    (script)


    How his my package in UDK editor's content browser :


    Only thin I change since I install udk in config files :
    http://www.hiboox.fr/go/images/infor...18a1c.jpg.html

    As you see it seems that I can't include package element in my script.

    Don't know why compilation fail since I take link of packages's elements with copy link in UDK editor.

    Have you any idea from where probelm comes ?

  33. #433
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    ok it looks like you have saved something into a map package which is a no no, which could be the fact you have save the asset in a map and not used an actor factory to spawn the vehicle
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  34. #434

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    Ok, doesn't know that vehicle factory was needed I will rework my script and if I meet a problem will try to search better than this time.
    Thx for the fast answer.

    (for people who want exemple of flying vehicule script go here : http://forums.epicgames.com/threads/...Code-and-Stuff )
    Last edited by vinss1234; 11-23-2013 at 07:39 PM.

  35. #435

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    Great stuff.. Thanks Alot

  36. #436
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    most welcome
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  37. #437

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    Wow, This is GREAT!!!!

  38. #438
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    hope it helps
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