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  1. #1
    The Sacrifice
    Join Date
    Jun 2010
    Location
    Poland, Żyrardˇw
    Posts
    241
    Gamer IDs

    PSN ID: makipolska

    Default Free Custom Assets ready for UDK! [Only Download]

    Hello!
    Anyone can post their own custom models, textures, sound etc. full and ready to use with UDK. We recommend to upload Package files.

    add your own resources in accordance with the classifications below:

    Name: Type Package file
    Type: Package/ Source/ Files

    Category: SpeedTree/ StaticMesh/ Materials etc.
    UDK version: April/ June/ All etc.

    Screen: Post Screen
    Download: Post Download link (MegaUpload etc.) We don't recommend RapidShare cause to limits.
    Author: Post author name if package is not yours

    Description: Optional
    Last edited by MaKiPL; 08-30-2010 at 08:29 AM.

  2. #2
    The Sacrifice
    Join Date
    Jun 2010
    Location
    Poland, Żyrardˇw
    Posts
    241
    Gamer IDs

    PSN ID: makipolska

    Default

    Name: Medieval Weapons !
    Type: Package
    Category: 3D StaticMesh (no Material)
    UDK version: August
    Screen: This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    Download:
    Code:
     http://www.sendspace.com/file/t02k34 - 2,56 MB packed = 40 MB unpacked
    Author: DanGer, Mongloid. Rip, High quality collision and packed By MaKiPL
    Description: High Poly, non material, High quality collision, No bones. StaticMesh

  3. #3

    Smile Free Stereo Speaker

    Name: Stereo speaker
    Type: Source
    Category: StaticMesh
    UDK version: All

    Download: http://www.mediafire.com/?zoevx91rr9rrw50
    Author: Me
    Description: Low poly stereo speaker. Please read the license file for usage

  4. #4

    Default

    The is a BUMP thread cuz i need stuff xd even links to placec where u can get this kinda stuff is also very nice

  5. #5
    Iron Guard
    Join Date
    Jan 2010
    Location
    Ottawa, Canada
    Posts
    777

    Default

    http://udkc.info/index.php?title=UDKC:Collections - If you want it shared add it to the listing.

  6. #6
    The Sacrifice
    Join Date
    Jun 2010
    Location
    Poland, Żyrardˇw
    Posts
    241
    Gamer IDs

    PSN ID: makipolska

    Default

    Name: LAMP and Ball
    Type: Package, Files and source

    Category: StaticMesh with materials etc.
    UDK version: OLD - ALL

    Screen: This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    Download: http://www.speedyshare.com/files/256...MaKiPL_MOD.rar
    Download2: http://www.sendspace.com/file/h1ton4
    License: Free use for Indie, and fully licensed games. Remember to add me to credits!
    Author: MaKiPL

    Description: high poly Street Lamp, with textures coordinates, and materials. And ADIDAS football ball. With karma. Much fun, with playing football. Nice physx, and good look!
    Last edited by MaKiPL; 12-12-2010 at 12:19 PM.

  7. #7
    God King
    Join Date
    Feb 2010
    Location
    Tegleg Records
    Posts
    4,399
    Gamer IDs

    Gamertag: tegleg digital

    Default

    Name: VH_Fire
    Type: Package, Files and source
    Category: Vehicles
    UDK version: Nov. 2010
    Author: Tegleg Records

    Link to description/instructions/download http://forums.epicgames.com/showthread.php?p=27810932
    Last edited by tegleg; 12-12-2010 at 06:40 PM.
    Code:
    We.spazmodicaly.simulate.new.sound.with.technical.equipment.that.is.specificaly.manufactured.for.humans.to.communicate.in.outer.space.Tegleg.manipulates.time.and.space.to.create.new.experiences.to.generate.a.hardcore.database.generation.
    LOOK>> Please ask questions in the forum, NOT a private message <<LOOK
    tegleg.co.uk
    My Tutorials n Stuff
    Games: NEW! Tegs Playground Multiplayer Edition
    Unwheel2 - VCTF Game - Sponic Mesh 3D
    Shh.. dont tell anyone about my android apps.
    will code for money

  8. #8
    Prisoner 849
    Join Date
    Aug 2010
    Location
    stoke.u.k
    Posts
    911
    Gamer IDs

    Gamertag: gaz661

    Default industry models

    name-gaz661-industry
    type-package
    category-tex-material-mesh
    udk ver-9-2010


    four models for an industrial setting.their not brilliant but your welcome to use them as you wish.if people like them i will post more.place the package in the content,misc folder.






    download here http://www.mediafire.com/?njx1p912ygdsxnc


    mmm.doesnt want to show thunbnails.
    http://img291.imageshack.us/i/aircon.jpg/
    http://img707.imageshack.us/i/fusebox.jpg/
    http://img690.imageshack.us/i/rectifier.jpg/
    http://img84.imageshack.us/i/rustbarr.jpg/
    you can use these links for now and i will try fix this later.sorry


    for more models go to my site then games development and downloads.
    Last edited by gaz661; 09-22-2013 at 03:43 PM.

  9. #9
    Skaarj
    Join Date
    Nov 2010
    Location
    JiLin province,China
    Posts
    3

    Default

    very well~~~~~

  10. #10
    Prisoner 849
    Join Date
    Aug 2010
    Location
    stoke.u.k
    Posts
    911
    Gamer IDs

    Gamertag: gaz661

    Default

    vampire bats anyone?

    sorry,i forgot to mention that you have to set physics to flying in kismet.i havnt managed to do it in code yet,but if anyone can and reposts the code that would be great.
    Last edited by gaz661; 01-24-2011 at 07:59 AM.

  11. #11
    MSgt. Shooter Person
    Join Date
    Jan 2010
    Location
    Perth Australia
    Posts
    67

    Cool TV set on an off in UDK

    http://www.sendspace.com/file/avaev4

    video clip of it here..
    http://www.youtube.com/watch?v=6sscaKpLQfA

    Decided to post it an see if anyone can fix its bugs or modify it to however they want. tried putting this into the latest UDK an not surprised that it didnt work. seems that every new UDK "update" old customs assets cease to work the way they were ment to.. anyways heres the file

  12. #12
    God King
    Join Date
    Feb 2010
    Location
    Tegleg Records
    Posts
    4,399
    Gamer IDs

    Gamertag: tegleg digital

    Default a car for udk mobile

    Name: VHm_Escort
    Type: Package and scripts
    Category: Vehicles
    UDK version: March. 2011 (Mobile)
    Author: Tegleg Records
    Many thanks to: moot

    Download
    http://dl.dropbox.com/u/4685265/TeglegMobileVehicle.zip

    Attached Images Attached Images
    Code:
    We.spazmodicaly.simulate.new.sound.with.technical.equipment.that.is.specificaly.manufactured.for.humans.to.communicate.in.outer.space.Tegleg.manipulates.time.and.space.to.create.new.experiences.to.generate.a.hardcore.database.generation.
    LOOK>> Please ask questions in the forum, NOT a private message <<LOOK
    tegleg.co.uk
    My Tutorials n Stuff
    Games: NEW! Tegs Playground Multiplayer Edition
    Unwheel2 - VCTF Game - Sponic Mesh 3D
    Shh.. dont tell anyone about my android apps.
    will code for money

  13. #13
    Iron Guard
    Join Date
    Jan 2009
    Location
    Etats-Unis
    Posts
    760
    Gamer IDs

    Gamertag: The Clown 117

    Default

    Name: SpeedTrees
    Type: Package
    Category: SpeedTree
    UDK version: March 2011 Beta 1
    Screen:
    Download: Here
    Author: Me
    Description: several speed trees imported set up and working.

    Something weird happened to the needles on Pine1, if you figure it out then congrats.

  14. #14
    MSgt. Shooter Person
    Join Date
    Jul 2010
    Location
    Dallas, TX
    Posts
    297

    Default

    Free proc buildings! Comes with all meshes shown and 3 different building rules, mostly office building/hotel style. Enjoy! May need to use some of your own textures.

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    Download here

  15. #15
    Prisoner 849
    Join Date
    Aug 2010
    Location
    stoke.u.k
    Posts
    911
    Gamer IDs

    Gamertag: gaz661

    Default

    gaz661-excavator
    package
    skeletalmesh staticmesh textures materials physics asset animset
    sep 2010 version
    gaz661
    a poseable heavy excavator and a burnt out version.


    available from my site
    Last edited by gaz661; 04-11-2011 at 05:28 PM.

  16. #16
    MSgt. Shooter Person
    Join Date
    Apr 2010
    Posts
    464
    Gamer IDs

    Gamertag: JarroRussianGuy

    Default

    Can we use it freely as content of our game's asset ?
    Last edited by WHO?!; 13-32-2001 at 06:61 AMPM. Reason: Blew up the signature


  17. #17
    Prisoner 849
    Join Date
    Aug 2010
    Location
    stoke.u.k
    Posts
    911
    Gamer IDs

    Gamertag: gaz661

    Smile

    yes of coarse.thats why it there.

  18. #18
    Prisoner 849
    Join Date
    Aug 2010
    Location
    stoke.u.k
    Posts
    911
    Gamer IDs

    Gamertag: gaz661

    Default

    M60 LMG with iron sights



    available from my site
    Last edited by gaz661; 05-13-2011 at 11:37 AM.

  19. #19
    Redeemer
    Join Date
    Apr 2009
    Location
    Jacinto
    Posts
    1,487
    Gamer IDs

    Gamertag: Keltar3007

    Default

    Name: Creature01
    Type: Package
    Category: Skeletal Mesh
    UDK version: May 2011 (should work with later versions)
    Screen:

    Uploaded with ImageShack.us
    Download: http://www.moddb.com/groups/udk-deve...ons/creature01
    Author:
    Description: Fully Textured Creature with animations and balls on his chin!
    Last edited by Kelt'ar; 04-07-2012 at 08:11 AM.

  20. #20
    MSgt. Shooter Person
    Join Date
    Sep 2010
    Location
    Czech Republic
    Posts
    192
    Gamer IDs

    Gamertag: WarpdieCZ

    Default

    https://dl-web.dropbox.com/get/Warpd...=c5c4f710&dl=1

    *FOR BEGINNERS ONLY!*

    Primitives made in 3Ds Max, including .ASE files and the .upk file... Included texture made by myself (IT SUCKS ) for detail... I decided to do this because some guys here don't own some 3D program or can't learn it.. Just like me and Blender, heh... Anyway what i remember i was doing some cool stuff with primitives when i was beginner... Gravity plus spheres is best combination ...

    Hope it will help even a little

  21. #21
    MSgt. Shooter Person
    Join Date
    Mar 2011
    Posts
    122

    Default

    Quote Originally Posted by Warpdie|Cz View Post
    https://dl-web.dropbox.com/get/Warpd...=c5c4f710&dl=1

    *FOR BEGINNERS ONLY!*

    Primitives made in 3Ds Max, including .ASE files and the .upk file... Included texture made by myself (IT SUCKS ) for detail... I decided to do this because some guys here don't own some 3D program or can't learn it.. Just like me and Blender, heh... Anyway what i remember i was doing some cool stuff with primitives when i was beginner... Gravity plus spheres is best combination ...

    Hope it will help even a little
    Link is broken.

  22. #22
    MSgt. Shooter Person
    Join Date
    Sep 2010
    Location
    Czech Republic
    Posts
    192
    Gamer IDs

    Gamertag: WarpdieCZ

    Default

    Okay then sorry, where you wanna reupload it?

  23. #23
    MSgt. Shooter Person
    Join Date
    Jun 2011
    Location
    (USA) California/Baja California(Mexico)
    Posts
    342

    Default

    U guys should post if you can use those for comercial use, some dudes could try to sell your work XD

  24. #24
    MSgt. Shooter Person
    Join Date
    Jan 2011
    Posts
    83

    Default

    Thanks so much guys all of you I'm sure this will get me started.

  25. #25
    MSgt. Shooter Person
    Join Date
    Feb 2010
    Posts
    110

    Default Free Pump Asset

    Name: Nathaniel's/PixelMaster's Free Pump Asset
    Type: .upk
    Category: StaticMeshes/Materials/Textures
    UDK version: All



    Video Link of the pump animated!

    Download: http://www.megaupload.com/?d=7GGNIO4H
    Author: PixelMaster - AKA Nathaniel Garner
    Description: A detailed pump model that is very versatile. Instructions in Readme.txt

    Enjoy!

  26. #26
    MSgt. Shooter Person
    Join Date
    Jun 2010
    Location
    Working on my game or working paying the bills.
    Posts
    283
    Gamer IDs

    Gamertag: Cyguard1

    Default

    Nice piece there Pixel! I like the way you have them operating in your video. Sure people will find use for those.

  27. #27
    Iron Guard
    Join Date
    Aug 2010
    Location
    Hong Kong
    Posts
    541

    Default

    nice pumps Pixel!
    David OConnor Whitenorthstar
    Trainee developer
    Knows just a bit of UDK stuff, certainly not yet a guru

  28. #28

    Default Uni-Letters!

    Name: Uni-Letters
    Type: Files
    Category: Static Mesh
    UDK version: All
    Download: http://www.mediafire.com/?aak4vz6ykbap1rf
    Author: Created by Me (: Colin Allen
    Description: These are just a bunch of 3d letters i thought id give you guys.


  29. #29
    Skaarj
    Join Date
    Mar 2010
    Location
    Nuremberg, Germany
    Posts
    9

    Arrow

    Overview

    Static Meshes
    Static Mesh Pack 01
    Static Mesh Pack 02

    Materials (link)
    Materials Pack 01
    Materials Pack 02
    Materials Pack 03
    Materials Pack 04
    Materials Pack 05
    Materials Pack 06
    Materials Pack 07
    Materials Pack 08
    Materials Pack 09
    Materials (continued)
    Materials Pack 10
    Materials Pack 11
    Materials Pack 12

    SpeedTrees
    SpeedTree Pack 01
    SpeedTree Pack 02
    SpeedTree Pack 03


    Static Meshes


    Name: Static Mesh Pack 01
    Type: Package
    Category: StaticMeshes + Materials
    UDK version: October 2011
    Author: Textures and Meshes: Nobiax, Materials: DK2007
    Download: UDKResources


    Name: Static Mesh Pack 02
    Type: Package
    Category: StaticMeshes + Materials
    UDK version: October 2011
    Author: Textures and Meshes: Nobiax, Materials: DK2007
    Download: UDKResources
    Last edited by DK2007; 04-30-2012 at 01:13 PM.

  30. #30
    Skaarj
    Join Date
    Mar 2010
    Location
    Nuremberg, Germany
    Posts
    9

    Default


    Materials


    Name: Texture Pack 01
    Type: Package
    Category: Textures/Materials
    UDK version: November 2009 - for maximum compatibility
    Author: Textures: Nobiax, Materials: DK2007
    Download: UDKResources


    Name: Texture Pack 02
    Type: Package
    Category: Textures/Materials
    UDK version: November 2009 - for maximum compatibility
    Author: Textures: Nobiax, Materials: DK2007
    Download: UDKResources


    Name: Texture Pack 03
    Type: Package
    Category: Textures/Materials
    UDK version: November 2009 - for maximum compatibility
    Author: Textures: Nobiax, Materials: DK2007
    Download: UDKResources


    Name: Texture Pack 04
    Type: Package
    Category: Textures/Materials
    UDK version: November 2009 - for maximum compatibility
    Author: Textures: Nobiax, Materials: DK2007
    Download: UDKResources


    Name: Texture Pack 05
    Type: Package
    Category: Textures/Materials
    UDK version: November 2009 - for maximum compatibility
    Author: Textures: AGF81, Materials: DK2007
    Download: UDKResources


    Name: Texture Pack 06
    Type: Package
    Category: Textures/Materials
    UDK version: November 2009 - for maximum compatibility
    Author: Textures: Nobiax, Materials: DK2007
    Download: UDKResources


    Name: Texture Pack 07
    Type: Package
    Category: Textures/Materials
    UDK version: November 2009 - for maximum compatibility
    Author: Textures: Nobiax, Materials: DK2007
    Download: UDKResources


    Name: Texture Pack 08
    Type: Package
    Category: Textures/Materials
    UDK version: November 2009 - for maximum compatibility
    Author: Textures: Nobiax, Materials: DK2007
    Download: UDKResources


    Name: Texture Pack 09
    Type: Package
    Category: Textures/Materials
    UDK version: November 2009 - for maximum compatibility
    Author: Textures: Nobiax, Materials: DK2007
    Download: UDKResources


    Continue →
    Last edited by DK2007; 04-30-2012 at 01:00 PM.

  31. #31
    Skaarj
    Join Date
    Mar 2010
    Location
    Nuremberg, Germany
    Posts
    9

    Default


    SpeedTrees


    Name: PKG_DK2007_SpeedTrees_01
    Type: Package
    Category: SpeedTrees
    UDK version: October 2011
    Author: DK2007
    Download: UDKResources


    Name: PKG_DK2007_SpeedTrees_02
    Type: Package
    Category: SpeedTrees
    UDK version: October 2011
    Author: DK2007
    Download: UDKResources


    Name: PKG_DK2007_SpeedTrees_03
    Type: Package
    Category: SpeedTrees
    UDK version: October 2011
    Author: DK2007
    Download: UDKResources
    Last edited by DK2007; 04-21-2012 at 07:06 PM.

  32. #32

    Default

    Lot's of great stuff there DK2007
    See my tutorials here: Organization is the key to success in any endeavor

    mewithoutYou: The potato called from underground, "You've got it all turned upside down!"

  33. #33
    MSgt. Shooter Person
    Join Date
    Jul 2010
    Location
    England, Kent, Longfield, New Ash Green
    Posts
    356
    Gamer IDs

    Gamertag: Hitman Spitfire

    Default

    M60 LMG with iron sights



    available from my site
    http://www.mediafire.com/?gip7sgwt79ngiyk

    i get this error :/

    Code:
    /**
     * Iron sights zoom aiming class by DazJW
     *
     
     */
    
    class AimWeaponClass extends UTWeapon
    	HideDropDown
    	abstract;
    
    /** Weapon animations for use while zoomed */
    var(Animations)	array<name>	WeaponFireAnimZoom;
    var(Animations) array<name> WeaponIdleAnimsZoom;
    
    /** Arm animations for use while zoomed */
    var(Animations)	array<name>	ArmFireAnimZoom;
    var(Animations) array<name> ArmIdleAnimsZoom;
    
    /** Original UT3 values from UTPawn for use while not zoom aiming */
    var float BaseGroundSpeed;
    var float BaseAirSpeed;
    var float BaseWaterSpeed;
    var float BaseJumpZ;
    
    /** New values for use while zoom aiming */
    var float ZoomGroundSpeed;
    var float ZoomAirSpeed;
    var float ZoomWaterSpeed;
    var float ZoomJumpZ;
    
    /** Spread value while zoom aiming */
    var float SpreadScoped;
    
    /** Spread value while not zoom aiming */
    var float SpreadNoScoped;
    
    /** Boolean for if the player is zoom aiming */
    var bool AmIZoomed;
    
    /** Boolean for if the crosshair should be displayed */
    var bool bDisplayCrosshair;
    
    /** Amount of FOV to subract from FOV when zoomed */
    var float ZoomedFOVSub;
    
    /** Zoom minimum time, from UT3 Sniper Rifle*/
    var bool bAbortZoom;
    
    /** Tracks number of zoom started calls, from UT3 Sniper Rifle */
    var int ZoomCount;
    
    /** Tell the server that the client needs this information */
    replication
    {
      if ( Role == ROLE_Authority )
    	AmIZoomed;
    }
    
    /** Function to run when zooming in or out, checks the AmIZoomed boolean and decides which set of properties to use */
    server reliable function CheckMyZoom()
    {
            Local Pawn P;
            P = Pawn(Owner);
    	if (AmIZoomed == true)
    	{
            	P.GroundSpeed = Default.ZoomGroundSpeed;
            	P.AirSpeed = Default.ZoomAirSpeed;
            	P.WaterSpeed = Default.ZoomWaterSpeed;
            	P.JumpZ = Default.ZoomJumpZ;
    		Spread[CurrentFireMode] = Default.SpreadScoped;
    		FireInterval[CurrentFireMode] = Default.FireInterval[CurrentFireMode]/1.25;
    
    	}
    	else
    	{
            	P.GroundSpeed = Default.BaseGroundSpeed;
            	P.AirSpeed = Default.BaseAirSpeed;
            	P.WaterSpeed = Default.BaseWaterSpeed;
            	P.JumpZ = Default.BaseJumpZ;
    		Spread[CurrentFireMode] = Default.SpreadNoScoped;
    		FireInterval[CurrentFireMode] = Default.FireInterval[CurrentFireMode];
    	}
    }
    
    /** This adds to the Activate function to force CheckMyZoom when the weapon is equipped so we get the proper values for not zoom aiming */
    simulated function Activate()
    {
    	CheckMyZoom();
    	GetSetFOV();
    	super.Activate();
    }
    
    /** Checks the DisplayCrosshair boolean and acts accordingly, unedited from UT3 Sniper Rifle */
    simulated function DrawWeaponCrosshair( Hud HUD )
    {
    	local UTPlayerController PC;
    
    	if( bDisplayCrosshair )
    	{
    		PC = UTPlayerController(Instigator.Controller);
    		if ( (PC == None) || PC.bNoCrosshair )
    		{
    			return;
    		}
    		super.DrawWeaponCrosshair(HUD);
    	}
    }
    
    /** This retrieves the Player's FOV setting for later reference */
    simulated function GetSetFOV()
    {
    	local UTPlayerController PC;
    	PC = UTPlayerController(Instigator.Controller);
    	ZoomedTargetFOV = PC.FOVAngle - ZoomedFOVSub;
    }
    
    /** This runs when you right click to zoom aim - it turns the crosshair off, plays the zoom in animation for the weapon and arms and calls the GotoZoom, PlayMyZoomIdle and ServerGotoZoom functions */
    simulated function StartZoom(UTPlayerController PC)
    {
    	ZoomCount++;
    	if (ZoomCount == 1 && !IsTimerActive('Gotozoom') && IsActiveWeapon() && HasAmmo(0) && Instigator.IsFirstPerson())
    	{
    		bAbortZoom = false;
    		bDisplayCrosshair = false;
    		PlayWeaponAnimation('WeaponZoomIn',0.2);
    		PlayArmAnimation('WeaponZoomIn',0.2);
    		SetTimer(0.2, false, 'Gotozoom');
    		SetTimer(0.2,false,'PlayMyZoomIdle');
    		if( Role < Role_Authority )
    		{
    			// if we're a client, synchronize server
    			SetTimer(0.2, false, 'ServerGotozoom');
    		}
    	}
    }
    
    /** Subtracts the ZoomedFOVSub value in default properties from the players FOV to zoom in, sets AmIZoomed to true and calls the CheckMyZoom function which will return true and set the zoom aiming values as AmIZoomed is set to true */
    simulated function Gotozoom()
    {
    	local UTPlayerController PC;
    
    	PC = UTPlayerController(Instigator.Controller);
    	if (GetZoomedState() == ZST_NotZoomed)
    	{
    		if (bAbortZoom) // stop the zoom after 1 tick
    		{
    			SetTimer(0.0001, false, 'StopZoom');
    		}
    		PC.FOVAngle = ZoomedTargetFOV;
    		PC.StartZoom(ZoomedTargetFOV, ZoomedRate);
    	}
    	AmIZoomed = true;
    	CheckMyZoom();
    }
    
    /** Server version of the above to make sure everything is in sync, doesn't set the zoom level because that is a client side visual change */
    reliable server function ServerGotoZoom()
    {
    	AmIZoomed = true;
    	CheckMyZoom();
    }
    
    /** This runs when you right click to leave zoom aim mode and calls LeaveZoom and ServerLeaveZoom so everything is in sync again */
    simulated function EndZoom(UTPlayerController PC)
    {
    	bAbortZoom = false;
    	if (IsTimerActive('Gotozoom'))
    	{
    		ClearTimer('Gotozoom');
    	}
    	SetTimer(0.001,false,'LeaveZoom');
    	if( Role < Role_Authority )
    	{
    		// if we're a client, synchronize server
    		SetTimer(0.001,false,'ServerLeaveZoom');
    	}
    }
    
    /** This reverses the effects of StartZoom - it resets the zoom level, plays the zoom out animation for the weapon and arms, runs RestartCrosshair which makes the crosshair visible again, sets AmIZoomed to false and runs CheckMyZoom which returns false and sets us back to the original values for everything */
    simulated function LeaveZoom()
    {
    
    	local UTPlayerController PC;
    	PC = UTPlayerController(Instigator.Controller);
    	if (PC != none)
    	{
    		PC.EndZoom();
    	}
    	ZoomCount = 0;
    	PlayWeaponAnimation('WeaponZoomOut',0.3);
    	PlayArmAnimation('WeaponZoomOut',0.3);
    	SetTimer(0.3,false,'RestartCrosshair');
    	AmIZoomed = false;
    	bAbortZoom = false;
    	CheckMyZoom();
    }
    
    /** Server version of the above, doesn't reset the zoom level because it was never changed server side and doesn't play the animations because they're a client side visual effect */
    reliable server function ServerLeaveZoom()
    {
    	AmIZoomed = false;
    	CheckMyZoom();
    
    }
    
    /** This stops the zooming in, unedited from UT3 Sniper Rifle */
    simulated function StopZoom()
    {
    	local UTPlayerController PC;
    
    	if (WorldInfo.NetMode != NM_DedicatedServer)
    	{
    		PC = UTPlayerController(Instigator.Controller);
    		if (PC != None && LocalPlayer(PC.Player) != none)
    		{
    			PC.StopZoom();
    		}
    	}
    }
    
    /** This turns the crosshair on, unedited from the UT3 Sniper Rifle */
    simulated function RestartCrosshair()
    {
    	bDisplayCrosshair = true;
    }
    
    /** This adds LeaveZoom to the PutDownWeapon function in UTWeapon so we get our original zoom level, etcetera back if we switch weapons while zoom aiming, unedited from the UT3 Sniper Rifle */
    simulated function PutDownWeapon()
    {
    	LeaveZoom();
    	Super.PutDownWeapon();
    }
    
    /** This stops autoswitching to a newly picked up weapon while zoom aiming, unedited from the UT3 Sniper Rifle */
    simulated function bool DenyClientWeaponSet()
    {
    	// don't autoswitch while zoomed
    	return (GetZoomedState() != ZST_NotZoomed);
    }
    
    /** This forces a zoom out if you enter a vehicle while zoom aiming, unedited from the UT3 Sniper Rifle */
    simulated function HolderEnteredVehicle()
    {
    	local UTPawn UTP;
    
    	PlayWeaponAnimation('WeaponZoomOut', 0.3);
    
    	if (WorldInfo.NetMode != NM_DedicatedServer)
    	{
    		UTP = UTPawn(Instigator);
    		if (UTP != None)
    		{
    			// Check we have access to mesh and animations
    			if (UTP.ArmsMesh[0] != None && ArmsAnimSet != None && GetArmAnimNodeSeq() != None)
    			{
    				UTP.ArmsMesh[0].PlayAnim('WeaponZoomOut', 0.3, false);
    			}
    		}
    	}
    }
    
    /** Adds to UTweapon's PlayWeaponPutDown to stop zoom aiming related stuff if we switch away from the weapon */
    simulated function PlayWeaponPutDown()
    {
    	ClearTimer('GotoZoom');
    	ClearTimer('StopZoom');
    	if(UTPlayerController(Instigator.Controller) != none)
    	{
    		UTPlayerController(Instigator.Controller).EndZoom();
    	}
    	super.PlayWeaponPutDown();
    }
    
    /** Overwrites UTweapon's PlayFireEffects to decide whether we should be playing the normal fire animation or the zoom aiming firee animation */
    simulated function PlayFireEffects( byte FireModeNum, optional vector HitLocation )
    {
    	if (AmIZoomed == true)
    	{
    	if ( FireModeNum < WeaponFireAnim.Length && WeaponFireAnim[FireModeNum] != '' )
    		PlayWeaponAnimation( WeaponFireAnimZoom[FireModeNum], GetFireInterval(FireModeNum) );
    	if ( FireModeNum < ArmFireAnim.Length && ArmFireAnim[FireModeNum] != '' && ArmsAnimSet != none)
    		PlayArmAnimation( ArmFireAnimZoom[FireModeNum], GetFireInterval(FireModeNum) );
    	}
    	else
    	{
    	if ( FireModeNum < WeaponFireAnim.Length && WeaponFireAnim[FireModeNum] != '' )
    		PlayWeaponAnimation( WeaponFireAnim[FireModeNum], GetFireInterval(FireModeNum) );
    	if ( FireModeNum < ArmFireAnim.Length && ArmFireAnim[FireModeNum] != '' && ArmsAnimSet != none)
    		PlayArmAnimation( ArmFireAnim[FireModeNum], GetFireInterval(FireModeNum) );
    	}
    	// Start muzzle flash effect
    	CauseMuzzleFlash();
    
    	ShakeView();
    }
    
    /** Adds to UTweapon's Active state to decide whether we should be playing the normal idle animation or the zoom aiming idle animation */
    simulated state Active
    {
    	simulated event OnAnimEnd(optional AnimNodeSequence SeqNode, optional float PlayedTime, optional float ExcessTime)
    	{
    		local int IdleIndex;
    
    		if ( WorldInfo.NetMode != NM_DedicatedServer && WeaponIdleAnims.Length > 0 )
    		{
    	if (AmIZoomed == true)
    	{
    			IdleIndex = Rand(WeaponIdleAnimsZoom.Length);
    			PlayWeaponAnimation(WeaponIdleAnimsZoom[IdleIndex], 0.0, true);
    			if(ArmIdleAnims.Length > IdleIndex && ArmsAnimSet != none)
    			{
    				PlayArmAnimation(ArmIdleAnimsZoom[IdleIndex], 0.0,, true);
    			}
    	}
    	else
    	{
    			IdleIndex = Rand(WeaponIdleAnims.Length);
    			PlayWeaponAnimation(WeaponIdleAnims[IdleIndex], 0.0, true);
    			if(ArmIdleAnims.Length > IdleIndex && ArmsAnimSet != none)
    			{
    				PlayArmAnimation(ArmIdleAnims[IdleIndex], 0.0,, true);
    			}
    	}
    		}
    	}
    }
    
    /** Plays the zoom aiming versions of the idle animations for the weapon and arms */
    simulated function PlayMyZoomIdle()
    {
    		local int IdleIndex;
    		IdleIndex = Rand(WeaponIdleAnims.Length);
    		PlayWeaponAnimation(WeaponIdleAnimsZoom[IdleIndex], 0.0, true);
    		if(ArmIdleAnims.Length > IdleIndex && ArmsAnimSet != none)
    		{
    			PlayArmAnimation(ArmIdleAnimsZoom[IdleIndex], 0.0,, true);
    		}
    }
    
    defaultproperties
    {
    	//
    	//These values do not need to be present in your weapon class if you extend this class
    	//
    
    	//This is necessary so secondary fire doesn't actually fire
    	InstantHitDamageTypes(1)=None
    	FiringStatesArray(1)=Active
    	FireInterval(1)=+0.00001
    
    	//This defines the animations for the arms and the weapon while zoom aiming
    	WeaponFireAnimZoom(0)=WeaponZoomFire
    	WeaponIdleAnimsZoom(0)=WeaponZoomIdle
    	ArmFireAnimZoom(0)=WeaponZoomFire
    	ArmIdleAnimsZoom(0)=WeaponZoomIdle
    
    	//This sets which fire mode is zoom mode
    	bZoomedFireMode(0)=0
    	bZoomedFireMode(1)=1
    
    	//This says to display the crosshair when the weapon is first equipped
    	bDisplaycrosshair = true;
    
    	//This vastly reduces the weapon bob effect when landing from a jump or fall in order to prevent model clipping while aiming
    	JumpDamping=0.1
    
    	//These reduce the weapon lagging behind the crosshair effect to ensure the sights are properly lined up when you enter zoom aiming mode
    	MaxPitchLag=40
    	MaxYawLag=50
    
    	//Original UT3 movement values to use while not zoom aiming
    	BaseGroundSpeed=440.0
    	BaseAirSpeed=440.0
    	BaseWaterSpeed=220.0
    	BaseJumpZ=322.0
    
    	//This says the weapon isn't zoom aiming when the weapon is first equipped
    	AmIZoomed=false
    
    	//This sets how fast we want to zoom, a very high value gives an instant zoom rather than the UT3 Sniper Rifle's hold to zoom setup
    	ZoomedRate=300000.0
    
    	//
    	//This value does not need to be present in your weapon class but can be if you wish to have a different amount of zoom while zoom aiming
    	//
    
    	//This sets how much we want to zoom in, this is a value to be subtracted because smaller FOV values are greater levels of zoom
    	ZoomedFOVSub=60.0
    
    	//
    	//These values should be present in your weapon class and be altered to suit your needs
    	//
    
    	//This is the spread value for use while zoom aiming, smaller number is more accurate
    	SpreadScoped=0.0025
    
    	//This is the spread value for use while not zoom aiming, larger number is less accurate
    	SpreadNoScoped=0.045
    
    	//New lower speed movement values for use while zoom aiming
    	ZoomGroundSpeed=210.0
    	ZoomAirSpeed=340.0
    	ZoomWaterSpeed=110.0
    	ZoomJumpZ=256.0
    }
    this is the coding that i used from your download, i did nothing to it
    UDK Environmental Artist - for UnrealPHD
    Youtube channel for latest tests on UDK: http://www.youtube.com/user/jmprsh153?feature=mhee
    Online Portfolio: http://parishproductionmedia.moonfruit.com/

  34. #34
    MSgt. Shooter Person
    Join Date
    Jul 2010
    Location
    England, Kent, Longfield, New Ash Green
    Posts
    356
    Gamer IDs

    Gamertag: Hitman Spitfire

    Default

    also i get this when i place the UTEmit_blood in the UTGame classes folder:

    http://www.mediafire.com/?gbm5svkgrcokv78

    here is the coding:

    Code:
    /**
     *
     * Copyright 1998-2010 Epic Games, Inc. All Rights Reserved.
     */
    
    
    /** superclass of damagetypes that cause hit players to burst into flame */
    class DmgType_blood extends UTDamageType
    	HideDropDown
    	abstract;
    
    /** SpawnHitEffect()
     * Possibly spawn a custom hit effect
     */
    static function SpawnHitEffect(Pawn P, float Damage, vector Momentum, name BoneName, vector HitLocation)
    {
    	local UTEmit_blood BF;
    	local vector EffectLocation;
    	local TraceHitInfo MyHitInfo;
    	local UTPawn UTP;
    
    	UTP = UTPawn(P);
    	if (UTP != None && !UTP.bGibbed && Damage > FMin(95, 0.19 * P.HealthMax))
    	{
    		EffectLocation = HitLocation;
    
    		if ( BoneName == '' )
    		{
    			MyHitInfo.HitComponent = P.Mesh;
    			P.CheckHitInfo( MyHitInfo, P.Mesh, Momentum, EffectLocation );
    			BoneName = MyHitInfo.BoneName;
    			if ( (BoneName == '') && (UTPawn(P) != None) )
    			{
    				EffectLocation = 0.5 * (HitLocation + P.Location);
    				EffectLocation.Z = HitLocation.Z;
    			}
    		}
    
    		BF = P.Spawn(class'UTEmit_blood',P,, EffectLocation, rotator(Momentum));
    		BF.AttachTo(P, BoneName);
    		BF.LifeSpan = GetHitEffectDuration(P, Damage);
    	}
    }
    
    static function float GetHitEffectDuration(Pawn P, float Damage)
    {
    	return (P.Health <= 0) ? 5.0 : 5.0 * FClamp(Damage * 0.01, 0.5, 1.0);
    }
    
    defaultproperties
    {
    	GibTrail=ParticleSystem'Envy_Effects.Tests.Effects.P_Vehicle_Damage_1'
    }
    UDK Environmental Artist - for UnrealPHD
    Youtube channel for latest tests on UDK: http://www.youtube.com/user/jmprsh153?feature=mhee
    Online Portfolio: http://parishproductionmedia.moonfruit.com/

  35. #35
    Prisoner 849
    Join Date
    Aug 2010
    Location
    stoke.u.k
    Posts
    911
    Gamer IDs

    Gamertag: gaz661

    Default

    sorry for the delay in answering,i didnt spot your post.unfortunatly im not a very experienced coder and the m60 was the result of my working my way thruogh the ironsights code.i believe the origional code was for ut3 and i had to do bit of trial and error to get it to work.i imagine that the problem lies in the fact that you are using a much newer version of udk than me and things change from build to build.i have been tempted to move to the latest build because it offers a performace increase.if i do,i will look at the code again.untill then,can i suggest you look through the ironsights tutorial(the link is on my site)and have a mess.it took me two weeks to get mine to work,but was a very rewarding experience.good luck.

  36. #36
    MSgt. Shooter Person
    Join Date
    Nov 2009
    Posts
    391

    Default

    I have taken a look and it could be very simple and I think the emitter is gone or renamed
    I would try changing it to UTEmit_BloodSpray

  37. #37
    Skaarj
    Join Date
    Aug 2011
    Location
    Pupelica, Croatia
    Posts
    3

    Wink StargateSttuff pack 1

    Name: StargateStuff pack 1!
    Type: Package + models (.ase)
    Category: StaticMesh
    UDK version: Newest (July 2011)
    Screen:

    Download: !!HERE ON FILEBEAM!!
    Author: Cartman300 (me xD)
    Description: If someone wants to script it PM me
    BTW i forgot to mention atlantis console DHD is broken for some reason, not all polygons are visible. Some are invisible
    Last edited by Cartman300; 08-22-2011 at 07:56 AM.
    Help me by visiting THIS
    or by donating (PM me)

  38. #38
    MSgt. Shooter Person
    Join Date
    Dec 2009
    Location
    USA
    Posts
    149
    Gamer IDs

    Gamertag: none

    Default

    DK2007:
    Thanks a lot for those fantastic textures and all who uploaded their hard work to share.
    What have we become!...

  39. #39
    Redeemer
    Join Date
    Apr 2009
    Location
    Jacinto
    Posts
    1,487
    Gamer IDs

    Gamertag: Keltar3007

    Default

    Quote Originally Posted by Cartman300 View Post
    [B]Name: StargateStuff pack 1!
    Type: Package + models (.ase)
    Category: StaticMesh
    UDK version: Newest (July 2011)
    *snipped*

    Nice Chappa'ai !!!
    Last edited by Kelt'ar; 04-07-2012 at 08:06 AM.

  40. #40
    Prisoner 849
    Join Date
    Aug 2010
    Location
    stoke.u.k
    Posts
    911
    Gamer IDs

    Gamertag: gaz661

    Default

    oooops......
    Attached Images Attached Images
    Last edited by gaz661; 09-20-2011 at 02:48 PM. Reason: getting the hang of the new interface


 
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