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Kismet UI solution

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  • Kismet UI solution

    Marko Permanto has written a new Kismet Interface system, based on James Tan's original system. This new system allows you to build, control, and animate menus and HUDs through nothing but Kismet!

    [shot]http://www.hourences.com/tutorialimages/ue3kismethud/12.jpg[/shot]

    Unrealscript source: http://www.hourences.com/tutorialima...UD22012012.zip

    I've put a tutorial up on my site on how to use it: http://www.hourences.com/tutorials/?page_id=1061

  • #2
    bravo.downloading now.

    Comment


    • #3
      Awesome.

      Does this work on mobile?

      Comment


      • #4
        Wow, UIScene coming back to life in a new kismet body. I didn't try yet and don't know how powerful it is, but even if it's limited and can only be used for prototyping (it doesn't seems to be the case), this is great and should be integrated in next UDK builds.

        Comment


        • #5
          when i moved from sept 2010 version of udk to sept 2011 version i lost half my gameplay because i used ui scenes to direct the player to the next objective.now i can put it all back.and it was easy enough to get it to work on my own gametype.

          thanks a million.

          Comment


          • #6
            Excellent! If I can place a material, rather than just a texture, in the UI this'll be perfect!

            Thanx Marko, James and Hourences!

            Comment


            • #7
              I dont wanna say i hate adobe flesh because all those click,click,click,click,click, zillion times to get one start button functional but this your thing will save my hair believe, thanks a lot.

              In my case -SimpleExtHUDInfo-, i havent be able to found that in Game Type after:"and now start the editor. It will ask you to recompile the script, to which you answer yes. You are now good to go."
              How i was solve this?
              I was just use Unreal Frontend and -Full Recompile Scripts-, now all is great.
              My version of UDK is 9249.
              Thanx again!

              Comment


              • #8
                my goodness!
                this is an amazing idea, havnt tried it yet but it looks like just what almost everyone needs.
                big thanks to everyone involed

                edit:
                works ok.

                its awesome
                thanks again

                Comment


                • #9
                  Originally posted by Hourences View Post
                  Marko Permanto has written a new Kismet Interface system, based on James Tan's original system. This new system allows you to build, control, and animate menus and HUDs through nothing but Kismet!

                  [shot]http://www.hourences.com/tutorialimages/ue3kismethud/12.jpg[/shot]


                  Unrealscript source: http://www.hourences.com/tutorialima...UD22012012.zip

                  I've put a tutorial up on my site on how to use it: http://www.hourences.com/tutorials/?page_id=1061
                  You're the man Sjoerd

                  Comment


                  • #10
                    great work

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                    • #11
                      YES!!!!!!!!

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                      • #12
                        Have a question:

                        I'm trying to display lines of text that are centered and span the width of the screen. I've found if I use "Render Text Box", I can get it spanning the width of the screen (and wrapping) correctly, but it's aligned left and not centered. If I use "Render Aligned String", I can get the text centered but then it doesn't clip/wrap.

                        Any way around that?

                        Comment


                        • #13
                          yep this kismet ui should be built on and implemented proper by UDk . more kismet features the better i say.

                          thanks for spending the time making it for everyone.:}

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                          • #14
                            Also it'd be great if you could expose the texture coordinates (U, V, UL, VL - the default epic Draw Image event lets you expose these)

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                            • #15
                              Since this is a Kismet solution, does that mean you need to "implement" it in every single map you create to support the ingame hud and escape menus? Seems like that might be a little painful...

                              Comment

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