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[Links & Content Updated] UDK – Horror Starter Kit Source Code (7 Days)

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    #16
    Originally posted by DinoSrdoc View Post
    Thanks for sharing this, it's very useful!
    But, how exatcly did you build this in the March 2013 version when there is only a February and July 2013 version?
    Neat! The original Rift enabled UDK build from their dev site (https://developer.oculusvr.com/?action=dl&v=3) is labeled 'UDK-2013-03'. I imagine that is where its from.

    PS. Mad props guy! I will definitely check this out when I get a chance.

    Comment


      #17
      Nice work, Im loving it.

      A bit question, how can I modify the player size? change the BebiPawn.uc scale dont do nothink ingame (for sure I rebuilt the scripts)

      Thanks!

      Comment


        #18
        you should modify the pawn size

        Comment


          #19
          This is so awesome my head exploded. It took a while to type this comment because I was cleaning off all the blood off my keyboard that came from my head.

          Comment


            #20
            Wow! Really nice, thanks!

            Comment


              #21
              Hello,

              the character has an effect as he runs, a blur and change of focus.
              I was just wondering where I should look in the code for that. I tried changing multiple things, but i'm not sure where it's referenced.

              Thank you.

              Comment


                #22
                @IntoTheLabyrinth

                Those sounds are managed in the BebiPawn.uc class, as well as the camera FOV (Focus). Also all attributes/stats are getting controlled here. how fast his stamina builds up and so on.

                Here in the BebiPawn.uc the regeneration gets handled so you know what you have to look after. I'm also faking eye adaption in the highlighted part.

                simulated function Tick(float DeltaTime)
                {
                local Light tempLight;
                local Vector EyePos;
                local float TempDistance, TempRadius;
                super.Tick(DeltaTime);
                if(OutOfBreath)
                {
                Pulse = FMax(0, Pulse - (Pulse*0.14*DeltaTime*CharacterBrightness));
                if(Pulse < 50)
                OutOfBreath = false;
                }
                else
                Pulse = FMax(0, Pulse - (3.5*DeltaTime*CharacterBrightness));
                UpdateBreathSound();
                tempRate=Pulse/MaxPulse;
                tempPulse=(Pulse*FMax(0.95,tempRate))+(Sin(WorldIn fo.RealTimeSeconds*FClamp(1,10,tempRate*10))*(Puls e*FMin(0.05,(1-tempRate))));
                UpdateLegsYaw(DeltaTime);
                if(bInFight)
                AddHorror(HorrorMultiplier*DeltaTime);
                else
                {
                TerrorMeter = FMax(0, TerrorMeter - 20*DeltaTime*CharacterBrightness);
                UpdateTerrorSound();
                Illnes = FMax(0, Illnes - ((5-HorrorMultiplier)*DeltaTime*CharacterBrightness*0. 8));
                }
                CharacterBrightness=1;
                if(BebiController.bLanternOut)
                CharacterBrightness+=7;
                UpdateSanitySound();
                if(Mesh.GetSocketWorldLocationAndRotation(EyeSocke t,EyePos))
                {
                foreach lightArray(tempLight)
                {
                if(DirectionalLight(tempLight) != none)
                {
                if(FastTrace(tempLight.Location,EyePos,,true))
                {
                CharacterBrightness += tempLight.LightComponent.Brightness;
                }
                }
                else if(PointLight(tempLight) != none)
                {
                TempDistance = Vsize(EyePos - tempLight.Location );
                TempRadius=PointLightComponent(PointLight(tempLigh t).LightComponent).Radius;
                if(TempDistance < TempRadius && FastTrace(tempLight.Location,EyePos,,true))
                {
                CharacterBrightness += tempLight.LightComponent.Brightness * (1-(TempDistance/TempRadius));
                }
                }
                }
                }
                CharacterBrightness*=0.5f;
                if(CharacterBrightness > 5) CharacterBrightness=5;

                }
                The Post Processing effects, like distortion and DOF are getting controlled in the BebiHUD.uc class, here:

                event PostRender()
                {
                local BebiPawn bePawn;
                local BebiPlayerController beController;
                local float XL,YL,multiRenderDelta;
                local float PercentOfFear;
                multiRenderDelta = RenderDelta*10;

                if(PlayerOwner != none && PlayerOwner.Pawn != none && PlayerOwner.Pawn.Health > 0)
                {
                beController = BebiPlayerController(PlayerOwner);
                if(beController != none)
                {
                Canvas.DeProject(vect2d(CenterX,CenterY),beControl ler.outWorldOrigin,beController.outWorldDirection) ;
                //beController.outWorldOrigin+=beController.outWorld Direction*10;
                //beController.outWorldOrigin = beController.bePawn.GetPawnViewLocation();
                //beController.outWorldDirection = vector(beController.bePawn.GetViewRotation());
                }
                super.PostRender();
                bePawn = BebiPawn(PlayerOwner.Pawn);
                if(AssignedMaterial != none && bePawn != none)
                {
                OldTonemapperScale = Lerp(OldTonemapperScale,bePawn.CharacterBrightness *0.6,RenderDelta*0.5);
                PostProccesControl.TonemapperToeFactor = OldTonemapperScale;

                PercentOfFear=bePawn.Illnes/float(100);
                HealthLerp=Lerp(HealthLerp,float(PlayerOwner.Pawn. Health)/float(PlayerOwner.Pawn.HealthMax),multiRenderDelta );
                VignetteLerp=Lerp(VignetteLerp,FMax(1,FMax(2,(Perc entOfFear*20))*FMax(0.5,(bePawn.tempPulse*0.02))), multiRenderDelta);
                DistortionLerp=Lerp(DistortionLerp,PercentOfFear*0 .15,multiRenderDelta);
                //PlayerOwner.PlayerCamera.SetFOV(Lerp(90,120,FMin(0 ,PercentOfFear*FMax(0.5,(bePawn.tempPulse*0.04)))) );
                AssignedMaterial.SetScalarParameterValue('Vignette Scale',VignetteLerp);
                AssignedMaterial.SetScalarParameterValue('Distorti onScale',DistortionLerp);
                AssignedMaterial.SetScalarParameterValue('HitMaskB lendPower',HealthLerp);
                }
                }
                else if(AssignedMaterial != none)
                {
                HealthLerp=Lerp(HealthLerp,0,multiRenderDelta);
                VignetteLerp=Lerp(VignetteLerp,50,multiRenderDelta );
                DistortionLerp=Lerp(DistortionLerp,0.03f,multiRend erDelta);
                AssignedMaterial.SetScalarParameterValue('Vignette Scale',VignetteLerp);
                AssignedMaterial.SetScalarParameterValue('Distorti onScale',DistortionLerp);
                AssignedMaterial.SetScalarParameterValue('HitMaskB lendPower',HealthLerp);
                Canvas.Font=FaceYourFears;
                Canvas.SetDrawColorStruct(WhiteColor);
                Canvas.TextSize("'You're Dead!!!'",XL,YL);
                Canvas.SetPos(CenterX-(XL*0.5),CenterY);
                Canvas.DrawText("'You're Dead!!!'",true);
                DrawMenu();
                }
                mousePos = LocalPlayer(PlayerOwner.Player).ViewportClient.Get MousePosition();
                bLastMousePressed=bMousePressed;
                LastAlphaKeyPress=-1;
                }
                You should check the post process i've set up on the main Package. But the material values are all driven by code.

                Comment


                  #23
                  Thanks for sharing!

                  P.S - Hallo aus München!

                  Comment


                    #24
                    Where did you define the skeletal mesh for the pawn? I've been looking through the code but it doesn't seem to be defined in the defaultproperties.

                    Comment


                      #25
                      The skeletal mesh got defined inside of the packages by using archetypes(it's way easier and faster to change variables and attachments that way)

                      Probably the reason why you haven't found anything in the defaultproperties is that i'm just using the default skeletalmeshcomponent defined in the Pawn.uc class with the name "Mesh".

                      Actually you find everything you need to change on the character in that package:

                      Click image for larger version

Name:	char_archetype.jpg
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                      (At the bottom you'll find the Mesh/Animation properties)

                      @ambershee
                      Really Munich? for what reason?

                      Comment


                        #26
                        My current freelance client is based here.

                        Comment


                          #27
                          Originally posted by ambershee View Post
                          My current freelance client is based here.
                          Can you tell me who it is? Or are you even allowed to?

                          Comment


                            #28
                            Is this free for commercial projects?

                            Comment


                              #29
                              the code/menu/materials are completly free for commercial projects.


                              Just care with all Meshes. I cant remember where i've collected them.

                              Here you can just use the Tree's, Grass, the lantern, River.

                              Comment


                                #30
                                I just download the build and Im getting it_______Built With UDK Stopped Working?

                                my pc

                                intel i5 3.2 ghz
                                8 gb ram
                                Nvidia gt 420 1 gb
                                Windows 7 64 bits


                                Any sugerence ?

                                Comment

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