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UDK/UT3 Video Tutorials List and Support Thread

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  • replied
    Ok,thank you so much .
    Do you have a good material for car paint that i could make please?

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  • replied
    ok there's no road building in UDK even though people have asked for one, afaik you'll have to make your own road meshes

    for the collision meshes to work you need to name them the same as the staticmesh eg:-
    S_RoadBendLeft = staticmesh
    UCX_RoadBendLeft_01 = collision mesh 01
    UCX_RoadBendLeft_02 = collision mesh 02 if you need more than one mesh
    UCX_RoadBendLeft_03 = collision mesh 03

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  • replied
    Thank you .Now I have 2 questions.
    I want to make a city road.What is the best method?I used to make the road in 3dsmax and then import it into udk,but I think there are better ways to do this.If so,what are they?
    How can I make a proper collision model to a road?I tried making a box and naming it UCX_ROAD(at least i think it was ucx),and it didn't work for the road,though it worked for trees and lamp posts.
    Thank you.

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  • replied
    normally because you might lose or change the smooth groups

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  • replied
    Why do 3d objects tend to get "boxier" and bad looking,sometimes when I attach other objects?Thank you.(3ds max)

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  • replied
    I thought of that too,but it takes a lot of unnecesary time .I thought there would be an easier way.I'll keep searching.Thank you so much for everything

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  • replied
    thats the hard part if sections of it was a element before hand, i'm sure there is a way to fix it but i'm no pro, i'd detact to object then weld vertices then again select and detach to element then re-attach to the main mesh and see if that helps

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  • replied
    Originally posted by geodav View Post
    carefully select all the polygons you want to be in a single section then click the dettach button and select detach to element, now when you skin use the select element tick box
    I tried that with another car and it doesn't work properly.I attach everything to 1 object,then I select the polygons,i click detach to element,and then when I skin ,I click select element and it doesn't select everything I detached,just some part of it.What can I do? Thank you.

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  • replied
    ok sounds are harder to do because it requires a fare bit of coding but take a look at the scorpian code for ideas, the same for the wheel effects look at what the scorpian has and see how Epic did it

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  • replied
    Thank you .I'll check it out.Also,how can I assign a sound to a part of the car.In my case i want to make the trunk subwoofers play music,how can I assign a sound to them on a drivable car?Thank you.
    Also,how can I edit the smoke coming from the tires of scorpion?I want a custom made tire smoke.Thank you.(sorry for all this questions)

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  • replied
    cool work、、、~~guy

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  • replied
    i doubt it will work till you add your own "animplayer" node to your vehicles animtree then change the name in the "AnimPlayerName=DevilfishPlayer"

    its not a simple thing to explain which is why i did my best with this video http://youtu.be/-HfzaWzVsAY

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  • replied
    Thank you .I managed that too.Now for another question(sorry for bothering).Where should I add the line?
    I added it into "UTVehicle_Eclipse_Tuning.uc" after the line "defaultproperties" and I changed it into
    VehicleAnims(0)=(AnimTag=Jump,AnimSeqs=(eclipse_bo ne_animation),AnimRate=1.0,bAnimLoopLastSeq=false, AnimPlayerName=DevilfishPlayer)
    and it still doesn't work.What should I do? 10000 times thank you

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  • replied
    carefully select all the polygons you want to be in a single section then click the dettach button and select detach to element, now when you skin use the select element tick box

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  • replied
    Oh maaaaaan,I've done it,I've succesfully imported an FBX animation,thank you so much.Now I'll try to trigger it.Another question I have .When I want to skin specific parts to bones,how can I make this easier?Because i keep selecting verteces that i don't want and its frustrating.Isn't there an easier way?Thank you.

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