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UDK/UT3 Video Tutorials List and Support Thread

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  • replied
    Haha, fair enough =]

    Well, either way, you've help loads! and helped our group/class in their 2nd year projects at Uni!

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  • replied
    trust me if i could do that i would have said how, without re_doing nearly all the UTgame code imposible, that afaik others may know better, i'm just a hobbist no pro

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  • replied
    Ah brill!

    Thanks man =D

    Do you know of a way to get these to be referenced from my Glitch/classes folder so I can keep them all in one place?
    Or would that mean making a copy of UTCharInfo etc,?

    Leave a comment:


  • replied
    Hi Dodge, your problem is that your family files need to be in the utgame/classes folder, not in the Glitch/classes folder

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  • replied
    Hey geodav,

    First off, thanks so much for the tutorials, they have helped loads!!!

    Only problem i've run into is on the custom character ones,
    im getting the warning
    Code:
    Warning/Error Summary
    ---------------------
    C:\UDK\UDK-2010-11\Development\Src\UTGame\Classes\UTCharInfo.uc(81) : Warning, ClassProperty UTGame.UTCharInfo:Families.Families: unresolved reference to 'class'Glitch.UTFamilyInfo_GlitchFamily_Male')'
    C:\UDK\UDK-2010-11\Development\Src\UTGame\Classes\UTCharInfo.uc(81) : Warning, Unable to parse parameter value 'class'Glitch.UTFamilyInfo_GlitchFamily_Male')' in defaultproperties array operation:     Families.Add(class'Glitch.UTFamilyInfo_GlitchFamily_Male')

    Do you know what exactly this is referencing? I have checked the spelling and it's all correct, I did have it working properly, then suddenly it stopped and i have no idea why,

    Any help would be greatly appreciated =]

    Thanks

    Dodge

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  • replied
    itz's been done before, look at the racing games on this forum, once you've watch the video's you'll notice that coding is not my strong point

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  • replied
    boat thing

    Thanx geodav. It's working now.
    I have a question. I want to design a simple boat driving game.
    I know a little c++ coding but new to unrealScript. The main issue I'm struggling with is that I want to change the main character to a boat instead of the default shooter. is it hard to approach or what? If it not that simple I follow the regular vehicle approach for my boat.
    What do you suggest?

    P.S: Haven't watched your vehicle tuts yet, still downloading ....

    Leave a comment:


  • replied
    all my videos are free, i have heard people get a little confused when downloading from fileplanet but you don't have to register or pay for the download/content. i you get asked to pay for any of my content please pm me the link and i'll have a word with them

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  • replied
    Hi geodav
    thanks for the tuts. I downloaded some of them but had problem with downloading the others. It redirects to another website. Just wondered if your tuts are free or what?

    I want to design a simple boat driving game. I think your vehicle tuts could help ...

    Leave a comment:


  • replied
    Originally posted by WhiteHyena View Post
    I'm certainly no expert on making weapons for UDK but from the sounds of it I'd say you need to seriously lower your poly/tri count. Keep in mind that the majority of fine detail comes from baking normal maps onto a low-poly mesh, so there's no need to have insane amounts of tris as long as the base shape/silhouette are looking good.

    If I were you I'd take time checking through UDK to see the sort of poly-count Epic have making their weapons/vehicles/characters, then use that as something of a guideline. At the moment I'd say 11k tris is way too high, that's more than an entire character or vehicle.
    Ya, good point.
    I'll check out the stuff in UDK to see what they have.

    Thanks

    Leave a comment:


  • replied
    Originally posted by bchaps View Post
    I have about 8k polys and 11k triangles (I'm still working with the mapping on 1 of the parts though)

    The pistol grip part I'm working on (very detailed) has:
    6,792 polys and triangles right now
    5,466 verts right now.
    I'm certainly no expert on making weapons for UDK but from the sounds of it I'd say you need to seriously lower your poly/tri count. Keep in mind that the majority of fine detail comes from baking normal maps onto a low-poly mesh, so there's no need to have insane amounts of tris as long as the base shape/silhouette are looking good.

    If I were you I'd take time checking through UDK to see the sort of poly-count Epic have making their weapons/vehicles/characters, then use that as something of a guideline. At the moment I'd say 11k tris is way too high, that's more than an entire character or vehicle.

    Leave a comment:


  • replied
    i suggest making the pistolgrip no more than 100 polys, no need for more that that

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  • replied
    I'm about 3/4 the way done with the skeleton. (before colors and anims)
    (I'm making an MP5)
    I have about 8k polys and 11k triangles (I'm still working with the mapping on 1 of the parts though)

    The pistol grip part I'm working on (very detailed) has:
    6,792 polys and triangles right now
    5,466 verts right now.

    It makes up over half of the polys and triangles in my gun over all so far

    Leave a comment:


  • replied
    in max right click on a window name (eg:- front) select configure then the Statistics tab then tick triangle count and Total+selection and shoe statistics in active viewport, click ok

    for weapons it#s the same sort of thing 12k max but if your using firstperson arms then weapon+arms 12k

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  • replied
    Originally posted by geodav View Post
    main thing is watch the polycount for most vehicles you don't really want to be over 12,000 triangles, remember if your vehicle shows the character then it might be a good idea to be lower than 12k, oh and don#t forget to do the LOD's for the vehicles as well
    How do I see the number of triangles?
    Also, any recommendations on the number of triangles for weapons

    Leave a comment:

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