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UDK/UT3 Video Tutorials List and Support Thread

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  • replied
    "waste not want not" is the moto, all games have limits, don't forget only 5% of players/buyers will have the latest hardware.

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  • replied
    Originally posted by bchaps View Post
    Also,
    What is the point of getting rid of the extra triangles?
    It is just load time?
    Load time , framerate and even freeze ...

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  • replied
    Thank you.

    I also needed to find the plugin and put it in the right folder.
    Thanks again.

    Also,
    What is the point of getting rid of the extra triangles?
    It is just load time?

    Leave a comment:


  • replied
    welding vertices reduces the ammount of triangles, even with the latest hardware you still need to get rid of useless/wasted triangles

    i don't have max11 installed but i expect its the same as other max releases, goto the utilities tab(far right) then click on "configure button sets" now you can add "empty" buttons the pull the actorx script over to the new button

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  • replied
    Ok, I've been watching your 3DS Max vis on creating your box gun.
    My question is:

    Why do you have to go into edit mode and do welds?
    (I'm sure there is some point to it, but it seems pointless to me at the moment)

    Edit:
    Also, How do I get Active X to come up in Utilities? (I'm using 2011)

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  • replied
    if bchaps is right the just remove the line "bSeatVisible=true,"

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  • replied
    Originally posted by mehrdad3dgs View Post
    hi
    what can i do to Remove Player When Enter Vehicle(Landbuggy)?
    Thanks
    Are you asking what to do so that the player doesn't show up in the vehicle?

    I don't know much about this stuff (I'm just trying to clarify for Geo)

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  • replied
    what can i do to Remove Player When Enter Vehicle(Landbuggy)?
    why, sorry i don't really know what you want to do with that or where the problem is

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  • replied
    hi
    what can i do to Remove Player When Enter Vehicle(Landbuggy)?
    Thanks

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  • replied
    I just found out that my school does offer 3ds max for us.

    Should I get '3DS Max' or '3DS Max Design'?

    Thanks

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  • replied
    ok i take it you mean the weapon fire animation and not the weapon fire effect.
    like i say check your launch.log for errors.
    have you checked to the rotation check box


    have you added the weapon sockets

    ps. trust me i have moved my content from each build every month, it is very unlikely that the build is the cause

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  • replied
    Sorry to bother you again, but I've encountered another problem.
    Some of my animations do not work. The idle one loops fine, and the Equip and PutDown ones also work. My fire and alt fire animations however (both 11 frames long using the same set of frames) do not. When the mouse is clicked slowly the idle animation jerks back to the start but no fire animation plays.

    I gave my friend the same names for his anims on the September build and his works fine. However I'm on the December build, do I need to change some names of animations for them to work?

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  • replied
    I will when I get back to school on Monday (:
    Thanks very much for the help (:

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  • replied
    well done, don't forget to apply a bitmap texture to your weapon before exporting to avoid other problems later

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  • replied
    It's for a weapon.

    And do I just use the pyramids for the sockets too? and attach them from UDK?

    Also, I have a problem exporting. I get an error about skin triangles and no valid linkups and when I put the file into UDK it only finds the Base bone.

    This is the exact error.
    No valid skin triangles digested(mesh may lack proper mapping or valid linkups)

    I have a UV map for the model and it has a default max texture on it.

    Edit:
    It seems to work now. I export with the gun itself selected and it doesn't give me any errors.

    Leave a comment:

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