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  • replied
    Originally posted by geodav View Post
    @nesjett, just tested it and the download works fine, sometime the gamefront site can be a little slow

    Did you tried to download the file? Im not saying that gamefront doesnt work, I mean that, when you click on the download button and the countdown of 5 seconds ends, it redirects you to an error page in order to the donwload, here a pic:
    http://prntscr.com/18smbu


    Thanks geodav, you do a great job for the community.

    Leave a comment:


  • replied
    @nesjett, just tested it and the download works fine, sometime the gamefront site can be a little slow

    Leave a comment:


  • replied
    The donwload link of the Tank code of your site is broken (the first link works, but it doesnt download nothink, gives an error)

    Thanks

    Leave a comment:


  • replied
    glad to hear its all working

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  • replied
    geodav, nevermind. I got it. I kind of had to clear the cache and now it works. Thanks a lot for the tutorials!

    Leave a comment:


  • replied
    Thanks for the response geodav. Unfortunately I still must be doing something wrong. I typed the name wrong above I actually did have them in "Development\Src\DavCorp\Classes" sorry for the confusion there. I removed all the scripts and tried again with the same results (appears in editor but not during game play). I have the .upk file in "C:\UDK\UDK-2012-05\UDKGame\Content\DavCorp\Vehicles" is that the right location?

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  • replied
    Hi Ray, simple mistake the scripts need to be in the Development\Src\DavCorp\Classes folder not GeoDav folder, sorry for any confusion

    any more probs just shout

    Leave a comment:


  • replied
    Geodav, Thanks for the great tutorials. I downloaded the land walker files and to test it out dropped the scripts in a GeoDav/classes folder, add the +EditPackages=DavCorp to the DefaultEngine, run frontend and recompile the scripts and get no error. I start the engine and open the content browser and there it is under the vehicles catagory. It places fine in the browser, but when I run the test game it is not there. I'm sure there's something I forgot. Would you be able to point me in the right direction?

    Thank You Sir,

    Leave a comment:


  • replied
    i doubt it will work in UT3
    but the basic code should if you compile it with ut3, the same if you make the package in ut3 it should work in udk.

    but udk -> ut3 is no

    Leave a comment:


  • replied
    Hi Geodav,
    I'll check your tuto. There are a precious source of pertinent and usefull information

    I have started anoter thread where I explain my project with the Strider. I have been told that UDK cannot create UT3 content.
    My plan was to make the vehicle using UDK and then to get it running into UT3. Is it impossible ? Is there a way to export my package from UDK when it is finished and to get it into UT3 ?
    I already used custom made vehicles I have downloaded. They come with an .upk and a .u file. If I get my vh_strider.upk and my vh_strider.u file into UT3, will it work ?

    Thank you by advance
    Tux

    Leave a comment:


  • replied
    watch my ut3 weapon tutorial it showes how to change the pivot alignment.
    select the bone then click on the "Hierarchy" tab, then the button "affect pivot only" , then the button "align to world"

    that should fix it

    Leave a comment:


  • replied
    Hi Geodav,
    Thanks for the reply. how can I verrify the bones pivot point ?

    I have checked into the AnimSet and the root bone orientaiton is orientated like this: Z = front; X = left side; Y = down. I guess it is not good because UT3 is orentated lthix way: X = front; Z = UP. Is it what you want me to check ?

    It would be realy complicated for me to change bones orientation into 3DSMAX. I'm not a max pro.
    do you know how to do that. I guess only the root bone has to be orientated, isn't it ?
    If I knew hot to: unlink the root bone and the mesh + rotate the root bone / re-link the root bone and the mesh; into 3DSMAX, maybe it would work.

    Regards
    Tux

    Leave a comment:


  • replied
    hi tux, you have to check the orientation of the bones pivot points, even if the geometer looks right you still need to check.
    the error your getting is a bone problem, happens all the time because people don't check it

    Leave a comment:


  • replied
    Hi Geodav,
    I'm slowy making my way

    My strider has spawned from its factory which I have compiled into UDK (by using udk.com make).
    The problem I'm facing is that the vehicle is lying on its back. (yes he is right, time to go to bed ...). I think that certainly is a rotation problem in the Factory isn't it ? My Skeletal Mesh is aligned front along the X axis and the Y axis is along its right side.
    But the orientation of the main body bone (root bone), is different: Z axis to the front and X axis to the left side.

    Will I have to re-orientate the bones into Max ? Is there a way to do that into UDK ?

    Thanks you by advance.
    Have a good night.
    Tux

    Leave a comment:


  • replied
    if you need actorx for newer versions of max then try here http://www.gildor.org/smf/index.php?topic=1221.0

    not tried anything like that in blender, solong as the body and feet bones are aligned correctly then it should work, remember to use the udk tools to export from blender as the fbx export for skeletalmeshes doesn't work right

    Leave a comment:

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