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[Update 2] Plug n Play Big Van Thing / FireTruck

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    [Update 2] Plug n Play Big Van Thing / FireTruck

    yo

    contains Original Version and LookSteer Version
    http://dl.dropbox.com/u/4685265/Tegleg_VH_Fire.zip


    heres a big vehicle for you to play with. For NOVEMBER udk and newer.
    i made it because im helping someone out to make an airport fire truck, and i thaught id give it to everyone to maybe learn something from.

    it has:
    * rotating turret that fires the manta weapon.
    * 6 camera modes, with rear view function. Static cam when first enter vehicle.
    * nicely ballanced with slippery tyres for drifting
    * its fast

    comes with the 3ds max model file so you can make your own vehicle. the model is a terrible 'placeholder', im no modeler :s
    open it up in max, delete the mesh, add your own, skin the bones. (look for geodav tutorials if you dont know what im talking about)

    HOW TO INSTALL:

    place the files from the zip in your udk instalation folder.
    the zip is arranged in folders to make it easy for you.

    Development/Src/UTGame/Classes - Script Files.
    Development/Src/UTGameContant/Classes - More Script Files. (wont work for udk versions older than august)

    UDKGame/Content/Vehicles - the vehicle package (wont work for udk versions older than november)

    Important:
    add these lines to DefaultInput.ini for the camera control.
    add to the bottom of ; Primary default bindings section
    UDKGame/Config/DefaultInput.ini

    Code:
    .Bindings=(Name="R",Command="GBA_LookBack | OnRelease GBA_NotLookBack")
    .Bindings=(Name="V",Command="GBA_Camchange")
    let me know of any problems

    Have Fun!


    Attached Files

    #2
    cool! will try it out when i get chance. should be fun looking through the code too.

    thanks!

    Comment


      #3
      a little favour, the code is a stripped down version of my game vehicle and im not sure if i left anything in that might cause a problem. im going to do a vehicle pack at some point (helicopter on the way. preview here).

      could someone let me know if this even works please?

      thanks

      Comment


        #4
        That's the best looking van I've ever seen!

        No, but seriously, great job on sharing this with the people!

        Comment


          #5
          complied in Aug build with some warnings but mesh doesn't show up in game. your vehicle package wont open...
          Code:
          Unable to load package (..\..\UDKGame\Content\Vehicles\VH_Fire.upk) PackageVersion  799, MaxExpected  756 : LicenseePackageVersion    0, MaxExpected    0.
          in May UDK it say the super class 'UTvehicle' and 'UTvehiclefactory' for 'Tegleg_FBase' and 'TeglegVehiclefactory_Fire' cant be found

          Comment


            #6
            @Dn2:
            It's possible that in May UDK, you have to add UTGame to EditPackages. At least, that happens to me some releases.

            Comment


              #7
              UTGame seems to be in EditPackages already.

              compiles on the Aug build...just the vehicle package isnt loading (not loading on Dec09, may and aug)

              ill try using importing the model from the 3dsmax file...after i eat lunch...and report back...unless someone does it first >_>

              Comment


                #8
                hey thanks for jumping on it everyone
                its made with nov build so the package probably wont work with older ones

                yes i pride myself on the quality of my models lol
                no they are just for learning/testing, i expect people to make their own using this as a base
                do people do that with my vehicles?
                you very welcome of course to use them as they are if you want

                Comment


                  #9
                  Well, we'll see in a few months / a year, when everyone using your models release their games ;D

                  j/k

                  Comment


                    #10
                    as long as they keep the tegleg logo on thats fine
                    so it compiles ok in august, good. no warnings at all?
                    thats what i was woried about

                    Comment


                      #11
                      getting it to show up in the editor and not in game...i probably messed up somewhere

                      somebody with Nov is gonna have to try it :|

                      edit: it compiles in august with a few warnings

                      Comment


                        #12
                        iv seen a problem, ill wait for some more feedback and update it

                        in TegVehicleFactory_Fire
                        this line:
                        VehicleClassPath="TeglegRace.TegVehicle_Fire_Conte nt"

                        TeglegRace should be the name of the folder where TegVehicle_Fire_Content is located
                        eg. if its in UTGame change it to
                        VehicleClassPath="UTGame.TegVehicle_Fire_Content"

                        if the vehicle does show up in the editor but not in the game its usualy 1 or all of these things:

                        the problem described above
                        do a frontend full recompile
                        script files need to be in the same places as the original, UTGame and UTGameContent (i only get this one with cicada mods)
                        materials referenced in The script are not there in the editor (spawnmaterial, teammaterial...) shouldnt be a problem with this vehicle

                        hope someone can use it

                        @Dn2 what were the warnings you got?

                        Comment


                          #13
                          Code:
                          D:\UDK\UDK-2010-08\Development\Src\Mafia\Classes\TegVehicle_Fire_Content.uc(106) : Warning, ObjectProperty UDKBase.UDKVehicle:VehicleEffect.EffectTemplate: unresolved reference to 'ParticleSystem'VH_TegVehicles.Effects.PS_Booster',EffectTemplate_Blue=ParticleSystem'VH_TegVehicles.Effects.PS_Booster',EffectSocket=Booster01)'
                          D:\UDK\UDK-2010-08\Development\Src\Mafia\Classes\TegVehicle_Fire_Content.uc(106) : Warning, Invalid property value in defaults:     VehicleEffects(0)=(EffectStartTag=BoostStart,EffectEndTag=BoostStop,EffectTemplate=ParticleSystem'VH_TegVehicles.Effects.PS_Booster',EffectTemplate_Blue=ParticleSystem'VH_TegVehicles.Effects.PS_Booster',EffectSocket=Booster01)
                          D:\UDK\UDK-2010-08\Development\Src\Mafia\Classes\TegVehicle_Fire_Content.uc(107) : Warning, ObjectProperty UDKBase.UDKVehicle:VehicleEffect.EffectTemplate: unresolved reference to 'ParticleSystem'VH_TegVehicles.Effects.PS_Booster',EffectTemplate_Blue=ParticleSystem'VH_TegVehicles.Effects.PS_Booster',EffectSocket=Booster02)'
                          D:\UDK\UDK-2010-08\Development\Src\Mafia\Classes\TegVehicle_Fire_Content.uc(107) : Warning, Invalid property value in defaults:     VehicleEffects(1)=(EffectStartTag=BoostStart,EffectEndTag=BoostStop,EffectTemplate=ParticleSystem'VH_TegVehicles.Effects.PS_Booster',EffectTemplate_Blue=ParticleSystem'VH_TegVehicles.Effects.PS_Booster',EffectSocket=Booster02)
                          hmm ...seems to be only missing particle stuff :/

                          edit:
                          Originally posted by tegleg View Post
                          in TegVehicleFactory_Fire
                          this line:
                          VehicleClassPath="TeglegRace.TegVehicle_Fire_Conte nt"

                          TeglegRace should be the name of the folder where TegVehicle_Fire_Content is located
                          eg. if its in UTGame change it to
                          VehicleClassPath="UTGame.TegVehicle_Fire_Content"
                          its showing up in game now! but...some weird stuff is happening probably because i didn't set up the physics-assets/skeletal controls properly. camera is far and static...but i can drive around (i commented out some lines in the seats part of the code because i didn't set up a socket/control for it in the animtree >_>).

                          Comment


                            #14
                            right ok thanks

                            ill change that particle back to the scorpions

                            you need a socket called 'GunViewSocket' for the camera, one of the camera modes uses this sockets exact loation, so put it where you like, on cars i have it on the bonnet/hood.
                            but it does actualy stay static when you first enter a vehicle, press V to follow the car

                            Comment


                              #15
                              Not sure if anyone has answered yet, but the reason why you have 6 material inputs is because, when exporting, you had 6 uv channels. Just go back to max, select all polygons and set the material ID on 1 and export again and you're good to go

                              Probably you made the model out of small segments, rigged that, then attached everything and then skinned it correct? I have had the same issue a couple of months ago, don't know why max made multiple material IDs but it's just a small fix.

                              Comment

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