Client Related Practice: Showing Animations

For a while I’ve been battling with an issue with UDK, in that it wouldn’t show the animation set even after configuring it to how the tutorials showed me how. To solve this I found an alternative tutorial that helps with showing an initial animation upon playing the level within UDK. It’s a useful tutorial for anyone looking for a fix to this problem and/or a look into integrating animations overall into UDK without the necessitated need for Kismet.

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Client Related Practice: Moving Objects in UDK

I haven’t as yet attempted to move anything within UDK as the people require a few tweaks in order for final hand-in so that they can go within the level. However, to prepare myself for the installation within UDK, I have found this tutorial that I will be using as reference for moving within UDK when the time comes to install it. It’s a very useful tutorial for those still confused by Kismet and how it works, and I look forward to potentially using it.

Technical Production Skills: Kismet, Lighting & Other Things

For another tutorial, we had to create a level and then on a subsequent tutorial, use this level to add a Kismet element (Interactive elements, such as triggers) to the level to make a door open. Heres a couple of screenshots of the level (Note: I’ve tried multiple times to get a video recording of the level for better reference, even attempted doing it in GIF form, but my attempts at doing so have all failed. Screenshots will have to suffice until I find a workaround, i’m afraid). The first screenshot is the door of which its button is located to the left of it, (I was forced to use the mesh of a stone box because the mesh suggested in the tutorial was missing from the version of UDK I was using at the time). Second screenshot is the back wall, this comes from the post-tutorial were I simply went crazy with the lighting fixtures, and still I couldn’t get the back wall to light up, maybe next time.

Door1 Door4

Here is the said ‘button’ and for reference of the door opening, here’s the empty space it leaves. (Squint hard enough and you can see that I didn’t push the right door out far enough so you can see aspects of its mesh still)

Door2Door5

 

And the Kismet trigger from the editor.

Door3

I really did like this tutorial, the first real experience with UDK in an interactive sense with using Kismet, enjoyable and very useful for future projects.

Technical Production Skills: UDK Collision Physics

Product a tutorial, of which the task was to create a simple platform (with removed sections on two edges) and have an object that’s movable with physics and such. (Note: If I can find the original file that I used for the tutorial, I will attempt to provide a DropBox link to it, if I remember of course)

Col2

Here is the said object.

ColActually1

Here is the action screenshot that I took.

Col1 

All in all, a very useful tutorial that I think will be extremely useful and possibly vital in later projects for physics templates.

3DS Max – UDK

As part of The Street project, we are tasked with creating a building for the street. The building i have propositioned here, is to be constructed inside the 3D Modelling software known as 3DS Max. Now, The Street however is being constructed externally in UDK and thus the model created has to be exported and must be compliant with a set of properties placed on most buildings that are to be placed on the street.

Those are;

  • To import a 3DS Max file to UDK (Unreal Development Kit), it must be saved in the format known as FBX. Otherwise, it won’t be applied onto The Street
  • The texture map for the entire sphere of things created must be within the 1024 x 1024 pixel limitation that is set upon textures
  • These texture maps are to be saved in the TGA file format
  • No Boolean operations for things such as Subdivision of surfaces in 3DS Max can be applied to any model as they tend to not comply with UDK
  • Additionally the object must not exceed the length of 5 Metres by 6 Metres in UDK measurement
  • Finally, the collisions for each object must be set by the individual themselves by applying a UCX model to it. Which from practice is essentially a box surrounding aspects of the object to count as collision, saved under the same name within 3DS Max as the original shape but with a UCX_ prefix added onto it so UDK recognizes that this is for collisions.