Cloudius12
Member
Now that summer is coming up, I was thinking I might want to mess around with this stuff. My knowledge is very limited, so I think its a good time to try it out. Going to download it and hit the tutorial.
By "create something fun" do you mean create some mechanics that form a working game? If you are very good at following tutorials then you could probably recreate a game from one. I haven't looked up UDK tutorials yet but I'm sure some are showing up. That is a good way to learn. You would require more scripting knowledge and some more experience with the tools to actually make anything substantial on your own. DL and try it out and see if you want to take the time to teach yourself. I plan to start learning this all day tomorrow now that I'm off.mclaren777 said:Would it be possible for me to create something fun with this kit given that I don't have any development training?
Gotcha. We will have the CryEngine thread this summer once the SDK is released (or were they releasing the sandbox first and then the full SDK later this year?.. forgot).bishoptl said:Having used both...I recommend having separate threads for CryEngine and Unreal tips n tricks. It will become way too unwieldy otherwise.
I think there should be a thread for CryEngine once Crysis 2 editor is out. The thread will be used to discuss Crysis 1 and 2 editors and Far Cry editor plus Cryengine 3 once its out.Mik2121 said:Gotcha. We will have the CryEngine thread this summer once the SDK is released (or were they releasing the sandbox first and then the full SDK later this year?.. forgot).
There is a lot of information out there, including video tutorials, documentation, forums, etc. As long as you have patience, the ability to follow tutorials, and the willingness to do some internet searching yourself, I'd say you can learn a lot without development training.mclaren777 said:Would it be possible for me to create something fun with this kit given that I don't have any development training?
That's awesome dude, what did you make that for? Just for the Make Something Unreal competition? I worked on a very terrible, but very fun to make, UT2K4 mod for my senior design project back in 2008.ScHlAuChi said:
Tomat said:I may download this and give it a shot. My main concern is that I have have pretty much zero experience when it comes to 3D modeling or putting anything into a game engine. No scripting knowledge either.
Still curious though.
bistromathics said:That's awesome dude, what did you make that for? Just for the Make Something Unreal competition?
I worked on a very terrible, but very fun to make, UT2K4 mod for my senior design project back in 2008. http://enyara.plentz.net/
I don't think so...I am just using a plain diffuse texture, only one texture for that entire mesh, and the corresponding UV coordinates. Feel free to teach me!nec99 said:Blizzard are you using lightmap UVs for that object? Might get rid of a lot of the weird shading.
Yeah, you need a second UV layout for your lightmaps.Blizzard said:I don't think so...I am just using a plain diffuse texture, only one texture for that entire mesh, and the corresponding UV coordinates. Feel free to teach me!
I have lightmass/static lighting basically disabled, since I like being able to change something and test the map in a couple of seconds instead of minutes. That might mean lightmap UVs won't work, however.
You can import with as many materials as you want. Max supports up to 15 materials, but I wouldn't suggest using more than 3 materials on an object, and that's if it's a complex object. Even then, usually you can break it up in different elements with just one material per object, and just put them together inside UDK. But that completely depends on what you are working on.Blizzard said:By the way, I get the impression that it MAY be best for simple meshes to not use multiple materials. Mik, can you provide any input on that? I suppose the export script was using multiple materials as a proof of concept thing, but in reality you could use a single material that has the proper different colors for each face. Also, it's nifty that the export script pulls collision directly from the Blender model, since that means you don't have to mess with it in the UDK.
Also by the way, apparently FBX support was added more recently, and I seem to have done some FBX importing from Blender as well. FBX exporting is built in by itself in 2.57b, but I am not sure if it needs any special modifications to work with UDK. If anyone is very interested in that let me know, and I can try to do a simple workflow for that too.
Yay, it's the return of Mik to the thread! =DMik2121 said:Yeah, you need a second UV layout for your lightmaps.
Make another UVW on channel 2 (which becomes channel 1 in UDK, and channel 1 becomes 0) and make it so that nothing is overlapping, or else your baked shadows will overlap too.
Side note about FBX, UDK was crashing every time I tried to import yesterday (might have been some texture/material/edge/vertex problems with the model) until I fixed it...but it also seemed to crash if I turned off the import texture/material option.You can import with as many materials as you want. Max supports up to 15 materials, but I wouldn't suggest using more than 3 materials on an object, and that's if it's a complex object. Even then, usually you can break it up in different elements with just one material per object, and just put them together inside UDK. But that completely depends on what you are working on.
As for FBX, yeah, I've been exporting as FBX since it was first added (can't even remember when that was..), I just don't like .ase.. for whatever reason .
If it's something like the statue where you have the top statue and the bottom base, what you can do is just have the base as one mesh and the top as another mesh and just export them with the same pivot point, that way when you import them together and with the grid on, they will fit together just nicely. You don't even need to put them together as a prefab, just leave them together and that's it.Blizzard said:Yay, it's the return of Mik to the thread! =D
UVW would just be another UV texture in the modeler (Blender), right? I'm hoping I can just copy the UV layout. Nothing was overlapping to begin with.
Side note about FBX, UDK was crashing every time I tried to import yesterday (might have been some texture/material/edge/vertex problems with the model) until I fixed it...but it also seemed to crash if I turned off the import texture/material option.
As for using one material per object, how do you suggest putting them together inside an engine like UDK? Have the elements set up with their origin in the proper place to fit together, manually place them, and then put them in a prefab? That's what I did with the statue elements, but I don't know a way to change the individual static mesh instance properties once you do that.
I tried moving it to the Content folder directly, but it still wouldn't let me save my map if I referenced your material on a BSP surface. I finally ended up moving your textures and material to a new package, saving that, reloading the editor, and saving back to the original package name. Now I have the same package name in the same place, presumably, but I can reference it when I save maps. Go figure. I looked through like 3 pages of similar problems on Google and didn't find anything that helped (aside from presumably moving the resources or saving them directly in the map file, which of course I do not want to do).Mik2121 said:I left my .upk file inside the Content folder, but not inside any folder there. I have imported/exported other upk files before and it always worked fine. I don't think you need the textures because in the UDK, the UT demo assets are all just in .upk files like the one I sent you. The original files aren't available.
I'm very much an amateur, as should be rather obvious from the pictures. I'm self-taught. I first encountered the Unreal Engine 3 editor with Mirror's Edge. Some of the very first tutorials I looked at were probably these: http://www.icecreamyou.com/ut3Rentahamster said:How does one get started in this whole thing - speaking as one who wouldn't even know what to do with the basic "getting started" info liked in the OP.
How did most of you get versed in this stuff to start with? School? Self-taught? On the job training?
Just curious.
If you can, try to find a knowledgeable friend to talk to you over VOIP while you use the software. Just having a voice that adapts to issues you're having is better than reaching a tutorial where you say "Wait, what button is he writing about?"Rentahamster said:How does one get started in this whole thing - speaking as one who wouldn't even know what to do with the basic "getting started" info liked in the OP.
How did most of you get versed in this stuff to start with? School? Self-taught? On the job training?
Just curious.
Anything with UDK involves me getting stuck for 6 hours on random details that don't work right. =P I was planning to work on more procedural building components partly to practice modeling and texturing.Mik2121 said:Hey Blizzard, u still practicing with the procedural buildings?
From his comment on the youtube walkthrough, apparently the frontend crashes when he tries to package it (it's like 300MB just for that level). And presumably he doesn't want to upload all the unpackaged files, even though I imagine you could extract the resources from the packaged version.Stallion Free said:Why doesn't the guy link to the files for that level? Do I have to be a member on the forum to see them?
Ughhhhh.Blizzard said:From his comment on the youtube walkthrough, apparently the frontend crashes when he tries to package it (it's like 300MB just for that level). And presumably he doesn't want to upload all the unpackaged files, even though I imagine you could extract the resources from the packaged version.
Blizzard said:I don't have more progress of my own to report, but I thought I would share another project from the UDK forum, a bathroom.
More pictures and a video here: http://forums.epicgames.com/showthread.php?t=774897
As far as I can tell, someone at Epic thought the work was nice enough that they gave the creator a free graphics card. The room is very impressive, but presumably very high-poly and high in file size for a small area.