I seem to remember hating on Perforce when I interned somewhere that used it...but I've never used it with UDK specifically, sorry.Jesus fucking Christ, this stuff is infuriating. As anyone used Perforce with UDK before?
We got our own Perforce server and I am totally lost. Been working with this like 6 hours today and it's not nearly done. I think I have run into pretty much problem out there on the internet and loads more. I can get it to work on my local PC, but the firewall rules make it impossible to use (no other PC can connect).
._.'
I seem to remember hating on Perforce when I interned somewhere that used it...but I've never used it with UDK specifically, sorry.
Any way to adjust the play rate of a matinee in Kismet?
Example: while a trigger is touched, a matinee moving a platform goes faster and faster.
Thanks!
Try this:
http://forums.epicgames.com/threads/715436-Affect-the-play-rate?p=27103285&viewfull=1#post27103285
Though that was before Scaleform was integrated, so I can't remember if Kismet setup for FrontEndMap looked different back then so you might need to grab some pre scaleform build.
To what degree is destruction possible in UE3? Is it possible to have a 2.5D view where explosions substract from the mesh of the level?
What i found is this: http://udn.epicgames.com/Three/DevelopmentKitGemsRealTimeDeformation.html
Free models as in characters or meshes in general? Got any suggestions? I'm into learning and potentially creating portfolio material for the future (non-monetary). At the moment I'm gonna do a small sci-fi horror game for a survey. Beyond that, anything reallyWell you can always grab UT3 cheap during sales, however I don't think it's worth the hassle working with it's editor. Tech wise, now it's quite behind UDK, but again it all depends what you want to do with it really. If you want to make some DM maps go with UT3, everything else I'd say use UDK.
Importing UT3 or Gears assets to UDK is against eula and they've always been closing threads like that, however you'll regularly see people taking models from other games and using them in UDK. Also there are many sites where you can grab free models.
Again, you need to know what do you wish to do with the editor, is it just learning, showcasing your level design skills or something else.
Thanks, that'd be great I'll scan the thread too then I suppose!Both really, I bump from time to time to some free stuff, however I never bookmark them since I'm making my own stuff. I'll ask one friend who knows those sites better so if I get some links I'll post them here.
When you mentioned that you want to do some small scifi scene here's one downloadable scene meant for learning by Tor Frick so it can be a good start.
http://www.polycount.com/forum/showthread.php?t=89682
Yeah, I'm thinking of purchasing it for future work. Couldn't hurt and 50% off of 99$ isn't too bad if I understood it correctly. I don't intend to sell any of my stuff at this point anyway.Holy crap, after four months they released a new UDK version. Not much seems to have changed though. They added support for some Substance texture creation software integration, and some mobile improvements.
http://www.unrealengine.com/news/february_2013_udk_beta_upgrade_notes/
I have the full version of 2010 installed, will those extensions work with that too? Thanks to a couple of programming classes, I have access to all Microsoft software for free basically.I'd suggest the Visual Studio 2010 shell (which is free) with nFringe installed (which adds syntax highlighting and other goodies) or ConText with the UnrealScript highlighter.
I have the full version of 2010 installed, will those extensions work with that too? Thanks to a couple of programming classes, I have access to all Microsoft software for free basically.
Sounds great, will do! I don't know how much scripting I actually need at this point but it sounds useful for the future nonetheless! Thanks.That's awesome! nFringe should install just fine with VS2010. Install, then download the Script Modifier and project file here: nFringe UdkProjects. It'll make your life easier by adding the majority of the Default Config files you'll likely change in UDK.
Sounds great, will do! I don't know how much scripting I actually need at this point but it sounds useful for the future nonetheless! Thanks.
*edit* I think I've partially answered my own question. You need a UV channel set up in the model so UDK knows how to map faces to a lightmap it creates with shadow information, during light baking...but, you don't have to actually associate a material or texture with that second UV channel in the modeling program (e.g. Blender), right?
I don't know if this is a stupid question since I'm not sure precisely how to phrase it. Does anyone know if it's possible to have a prebaked dynamic shadow, so to speak, in the UDK? In other words, to have some prebaked blob shape that is rendered onto the floor to follow a creature around? It seems like that would be cheaper than using some sort of default dynamic shadow system, but I really don't know how I would even go about trying it.
That's exactly what I mean. What are some of the ways you could cast a circle/blob shape below a skeletal mesh? (I haven't used decals which are apparently one of the ways)You mean a circle shadow? You can do it in many ways, like using a decal that's right above the main character and applies to everything except the character, of course. It would look really weird though, specially since it would either be some circle, or some weird shadow that wouldn't animate like the main character.
If that's not what you mean, sorry
That's exactly what I mean. What are some of the ways you could cast a circle/blob shape below a skeletal mesh? (I haven't used decals which are apparently one of the ways)
And that will result in the decal going down to the floor instead of applying to the character?First get your decal ready and place it above the character. Then using kismet attach both actors together and then (well, you can do this part whenever you want) go to the character's properties and search for an option saying something about decals. Forgot the exact name, but basically there's a check you can turn on/off for said mesh to have decals applied to it or not.
And that will result in the decal going down to the floor instead of applying to the character?
Also, you mentioned there are many ways to do it. Are there any other ways that I might want to look into?
Thanks for the quick response, by the way. I hadn't seen you posting here in a while!
Yeah, on one hand I'd love UE4 features and good quality dynamic lighting and shadows...but on the other hand it sounds like they may have cut out some of those features (at least some global illumination stuff, not sure about dynamic lighting/shadows?). Plus the performance will probably be worse, so it wouldn't really gain me much.You can do other stuff like using spotlights and whatnot, and I haven't really needed to do this ever so I'm not sure, but probably the best way to get the shadow to not "float" and actually stick to the ground correctly is by using a decal. I will give it a try in a sec though, just to be sure...
But yeah, if you put a decal and do the checking off thing I told you, the decal will go through the character and just be applied to the floor below.
And yep, haven't been posting because I was kinda busy, but I will update the OT soon to get the latest version there. I hope Epic releases a new build soon because for the last year we've got like... 4 builds tops Oh well, I guess they're too busy with Unreal Engine 4 (I got to play around with a QA build for UE4 and it was neat, but it was quite slow on the PC I tried it on).
So the number of mesh draw calls is a telltale to watch in the UDK? I had guessed that was the case since I'm definitely seeing an improvement with the 4 combined compared to individual.That's still a lot of draw calls, try merging those meshes more into 8, then 16 groups and tracking stat difference.