Life as an unresolved external symbol.
PropertyGrid Awesomeness
So I’ve learned some more about Class Attributes, before I was just using [Serialization()] but in order to customize the way the WinForm PropertyGrid control works, there are some nifty attributes you can tie your code to.
Can now change how the texture previews are rendered through the use of a property grid. Not much of a feat, but, I’m proud of it.
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Allar’s Dev Diary #9: Allar’s Head + FaceFX
August 29, 2010 - 2:33 pm
Tags: adrian, airsoft, allar, animation, dev, diary, facefx, facegen, Forecourse, fx, head, michael, nicolas, rodriguez, script, sound, udk, voice, wav, ziegler
Posted in Dev Diary, Unreal | 2 comments
Created a 3d model of my head with FaceGen Adrian Rodriguez rigged it and did some fancy FaceFX graph stuff. Nicolas Ziegler lent his voice. I imported .wav files, edited their animation graphs, shoved it all in mattinee. This is the result. Michael Allar
Matinee Machinima Tutorial Series by micahpharoh
April 10, 2010 - 2:27 pm
Tags: cascade, editor, Engine, lighting, machinima, material, matinee, mesh, skeletal, static, texture, tournament, tutorial, udk, Unreal, ut3, weapon
Posted in Unreal | 2 comments
This series of tutorials was created by micahpharoh over at Epic’s Unreal Forums. He has uploaded his tutorial series to YouTube where his videos will be embedded from here, but you can also download them all in 1080p as a .zip as well. Huge 1080P Video Download (2.6GB) By following this series, you will learn [...]
HTHUD: Part 3 – Setting Up A Multi-Layered Dynamic HUD
March 29, 2010 - 2:35 am
Tags: dynamic, HTHUD, HUD, layer, multi-layered, sheet, sprite, texture
Posted in Unreal | 1 comment
Contents Video Version Written Version Video Version Subject: HTHUD: Part 3 – Setting Up A Multi-Layered Dynamic HUD Skill Level: Intermediate Run-Time: 25 Minutes Author: Michael Allar Notes: Displaying our current health to the screen. Streaming: 720×480 1920×1080 Download: Low-Res (73MB) Hi-Res (100MB) Written Version Feel like doing some writing? Want to get noticed? Write me up [...]
HTWeapon: Part 2 – DrawWeaponCrosshair()
March 19, 2010 - 2:45 pm
Tags: crosshair, draw, HTWeapon, HUD, m16, script, texture, udk, Unreal, weapon, weapons
Posted in Unreal | 9 comments
Contents Video Version Written Version HTWeapon HTHUD UDKGame Classes At This Point Important: I didn’t notice this until after I posted this but my stuttering is pretty bad in this video. Just a heads up. I will re-do this in the future. Video Version Subject: HTWeapon: Part 2 – DrawWeaponCrosshair() Skill Level: Beginner Run-Time: 30 [...]
Static Multidimensional Array!?
September 30, 2009 - 5:59 pm
Tags: arrays, big, C#, code, multidimensional, OMG, preview, programming, static, x64, x86, XNA
Posted in XNA | No comments
This is the first time I made a static multidimensional array, moreso, one with 3 dimensions. I’m still experimenting to find out how efficient this is, but so far it is proving to be extremely efficient as its structured so indexing it uses enum’s that correspond to the right data you want. There were some [...]
Material and Lighting Final – 3 Weeks Before Due
September 3, 2009 - 8:18 am
Tags: 3d, 3ds max, allar, michael, render, texture
Posted in 3D Stuff | No comments
So, I started work on my Final for my class Material and Lighting. The assignment is to create a Traditional Japanese Interior. Yeah. The textures I’ve used here are temporary just to get a concept in my head visualized, and will be overhauled and stuff. I’m envisioning blood. Anyways, not much else to say, here [...]
Material and Lighting: Midterm Complete
August 12, 2009 - 9:56 pm
Tags: 3d, 3ds max, allar, michael, portfolio, render
Posted in 3D Stuff | No comments
Okay… so… yeah there is lots of stuff I can fix with it; but I am really content with it as is and I believe it is well more than enough for the midterm for Material and Lighting. So if you haven’t read my previous post, I used a 20-hour-free render farm @ http://www.renderrocket.com to [...]
Been forever since my last update…
July 25, 2009 - 12:48 am
Tags: back, blog, C#, code, currently, delay, developing, Forecourse, ForeCreation, GUI, return, WinForms, XNA
Posted in Forecourse, Site, XNA | No comments
Over the past month or so I haven’t really had time to update my blog due to lots of stuff that went down that I had to deal with and that I haven’t had time to develop anything regarding Forecourse… but now I’m back. Once again, I will try to remain constant with my updates. [...]
When compiling XNA on an x64 machine…
May 30, 2009 - 12:48 am
Tags: bit, compile, debug, OMG, platform, project, properties, target, uggh, wasted, x64, x86, XNA
Posted in XNA | No comments
FOR THE LOVE OF GOD REMEMBER TO COMPILE WITH x86 AS YOUR PLATFORM TARGET. I forgot about this and wasted an hour of debugging. Right click your project -> Properties -> Build -> Platform Target -> x86 Michael Allar
Forecourse Outlined
May 29, 2009 - 12:01 am
Tags: C#, currently, developing, dll, focused, Forecourse, ForeGUI, portfolio, project, working, XNA
Posted in Site | No comments
I now have a “Project Forecourse” page at the top right of my blog that will detail Project Forecourse along with provide accompanying resources as soon as they become available. Michael Allar

