Life as an unresolved external symbol.
HTHUD: Part 3 – Setting Up A Multi-Layered Dynamic HUD
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.
Download: Low-Res (73MB) Hi-Res (100MB)
Written Version
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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 – Implementing a Multi-Layered HUD + HUD Bars
March 29, 2010 - 3:06 am
Tags: bars, dynamic, HTHUD, HUD, implementation, layered, multi-layered
Posted in Unreal | 9 comments
Contents Video Version Written Version Video Version Subject: HTHUD: Part 3 – Implementing a Multi-Layered HUD + HUD Bars Skill Level: Beginner Run-Time: 1 Hour Author: Michael Allar Notes: Drawing our different HUD passes so that they stack on top of each other, along with making our health and ammo bars fill up or deplete [...]
HTHUD: Part 3 – DisplayHealth()
March 27, 2010 - 9:39 pm
Tags: DisplayHealth, health, HTHUD, HUD
Posted in Unreal | 3 comments
Contents Video Version Written Version HTHUD – Variables HTHUD – DisplayHealth() HTHUD: DrawLivingHUD() HTHUD: DefaultProperties Result: Video Version Subject: HTHUD: Part 3 – DisplayHealth() Skill Level: Beginner Run-Time: 22 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 Subject: HTHUD: Part 3 – DisplayHealth() [...]
HTHUD: Part 3 – Ammo Text Offsetting + Resolution Scaled Text
March 27, 2010 - 9:44 am
Tags: ammo, HTHUD, HUD, independent, offset, resolution, ResolveHUDOffset, scale, scaling, text
Posted in Unreal | No comments
Contents Video Version Written Version HTHUD – ResolveHUDOffset(…) HTHUD – DrawAmmo() HTHUD: DefaultProperties Result: Video Version Subject: HTHUD: Part 3 – Ammo Text Offsetting + Resolution Scaled Text Skill Level: Beginner Run-Time: 35 Minutes Author: Michael Allar Notes: Moving our ammo HUD texture over to the right side of the screen and offsetting our text [...]
Creating a Health Hud Icon
March 27, 2010 - 4:20 am
Tags: health, HUD, icon, programmer art, ugly
Posted in Unreal | No comments
Contents Video Version End Result: Video Version Subject: Creating a Health Hud Icon Skill Level: Beginner Run-Time: 8 minutes Author: Michael Allar Notes: Creating a really ugly health hud icon. If you are an artist, please skip this tutorial. This tutorial is meant for those who have no idea how to create any type of [...]
HTWeapon: Part 4 – Creating a Dynamic Muzzle Flash Light
March 25, 2010 - 7:05 pm
Tags: dynamic, flash, HTWeapon, HTWP_M16_MuzzleLight, light, m16, muzzle, UDKExplosionLight
Posted in Unreal | No comments
Contents Video Version Written Version HTWP_M16_MuzzleLight HTWeapon Video Version Subject: HTWeapon: Part 4 – Creating a Dynamic Muzzle Flash Light Skill Level: Beginner Run-Time: 17 minutes Author: Michael Allar Notes: How to implement a UDKExplosionLight for your muzzle flash so that your gun will light up its surroundings when fired. Streaming: 720×480 1920×1080 Download: Low-Res (75MB) Hi-Res [...]
HTHUD: Part 1 – Update: Fix Chat Messages
March 25, 2010 - 1:06 am
Tags: chat, fix, HTHUD, messages, oops, update
Posted in Unreal | No comments
Contents HTHUD I’ve stumbled across something I forgot to include in HTHUD: Part 1, and that is two lines of code that display our console and chat messages. It directly fixes PrintScreenDebug() if you are using that function. HTHUD function DrawGameHud() { DisplayLocalMessages(); DisplayConsoleMessages(); DrawLivingHud(); } You can go here to watch a video explaining [...]
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 [...]
HTHUD: Part 2 – Learning To Use Configuration Files
March 18, 2010 - 2:50 am
Tags: color, config, configuration, CrosshairColor, Default, files, HTHUD, ini, linearcolor, UT, UTGame
Posted in Unreal | 5 comments
Contents Video Version Written Version Difference between DefaultConfig and UTConfig files Declaring our configurable variables Our Test Drawing Function DrawColorPalette Calling our DrawColorPalette Function Initializing Our Variables. Video Version Subject: HTHUD: Part 2 – Learning To Use Configuration Files Skill Level: Beginner Run-Time: 30 minutes Author: Michael Allar Notes: Creating variables in our HTHUD class [...]
HTHUD: Part 1 – Building The Base Class + Displaying Ammo
March 10, 2010 - 7:00 am
Tags: ammo, display, draw, HTHUD, HTWeapon, HUD, m16, script, tutorials, udk, Unreal, weapons
Posted in Unreal | 9 comments
Contents Video Version Video Update 3/25/2010 Written Version HTHUD UDKGame T_UI_HUD_BaseA.psd Video Version Subject: HTHUD: Part 1 – Building The Base Class + Displaying Ammo Skill Level: Beginner Run-Time: 1 Hour and 30 Minutes Author: Michael Allar Notes: Creating a new HUD class and having it display our current weapons ammo. Streaming: 720×480 1920×1080 Download: [...]