Allar

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Homepage: http://www.forecourse.com


Posts by Allar

HTWeapon: Part 1 – Adding Ammo

March 9, 2010 - 4:14 am

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Posted in Unreal | No comments

Video Version
Subject: HTWeapon: Part 1 – Adding Ammo
Skill Level: Beginner
Run-Time: 30 minutes
Author: Michael Allar
Notes: How to implement a very basic ammo system in our custom weapon class, taking code from UTWeapon.
Streaming:     720×480 1920×1080
Download:     Low-Res (66MB) Hi-Res (200MB)
Written Version
Subject: HTWeapon: Part 1 – Adding Ammo
Skill Level: Beginner
Author: Michael Allar
Notes: How to implement a very basic [...]

Beginning Your Game Part 4

March 9, 2010 - 12:53 am

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Posted in Unreal | No comments

Video Version
Subject: Beginning Your Game Part 4
Skill Level: Beginner
Run-Time: 54 Minutes
Author: Michael Allar
Notes: Setting up HTInventoryManager, HTInventory, HTWeapon
Streaming:     720×480 1920×1080
Download:     Low-Res (32MB) Hi-Res (200MB)
Written Version
Subject: Beginning Your Game Part 4
Skill Level: Beginner
Author: Michael Allar
Notes: Setting up HTInventoryManager, HTInventory, HTWeapon
See the video for an in-depth explanation.

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Beginning Your Game Part 3

March 8, 2010 - 10:37 am

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Posted in Unreal | No comments

Video Version
Subject: Beginning Your Game Part 3
Skill Level: Beginner
Run-Time: 16 Minutes
Author: Michael Allar
Notes: The project I’m working on as I’m creating this documentation requires the classes we’ve made to be based off higher level classes. These were the changes made.
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Download:     Low-Res (32MB) Hi-Res (72MB)
Written Version
Subject: Beginning Your Game Part 3
Skill Level: Beginner
Author: Michael Allar
Notes: The [...]

Adding an M16: Part 2.5 – Dummy Rigging

March 8, 2010 - 12:44 am

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Posted in Unreal | 1 comment

Video Version
Subject: Adding an M16: Part 2.5 – Dummy Rigging
Skill Level: Beginner
Run-Time: 10 minutes
Author: Michael Allar
Notes: Rigging a temporary M16 slug model to use for testing purposes using dummy objects.
Streaming:     720×480 1920×1080
Download:     Low-Res (17MB) Hi-Res (35MB)
Click here to continue to Part 3:  Preparing Model For Implementaton

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Adding an M16: Part 2 – Geometry Rigging

March 8, 2010 - 12:20 am

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Posted in Unreal | 1 comment

Important Note:
During the video, I mention that all weapons point down the Y axis. I was basing this knowledge off of the Shock Rifle, which turns out is coded to be rotated to be facing down the X axis like the Rocket Launcher. Your model can face down any axis in 3DS Max, but make [...]


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