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Posts tagged udk
HTWeapon: Part 1 – Adding Ammo
Mar 9th
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.
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 ammo system in our custom weapon class, taking code from UTWeapon.
See video for an in-depth explanation. Sorry about the indentation, it seems like my indentation will not survive copy paste… D:
Beginning Your Game Part 4
Mar 9th
Video Version
Subject: Beginning Your Game Part 4
Skill Level: Beginner
Run-Time: 54 Minutes
Author: Michael Allar
Notes: Setting up HTInventoryManager, HTInventory, HTWeapon
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.
Beginning Your Game Part 3
Mar 8th
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.
Download: Low-Res (32MB) Hi-Res (72MB)
Written Version
Subject: Beginning Your Game Part 3
Skill Level: Beginner
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.
In order to make these changes, you must be using the February build or later of UDK.
Adding an M16: Part 2.5 – Dummy Rigging
Mar 8th
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.
Download: Low-Res (17MB) Hi-Res (35MB)
Click here to continue to Part 3: Preparing Model For Implementaton
Adding an M16: Part 2 – Geometry Rigging
Mar 8th
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 sure that after you import it that it faces down the X axis using the Rot Origin properties. You can leave it facing in the Y axis if you want, as adjusting the rotation in the weapon’s code is also really easy to do too and I will go over how to do so in the code part of this tutorial series.
Video Version
Subject: Adding an M16: Part 2 – Geometry Rigging
Skill Level: Beginner
Run-Time: 21 minutes
Author: Michael Allar
Notes: Rigging a temporary M16 slug model to use for testing purposes.
Download: Low-Res (47MB) Hi-Res (84MB)
Click here to continue to Part 2.5: Dummy Rigging (Optional)
Click here to continue to Part 3: Preparing Model For Implementation
Written Version
Subject: Adding an M16: Part 2 – Geometry Rigging
Skill Level: Beginner
Author: Michael Allar
Notes: Rigging a temporary M16 slug model to use for testing purposes.
Prerequisites: UDK, 3DS Max, ActorX