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Jonathan

Need Help In Modding in UDK

19 posts in this topic

Hi guys I Downloaded the UDK Today And I think I Am Getting The Hang Of It. But If I want to upload my own Textures to an Object it wont let me. It says something like this everytime I try to. When I click the

"Content Browser" I then go to "Import" I Find My Texture which is a "PNG" Texture and In the Grouping I Put "Mesh" I then click "OK" And it pops up with this message:

Import Failed for My Package.Mesh.My Mesh:Name Contains Invalid Character : [ ]

 

Does anyone know why this is? I know it's probly something obvious but I'm new at this kind of thing and want to learn for when GB comes out ahead of time.

 

Any Feedback Would Be Greatly Appreciated Thanks!

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If memory serves... UDK is allergic to spaces and probably all characters that are invalid in windows.

So... try renaming them?

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Does anyone know here how to set the grid size to about 400x400 Meters in UDK?

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UE3 only uses unreal units, you will have to convert:

  • 256 UU = 487.68 cm = 16 feet.
  • 1 meter = 52.5 UU
  • 1 foot = 16 UU
  • 1 cm = 0.525 UU
  • 1 UU = 0.75 inches

More Size references:

 

Player = 96x64

Door = 112x64

Ceiling = 128+

Cover = 32-64

Steps = 8x16 or 8x8 for steep.

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A couple of years ago, John posted that in Ground Branch 1 cm = 0.5 UU. That's the reference I've been using, though 0.525 UU wouldn't really make a noticeable difference.

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GB uses the current UDK scale of 1uu = 2cm. So if it works in UDK it will work in GB.

 

At that scale, is the near plane an issue with the true first person view?

Had that with the UDK at first, made me prefer a 1UU to 1CM scale.

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Yes it is. We had to set the near plane to 4 and it takes care of most of it. We will also most likely do some funky programming to make a new depth group for the weapons that take care of that. But that's some painful engine programming so we have steered clear of it to this point.

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Someone came up with the same valye (near plane 4) on the UDK forums too.

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We actually are the ones that requested EPIC expose that value in an ini for UDK. :)

 

We were setting it in engine code but I was working on a government project using UDK and we needed it there. It's not a perfect solution as other things can be worse with it. Mostly bullet hole decals and things like that can flicker if you get too small.

 

Neat stuff you are doing yourself. We spent a lot of time try to get aiming and everything steady with a true FP setup. Ultimately we settled on a hybrid sort of thing when in engaged posture, but its always fund to see other solutions to the same problems.

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The uploaded examples use the basic camera matched to mesh socket near eyes, combined with a bit of math to smoothly match it to a weapons sight (if aiming).

Preferred version combines dedicated camera bone, animated independently of the head and eyes, allowing for a much smoother view and some fudging, if necessary.

Our brains compensate for the jerkyness of our movement, keeping everything stable.

The game needs to do the same, while maintaining enough movement to convery spped, stance and the like.

Pity I can't animate for ######...

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Yeah that was more or less along the lines of one of our earlier attempts. But we could never get the animations while aiming to look right from 3rd person and still be stable while in first person. You are right though, the human eye compensates like a shock absorber of sorts. We have a hybrid solution of sorts in place now, but I can't go into details. :)

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I just downloaded UDK and I'm planning to freshen up my skills again for this tool.

Was it 2006 when I was playing around with AA mod version and I had fun time with pickable weapons and ammous, shootable lights, light swithes and so on.

But unfortunately I didn't get finish the map to the our clan use.

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We have a hybrid solution of sorts in place now, but I can't go into details. smile.png

 

Ahh, come on :P

 

All good.

Good to see that I'm not the only one who wants to move beyond traditional first person methods.

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