Need Help In Modding in UDK
#1
Posted 18 June 2012 - 01:13 AM
"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!
#3
Posted 25 June 2012 - 04:19 AM
#4
Posted 28 June 2012 - 07:51 AM
#5
Posted 01 July 2012 - 11:03 PM
- 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
Player = 96x64
Door = 112x64
Ceiling = 128+
Cover = 32-64
Steps = 8x16 or 8x8 for steep.
#6
Posted 02 July 2012 - 06:33 AM
#7
Posted 02 July 2012 - 06:46 AM
#8
Posted 02 July 2012 - 08:41 AM
#9
Posted 02 July 2012 - 08:47 AM
#10
Posted 02 July 2012 - 11:02 PM
Jsonedecker, on 02 July 2012 - 08:47 AM, said:
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.
#11
Posted 03 July 2012 - 08:11 AM
#12
Posted 04 July 2012 - 10:18 PM
#13
Posted 05 July 2012 - 07:20 AM
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.
#14
Posted 08 July 2012 - 09:22 PM
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 ######...
#15
Posted 08 July 2012 - 10:20 PM
#16
Posted 14 July 2012 - 02:53 AM
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.
#17
#18
Posted 14 July 2012 - 09:06 PM
#19
Posted 16 July 2012 - 05:59 PM
Let us know.
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