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Need Help In Modding in UDK

Started by Jonathan, Jun 18 2012 01:13 AM

#1 Jonathan

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Posted 18 June 2012 - 01:13 AM

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!

#2 Swedish_Seb

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Posted 18 June 2012 - 03:04 AM

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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#3 Jonathan

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Posted 25 June 2012 - 04:19 AM

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

#4 Colin

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Posted 28 June 2012 - 07:51 AM

Bump
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#5 MurDoc

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Posted 01 July 2012 - 11:03 PM

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.

#6 Colin

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Posted 02 July 2012 - 06:33 AM

Thanks Mudoc
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#7 BTH

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Posted 02 July 2012 - 06:46 AM

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.

#8 Kris

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Posted 02 July 2012 - 08:41 AM

Default UDK : 1 Unreal Unit = 2 CM.
See UDN : http://udn.epicgames...nrealUnits.html

#9 Jsonedecker

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Posted 02 July 2012 - 08:47 AM

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

#10 Kris

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Posted 02 July 2012 - 11:02 PM

View PostJsonedecker, on 02 July 2012 - 08:47 AM, said:

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.

#11 Jsonedecker

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Posted 03 July 2012 - 08:11 AM

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.

#12 Kris

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Posted 04 July 2012 - 10:18 PM

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

#13 Jsonedecker

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Posted 05 July 2012 - 07:20 AM

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.

#14 Kris

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Posted 08 July 2012 - 09:22 PM

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 ######...

#15 Jsonedecker

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Posted 08 July 2012 - 10:20 PM

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. :)

#16 Feertti

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Posted 14 July 2012 - 02:53 AM

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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#17 Kris

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Posted 14 July 2012 - 09:01 PM

View PostJsonedecker, on 08 July 2012 - 10:20 PM, said:

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

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.

#18 Jsonedecker

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Posted 14 July 2012 - 09:06 PM

Maybe we can collaborate a little.......

#19 Kris

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Posted 16 July 2012 - 05:59 PM

Can do.
Let us know.




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