Wednesday, December 16, 2015

finished game download

download our awesome game here, It's cracked pirate version x alpha reference the readme
http://1drv.ms/1motxDd

Wednesday, December 2, 2015

DUE DATES/EXPECTED MATERIAL FOR CLASS

Hello Folks,

Here are the due dates and expected material for the remainder of class:

- Monday 12/7/15: Progress on game (Review); work on Game document (Group); QEP Grading Due!!!!! (in my folder under this class)

- Wednesday 12/9/15: PowerPoint due!!!!

- Wednesday 12/16/15: Game Document due!!! FINAL DUE!!!!

Please email me at eahernandez@aii.edu if you have any questions or need anything.


-Prof H

Monday, November 30, 2015

Wednesday, November 25, 2015

NEW EXPECTATIONS/DUE DATES BASED ON 11/25/15

Hello class,

These are the due periods decided upon as presented in class (11/25/15):

Week 9- Wednesday (12/2/15): Game Play test (with finished hud and animation); check for fixes and extra material

Week 10- Wednesday (12/9/15): Final PowerPoint updated/due

Week 11- Wednesday (12/16/15) : Final day for Fixes/Extra Assets/ Project delivery; end of class

Please contact me at eahernandez@aii.edu if you have comments, questions, or concerns.

-Prof H

Monday, November 23, 2015

Wednesday Class (Review of Game Development)

Hello folks,

As far as the calendar for class has presented, we indeed have class this Wednesday, November 25th, 2015. We will be going over the current updates connected with the game construction, reviewing the material that was supposed to be updated from our last critique. Please make sure to be in class on time for this session (late attendance will result in a demerit for the day). If there are any changes to the schedule, I will let you know before class time through the blog. In addition, we are currently in a work in class period (Monday, Nov. 23rd). Though it is a work day (which means the late policy is waved for the day, you do need to show up for class at some point in order to be counted towards attendance. You are also responsible to post an share any material or information necessary towards the functionality of this project in order to allow continued production of this class project. Please email me if you have any questions or concerns (eahernandez@aii.edu).

-Prof H

Monday, November 16, 2015

BE HERE ON WEDNESDAY

We all need to be in class on Wednesday so that we can find out exactly what still needs to Be done and who is going to do what. On wEdnesday we will be doing a run tHrough of the game to seE exactly where the game is still lacking and we will be defining roles as to what still needs to be finished. If you are not heRe, roles will be decided for you!! Be warnEd.



P.S. Hi, this is the Hernandob hive mind.

Monday, November 9, 2015

Weapon, Traps and Zombie

http://1drv.ms/1MlcIix
LAST TRAP MODEL FINISHED

SUPER GLUE


LINK TO MODEL FILES:

https://onedrive.live.com/redir?resid=DCB4846364E6F019!118&authkey=!AFZ2B2HCokCwhVw&ithint=folder%2cFBX

Schedule (updated from 11/9/15)

Game Prototyping

Current Schedule: 


(Notes on proposed list produced on week 5; revised on 11/9/15)

- Fleshed out level with static meshes: Set up- Monday Week 7/ Fleshed out- Week 8 (on point)

- Working Gun: Monday, Week 7 (on point)

- Zombie as Bot A. I.: Week 8 (on point)

- Hud + Flash Files: Monday, Week 7 (Hud ready for Flash Files/talk to Jacob R.)

- Timer, Trap icons: (need to define date/talk to Jacob R.)

- Simple craft + Mechanics: Maybe (check with group about viability)

Monday, November 2, 2015

UPDATED MODEL RENDERS



LINK TO MODEL FILES:

https://onedrive.live.com/redir?resid=DCB4846364E6F019!118&authkey=!AFZ2B2HCokCwhVw&ithint=folder%2cFBX

Wednesday, October 28, 2015

How to make a custom weapon in UDK (Another Example)

How to make a custom weapon in UDK
As always these are my notes and not in anyway the best way to do this. Purely the way I have done.
First off you need a gun model, I tried downloading a few free ones but as always you end up spending more time trying to crowbar whatever you find into shape, than you may have done modelling from scratch.

I created a very rudimentary shotgun shape in 3dsMax from a cylinder. Once you have this you need to add a Skin modifier to the mesh then add to this two bones. The bones will be identified in UnrealScript so if you are going to write your own then they can be whatever you want but if you're reading this then I guess we follow Epics lead.

The first bone wants to be the root bone and will ideally be inside the handle of the weapon (think of it as where the players right hand will be) the second will be along the barrel (players left hand)

These will need to be named 'b_gun_root' and 'b_gun_lefthand' Rig the bones so that all vertices are weighted completely to the 'b_gun_root' bone and none weighted to the 'b_gun_lefthand'

Following this add an Unwrap UVW and export the whole thing out as a .fbx file then go into UDK and import the fbx file into your package.

  1. Create / download 3d model
  2. Add Skin modifier
  3. Add 'b_gun_root' bone weighted to 1
  4. Add 'b_gun_lefthand' bone weighted to 0
  5. Add Unwrap UVW
  6. Export as fbx
  7. Import into custom package in UDK 

How to make a custom weapon in UDK pt 2

The fastest way to get your own custom weapon is to extend what Epic have already put in place. Extending a weapon already in game is by far the best way to get started in this case we're using the Shock Rifle 'UTWeap_ShockRifle' class, In the previous post I named my shotgun model 'cw_weapon05' and imported it into my 'CWWeapons' package so the path to the skeletal mesh is 'CWWeapons.Mesh.cw_weapon05' taking a look at the CW_TestGun.uc class below shows that we only need to override the mesh, attachment class and pickup mesh.

//CW_TestGun.uc

class CW_TestGun extends UTWeap_ShockRifle;

 

defaultproperties

{
 
 // Weapon SkeletalMesh
 Begin Object Name=FirstPersonMesh
  SkeletalMesh=SkeletalMesh'CWWeapons.Mesh.cw_weapon05'
  AnimSets(0)=AnimSet'WP_ShockRifle.Anim.K_WP_ShockRifle_1P_Base'
  Animations=MeshSequenceA
  Rotation=(Yaw=-16384)
  FOV=60.0
 End Object

 AttachmentClass=class'Cheesewhisk.CWAttachment_TestGun'


 Begin Object Name=PickupMesh

  SkeletalMesh=SkeletalMesh'CWWeapons.Mesh.cw_weapon05'
 End Object
}


//CWAttachment_TestGun.uc

class CWAttachment_TestGun extends UTAttachment_ShockRifle;


defaultproperties

{
 Begin Object Name=SkeletalMeshComponent0
  SkeletalMesh=SkeletalMesh'CWWeapons.Mesh.cw_weapon05'
 End Object

}

Creating a Custom Weapon

https://forums.epicgames.com/threads/743239-Creating-a-custom-Weapon
FIREWORKS





LINK TO .MAX AND .FBX FILES:


https://onedrive.live.com/redir?resid=DCB4846364E6F019!118&authkey=!AFZ2B2HCokCwhVw&ithint=folder%2cmax

Monday, October 26, 2015

ATTENTION!!!!!!!!!!

For the midterm Next Wednesday:

We all need to make a progress PowerPoint to show what we have been doing for the first half of the quarter.  Please get something in by Monday, so we can merge them into a single file.
NEW TRAPS

Mattress



Bookshelf

Link to .max Files:

https://onedrive.live.com/redir?resid=DCB4846364E6F019!118&authkey=!AFZ2B2HCokCwhVw&ithint=folder%2cmax

Wednesday, October 21, 2015

First class for the BB Gun (UnrealScript)

Class UTWeap_BBGun;

Putting sound on UDK using unrealscript

                                  Putting sound on UDK using unrealscript:

YouTube Video:
Changing udk sound tutorial
Link: https://www.youtube.com/watch?v=f3ZBPl5dZr8

Websites:
Udk audio systems
Link: https://udn.epicgames.com/Three/AudioSystem.html

Romero unrealscript
Link: http://romerounrealscript.blogspot.com/2011/11/playing-sounds-in-unrealscript.html

Monday, October 19, 2015

PENCIL TRAP


NEW LINK TO .MAX FILES

https://onedrive.live.com/redir?resid=DCB4846364E6F019!118&authkey=!AFZ2B2HCokCwhVw&ithint=folder%2cmax

Traps Concepts


First two traps:

Glass





Marbles




LINK TO .MAX FILES:

https://onedrive.live.com/redir?resid=DCB4846364E6F019!118&authkey=!AFZ2B2HCokCwhVw&ithint=folder%2cmax

Interior Concept


Custom Weapon Tutorial

http://www.magicstonestudios.com/tutorials/

Sunday, October 18, 2015

AnimTree and AnimeSet tutorial videos

AnimTree and AnimeSet tutorial videos

https://forums.epicgames.com/threads/739482-AnimTree-Video-Tutorials-Tutorial-9-added

Wednesday, October 14, 2015

Schedule

For Next Class

Mike- have animations by next class
Little Jake- have concept of Orphanage
Holmes- gun done by monday
Ed- wait on Big Jake
Etienne- make a weapon class for the BB Gun
Danny- have marbles and pencil traps
Brooks- make progress on traps and UI system
Big Jake- Block out level for Ed
Dennis- make progress on camera and implementing 

Rigs Link

Hey, Here's the link to those rigs i found, just in case we want to use them

https://gumroad.com/l/xhRK


Misc Models Put your name by what you have or can get

Chairs
Couches
Tables
Toys
Carpets
Cloths
Books
Lamps
Beds/BunkBeds
Mops
Brooms
Toilets
Gurney
Medical Stuff??
Sink
Mirror

Gun Concept Drawing


White Board 10/12/14



floor plan 2


floor plan 1