download our awesome game here, It's cracked pirate version x alpha reference the readme
http://1drv.ms/1motxDd
Wednesday, December 16, 2015
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
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
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
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.
P.S. Hi, this is the Hernandob hive mind.
Monday, November 9, 2015
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)
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
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.
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.
- Create / download 3d model
- Add Skin modifier
- Add 'b_gun_root' bone weighted to 1
- Add 'b_gun_lefthand' bone weighted to 0
- Add Unwrap UVW
- Export as fbx
- 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
}
//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
}
Monday, October 26, 2015
Wednesday, October 21, 2015
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
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
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
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
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
Couches
Tables
Toys
Carpets
Cloths
Books
Lamps
Beds/BunkBeds
Mops
Brooms
Toilets
Gurney
Medical Stuff??
Sink
Mirror
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