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| Getting a Gun for UDK ready? http://www.runestorm.com/forums/viewtopic.php?f=69&t=77049 |
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| Author: | TurdDrive [ Sun Jun 05, 2011 12:22 pm ] |
| Post subject: | Getting a Gun for UDK ready? |
Right, Soon I am going to put my ANH gun model into UDK. I have a couple of issues first though. The gun is made out of multiple objects. Does this matter? The gun is not animated. In UDK, i want to be able to put multiple attachments on it. what is the best way of doing this (model wise, not coding) Thanks. This wont be done in the near future, but in about a month and a half |
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| Author: | Captain Xavious [ Sun Jun 05, 2011 12:30 pm ] |
| Post subject: | Re: Getting a Gun for UDK ready? |
I have no experience with UDK, but what we do for BW in UT2004 for weapons with attachments is to apply a bone to the attachements that can be scaled to 0 to hide and stuff. |
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| Author: | TurdDrive [ Sun Jun 05, 2011 12:35 pm ] |
| Post subject: | Re: Getting a Gun for UDK ready? |
I see, but isnt there would be a problem with that? The attachment system will be fundamentally like COD. If I have all the attachments on, it would bring the poly-count through the roof. and even scaled down wouldn't this be expensive for the processor? |
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| Author: | ShadowBlade [ Sun Jun 05, 2011 6:35 pm ] |
| Post subject: | Re: Getting a Gun for UDK ready? |
You can attach meshes to other meshes in code. You'll most likely use bones to tell the game where to put the attachments. You don't have to hide parts, just attach them when they are needed. |
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| Author: | TurdDrive [ Mon Jun 06, 2011 2:18 am ] |
| Post subject: | Re: Getting a Gun for UDK ready? |
I see. Well that makes it easier Quote: Multiple objects is fine. During import, UDK will recognize it as a single mesh. Gun doesnt need animations (yet) but it does need to have it's geometry skinned to a bone or two - otherwise it will be a static mesh. Attachments are best placed on the weapon using the Socket system. You can either put bones in the locations where you want those pieces to appear (which makes it easy to drop the sockets in the correct locations), or you can add all the sockets to the main body bone of the gun and translate/rotate them into position right from the UDK Editor. Also Someone said this on the Epic Games forum. Right, so now i need to know how to do sockets. haha |
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| Author: | ShadowBlade [ Mon Jun 06, 2011 2:49 am ] |
| Post subject: | Re: Getting a Gun for UDK ready? |
There is a Socket Manager in the UDK Skeletal Mesh editor (opened by dbl-clicking on a skeletal mesh). Very easy to use |
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| Author: | Sgt. Kelly [ Mon Jun 06, 2011 7:56 am ] |
| Post subject: | Re: Getting a Gun for UDK ready? |
Can you do work with sockets in UT2004 as well? That could make for pretty interesting options where sights are concerned. |
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| Author: | ShadowBlade [ Mon Jun 06, 2011 8:24 am ] |
| Post subject: | Re: Getting a Gun for UDK ready? |
Don't you use sockets for muzzle flashes and things? We used them for that stuff, so i'm sure you can also attach other meshes to the sockets, etc. |
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