Fault Site - UDK Multiplayer Level (Unreal 3)

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Uploaded by on Mar 14, 2011

Fault Site v1.0.2

Unreal 3 Engine multiplayer level walkthrough

All assets including, but not limited to, materials, textures, terrain, models, static meshes, skeletal meshes, fractured meshes, BSPs, lighting, light shafts, particle systems, world settings, camera scripting, kismet scripting, matinee animations, object placing, AI pathing, AI assigning, and volume creations created entirely by myself.

All rocks in scene placed organically by rendering and exporting placements determined by Havok physics engine 3 under 3DS Max 2011.

Finalized with UDK September 2010 build
Unreal Engine Version: 7258


Feel free to contact me for questions and work opportunities

http://samneblett.com/
samneblett@gmail.com


Epic, Epic Games, Unreal, Unreal Development Kit, Unreal Engine, Unreal Technology and the Unreal Development Kit logo are trademarks or registered trademarks of Epic Games, Inc. in the United States of America and elsewhere. © 2009-2011 Epic Games, Inc.

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Uploader Comments (KeeepOut)

  • May i ask, how exactly did you go about making the crane and the saw on the tractor move? Im modeling a shipyard for UDK right now and im curious if i could use matinee to make the cranes move in UDK. Thanks, Nice level btw

  • @Michaelog74 Thank you. As for animating objects in UDK, you can do one of two things. You can either animate objects within your 3D program of choice (in my case 3DS Max) set the root bone's name as b_root, skin and weigh your bones with the mesh, and export your skeletal mesh with the ActorX plugin (available at the UDK website) as a .PSK and the animation as a .PSA file. Bring these into unreal and assign the .PSA file to your newly imported skeletal mesh (the .psk file). (cont.)

  • @Michaelog74 (2/2) Open Kismet, right click and add a Matinee node. Assign a Skeletal Mesh director group within Matinee and add your animation to it. The alternative to this is to simply right click your object and convert it to a Mover. Create a Matinee node in Kismet and add a director group. After that, key frame the animation you want to happen in the scene as you would in 3DS Max. To trigger events, add trigger nodes, trigger volumes, or level loaded nodes to trigger your Matinee sequence.

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All Comments (6)

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  • And Activision still want to use the CoD 4 engine!?

  • What i dont understand about games.. why everything is always turned on in buildings that are completely empty..

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