UDK Apex Testing Room2

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Uploaded by on Mar 14, 2011

Development fun
March 2011
During this developmont I am also working on a deformable terrain where the player can blast tunnels through the ground and walls! : )
Weapon\Model\Materials:V8matey
Physics:DigitalDemolition

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Gaming

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Standard YouTube License

  • likes, 1 dislikes

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Uploader Comments (DigitalDemolition)

  • I have been trying for a few hours now to try and get the effect that you have in this video. Is it possible you could point me in the right direction of getting the same effect?

  • @PinshotStudios

    Example of Solutions:

    imageshack.us/photo/my-images/­594/solutionspreview.jpg/

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All Comments (21)

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  • @PinshotStudios

    A skyscraper awesome!make it good!.and well as for the collision, I think it's a beta deal. Apex objects assume a proprietary collision instead of being changed or altered during the export to UDK.1.1 should come out this year,shortly followed by 1.2 wich will include gpu rigid bodies,not since ageia physx has that been accuratley used.also i'm guessin' that the custom colliision you seek will be in version 1.2 also..it does bug me that they player floats 1 foot above a object.

  • @PinshotStudios First I would like to say a big thank you. It all went fine except I can't walk on it in UDK unless it is destroyed. Second I think you should you make video turtorial on how do this because what you have done is amazing. Well Done, right I am off to make skyscraper in UDK...

    Thanks again.

  • @PinshotStudios

    Thanks! It does take alot of work, most of being the SEED option,there's no manual input into seed so one has to wait until it reachs 999999 then resets to a lower seed like 500 or 1000,it runs very fast,and also some tips ,use slices and depth = to 1 ,randomize noise and seams variation(stay reasonable like under 40),uncheck UV map size and change width\height 1.0's to 100,in the assets tab remember to use a support depth of 1,also select form extended structures selctd chunks.

  • @PinshotStudios

    and world overlap,also support needs to be checked then volumce chunk=50,& accurate chunk raycasts must be checked,now run in playground mode and the object should stick to the ground while being destroyed,also before exporting the .apx , make sure in playground mode damage threshold is =50 ,and damage radius is 1,once exported and imported into UDK you only have to change the properties of the destructible's DAMAGE CAP and that needs to be =50...lot's of tips! : ) lot's!

  • @DigitalDemolition Thank you so much for this. I can't wait for the tutorial. I am going to sub you. That is some of the best Apex work well done.

  • @DigitalDemolition

    well, me too but you cant have everything i mean its fine by me apart from that what would the world be if every thing would be just as easy as clicking one button :D

  • @wallomedia11

    Yeah sounds clean cut. I can totally understand . It's funny how we have to set it up, I wish it was automatic with a script or program ! : )

  • One Question,can you even understand my talking because i have the feeling i talk somehow weird :D

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