Here’s another moodboard for the outside. Quite dreary really.
So one of the goals in this project is good looking and naturalistic terrain. One method of achieving this is using World Machine. World Machine can simulate natural erosion effects, we can output a heightmap and a few color textures for use in UDK. The above link is one of my own tests in video of a landscape created this way. Of course World Machine is not a one size fits all solution. Combined with any other traditional sculpting software you will have full controll of the lay of the lands, which is important when creating a specific gameplay experience. Below are some images from worldmachine.
Seeing as we wanted rain i thought it would be good to check around for tutorials or the like, and voila there was plenty of information on how to create the effect. I chose to go with an alpha plane solution, mainly because it’s the easiest way to implement it in addition to being far less of a performance hog.
In this update we’re going to go through the Static Mesh Pipeline & Normal Map workflow best suited for UDK. It turns out there’s alot of hoops to jump through. Lets begin.
(Please click more.. to continue reading)
Here’s some screenshots from the UDK animation research.
In UDK, you have to import the mesh first (SkeletalMesh), and then each animation separately, in the fbx format. So after reading about AnimSets and AnimTrees and watching a few tutorials, we managed to try it out with a simple rigged and skinned model.
First problem was to actually get the animations working in UDK, which seemed quite complicated at first. Second time doing it, it’s quite easy. We tried out blending between two animations, and adding a LookAt target. Both works fine!
First thing first, the most important part is to properly configure Maya or 3Ds Max to make it easy when importing meshes into UDK, in this case I’ll be going through the Maya setup as it is what I’m using.
About how you get your scripts into UDK:
1. In the code you must either extand from a class that are placeble or you must make your class placeble.
(class VaultActor extends Actor placeable;)
2. When it’s placeble you can find it in the Actor browser. Find it and simple drag and drop it into the scene.
Seeing as we didn’t _really_ flesh out the research document enough we’re going to post what’s pretty much a step by step process to all the things that we will need to do before we can fully finish our game.
First up is going to be setting up Maya/3Ds MAX for UDK, then some on baking/importing maps for UDK, importing assets in UDK and keeping it sorted, setting up UDK for working with more then one user on the same level and more.