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SonicGDK 1.30.000

Discussion in 'Fangaming Discussion' started by Xaklse, Feb 10, 2010.

  1. Andrew75

    Andrew75

    Technical Artist Member
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    Project AXSX(Sonic Xtreme) + Misc Projects

    Yes, UDK kicks ass, especially for us art guys, everything is so easy to set up,
    before it would take weeks to set up a few shaders and test levels manually using code in ult 3D engine.
    now its just a few hours.

    I'm glad Xaklse shared this project.
    thanks man !

    Also I never expected the vertex shader to work in UDK,, I'm pleasantly overwhelmed with joy...
     
  2. DustArma

    DustArma

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    Learning Python.
    Is that what I think it is?!

    DO WANT DO WANT DO WANT DO WANT.
     
  3. Akaino Fenrir

    Akaino Fenrir

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    Hey guys,

    I know I'm a newbie and all but I've been lurking around in this thread for months, and figured I'd contribute now that I've been playing with the GDK for a bit.
    Being primarily a 3d modeller in Maya, I figured I'd try my hand at importing a simple level layout from a 3d file, importing it as a static mesh.
    Not wanting to spend time developing a level layout before experimenting, I grabbed one from the modellers resource and started playing.

    I can get the static mesh in, but I can't get it to act as it's own collision map, so the most success I've had is with using it as a brush, but that leaves me the arduous task of re-UVing everything and creating new materials for the textures, which I was under the impression could be imported through actor X straight into the UDK. And even then, it still isn't a perfect collision map.

    I know I made a cheesy choice when picking a test level but I couldn't resist :p

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]


    I actually found that when I import even the loops from the test map into a new map, Sonic doesn't roll the way he does in the test map. He gets caught on bits of geometry, or he simply stops walking.

    Is there some basic level setup stuff I should be importing into each new level, or is it a collision issue?

    Oh and also, you guys are awesome.
    I'm really impressed with all the content that's come out of this, and is sure to come in the future.
     
  4. Azu

    Azu

    I must be stupid. Member
    You need to UV those....
     
  5. BlazeHedgehog

    BlazeHedgehog

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    Installed UDK. Copied SonicGDK files. Full recompile in UnrealFrontend. Hit "launch game".

    Crashes.

    Already I feel like an idiot.

    Edit: Among the profiles ("DM-deck", "EpicCitadel", etc.) should "SonicGDK" be listed there? Because it's not.

    Edit 2: Weird. Re-installed everything, working fine now. :T
     
  6. Akaino Fenrir

    Akaino Fenrir

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    I would, but that isn't the static mesh, it's a brush using the mesh as a base.

    The mesh is perfectly UV'd but I'm trying to find a way of getting a decent collision map without having to just model all the collision data in maya as boxes and whatnot.

    I know it's lazy, but I'm just trying to find the quickest method to create functional level geometry.

    Suppose I could just UV the terrain shown here, but it doesn't have 100% reliable collision either.
     
  7. Azu

    Azu

    I must be stupid. Member
    Oh, well, just select all the brushes and hit F5. Then select default or planar.

    If you're new to UDK, you can look here. Has 65 beginner tutorials on UDK.
     
  8. Andrew75

    Andrew75

    Technical Artist Member
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    Project AXSX(Sonic Xtreme) + Misc Projects
    Hey any of you guys figure out where the characters default camera settings are located?
    I've attempted to make a new default camera( placed directly behind the player start and than linked it to the character in Kismet.
    It works, but without rotation around sonic, lol
    Having lots of fun with this.
    [​IMG]
     
  9. BlazeHedgehog

    BlazeHedgehog

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    [youtube]http://www.youtube.com/watch?v=YiKnJcaOHl4[/youtube]

    Well, regardless of what I actually manage to accomplish with UDK, this makes it worth installing it, at least. I wonder if I could get other UT3 maps in here...
     
  10. Azu

    Azu

    I must be stupid. Member
    You might have to go in Unreal 3's Editor, delete everything but the BSP and static mesh and some how port over all the content over to UDK.
     
  11. StreakThunderstorm

    StreakThunderstorm

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    Mecha Madness
    Sonic Colors 1.0 Beta for Sonic GDK

    http://www.megaupload.com/?d=GOTXO3B1

    -New
    All animations reworked.
    All hotspots centered so that Sonic's feet always plant on the ground.
    Super Sonic's model was larger than Sonic's normal model so the size was fixed.
     
  12. BlazeHedgehog

    BlazeHedgehog

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    Not a fan of Sonic's tweaked running animation; it plays way slower than the old one did. Really hurts the sensation of speed.
     
  13. StreakThunderstorm

    StreakThunderstorm

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    Simple fix, buddy. The reason why it seems slower is because on my end, I upped Sonic's max speed. You're still running on Sonic's original speed from GDK. I can edit it so that the animation speeds up with the normal speed, though.
     
  14. StreakThunderstorm

    StreakThunderstorm

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    Sonic Colors 1.1 Beta for Sonic GDK
    http://www.megaupload.com/?d=ITYSKDKO

    -Fixed

    All animation speeds have been tweaked to fit Sonic's movement speed.
     
  15. BlazeHedgehog

    BlazeHedgehog

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    ilu Streak

    but

    [​IMG]

    :v:
     
  16. StreakThunderstorm

    StreakThunderstorm

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    Mecha Madness
    [​IMG]

    That doesnt happen for me. Wat did u do?
     
  17. BlazeHedgehog

    BlazeHedgehog

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    I haven't edited a single line of code. But I know before you patched the height, Sonic was touching the floor just fine.
     
  18. DustArma

    DustArma

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    Learning Python.
    Sonic touches the floor fine on my PC, haven't edited any code either.
     
  19. BlazeHedgehog

    BlazeHedgehog

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    [​IMG]

    I kind of wish Super Sonic would glow under his own power like this. Maybe not as brightly, but still.
     
  20. Azu

    Azu

    I must be stupid. Member
    You might be able to type a particle to him.