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SonicGDK 1.20.072 Along with playable levels inside

#421 User is offline Andrew75 

Posted 21 July 2011 - 03:42 PM

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View PostTheKazeblade, on 21 July 2011 - 03:22 PM, said:

YES. Not only is it good to see this project alive and kickin', GDK seems like an awesome choice as an engine :)



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...
This post has been edited by Andrew75: 21 July 2011 - 03:44 PM

#422 User is offline DustArma 

Posted 21 July 2011 - 04:21 PM

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View PostStreakThunderstorm, on 21 July 2011 - 01:17 AM, said:

Posted Image


Is that what I think it is?!

DO WANT DO WANT DO WANT DO WANT.

#423 User is offline Akaino Fenrir 

Posted 22 July 2011 - 02:44 AM

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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

Posted Image

Posted Image

Posted Image

Posted Image


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.

#424 User is offline Azu 

Posted 22 July 2011 - 02:53 AM

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You need to UV those....

#425 User is offline BlazeHedgehog 

Posted 22 July 2011 - 03:25 AM

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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
This post has been edited by BlazeHedgehog: 22 July 2011 - 03:39 AM

#426 User is offline Akaino Fenrir 

Posted 22 July 2011 - 05:19 AM

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View PostAzu, on 22 July 2011 - 02:53 AM, said:

You need to UV those....


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.

#427 User is offline Azu 

Posted 22 July 2011 - 05:43 AM

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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.

#428 User is offline Andrew75 

Posted 22 July 2011 - 03:23 PM

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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.
Posted Image

#429 User is offline BlazeHedgehog 

Posted 22 July 2011 - 04:28 PM

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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...

#430 User is offline Azu 

Posted 22 July 2011 - 04:45 PM

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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.

#431 User is offline StreakThunderstorm 

Posted 22 July 2011 - 04:51 PM

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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.

#432 User is offline BlazeHedgehog 

Posted 22 July 2011 - 05:04 PM

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View PostStreakThunderstorm, on 22 July 2011 - 04:51 PM, said:

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.


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

#433 User is offline StreakThunderstorm 

Posted 22 July 2011 - 05:13 PM

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View PostBlazeHedgehog, on 22 July 2011 - 05:04 PM, said:

View PostStreakThunderstorm, on 22 July 2011 - 04:51 PM, said:

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.


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

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.

#434 User is offline StreakThunderstorm 

Posted 22 July 2011 - 05:29 PM

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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.

#435 User is offline BlazeHedgehog 

Posted 22 July 2011 - 06:50 PM

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ilu Streak

but

Posted Image

:v:

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