SonicGDK 1.1 - With delicious 2.5D/3D physics inside!
#916
Posted 06 June 2012 - 12:23 AM
#918
Posted 06 June 2012 - 06:39 PM
#919
Posted 07 June 2012 - 02:55 PM
#920
Posted 07 June 2012 - 06:57 PM
So, I looked at Rooftop run's chase section with Dario's editor. It appears to be either they are doing some type of level streaming ahead or time, or is loading the terrain in for a set number of times.
Around 4:10. Direct link to point in video blow.
I doubt this is moving the mesh, terrain, and other objects around sonic. I seriously think this is some type of level/terrain streaming. Perhaps they are loading a large chunk of terrain far enough away so that you don't notice it.
1.) Is there a way to change the music of the "MusicInfo" in-game?
2.) I'm trying to do a camera where it's in front of Sonic, but facing Sonic. Like how the camera is at around 4:15 in that video.
3.) I know can spawn actors, but what about meshes? Such as your SGDKStatic Mesh?
#921
Posted 16 June 2012 - 10:27 AM
Azu, on 07 June 2012 - 06:57 PM, said:
Azu, on 07 June 2012 - 06:57 PM, said:
I doubt this is moving the mesh, terrain, and other objects around sonic. I seriously think this is some type of level/terrain streaming. Perhaps they are loading a large chunk of terrain far enough away so that you don't notice it.
Azu, on 07 June 2012 - 06:57 PM, said:
2.) I'm trying to do a camera where it's in front of Sonic, but facing Sonic. Like how the camera is at around 4:15 in that video.
3.) I know can spawn actors, but what about meshes? Such as your SGDKStatic Mesh?
2.) Use a CameraInfo for it, change "Camera Point Definition" to PD_RelativeOffset, change the "Camera Offset Vector" (300 for X might be good) and set "Smooth Location Rate" to zero.
3.) Only actors can be spawned; spawned meshes would look like shit without their static lightmaps.
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Another section of the WIP tutorial finished!
#922
Posted 17 June 2012 - 03:18 AM
http://www.amazon.co...pd_bxgy_b_img_b
This is pretty much The book for learning uScript?
#923
Posted 08 July 2012 - 09:50 AM
Azu, on 17 June 2012 - 03:18 AM, said:
http://www.amazon.co...pd_bxgy_b_img_b
This is pretty much The book for learning uScript?
No, you use archetypes to spawn objects, so again you would get the same problem with lightmaps/shadowmaps.
That book isn't useful to learn UnrealScript.
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New 1.10.024 version is up!
Source Code (requires UDK May 2012): BF / FF / Or / PL / RS / TB / Up
What's new?
- Created the "Start Music Track" Kismet node.
- Shield materials and moves are configurable through the editor.
- Added classic sounds for Classic Sonic.
- SonicPhysicsVolumes can be applied to certain actors only.
- Revamped the included code of SGDKHudGFxMovie (Flash HUD).
- Pickups' messages can be disabled easily through code.
#924
Posted 08 July 2012 - 06:40 PM
I'm trying to add the RedRings in. I'm basically just copying the ChaosEmeraldActor and changing things around. However, get this error when do a full compile.
RedRingActor.uc(112) : Error, Unrecognized member 'RedRing' in class 'SGDKPlayerController'
This is at line 112. SGDKPlayerController(P.Controller).RedRing++;
RedRingActor.uc
At the end of SGDKPlayerController
I managed to fix it. Turns out it was space/tab error. However, I am getting these warnings and I'm haven't touched these files.
ShieldActorClassic.uc(18) : Warning, Unknown property in defaults: BubbleBoost=800.0 (looked in ShieldActorClassic) ShieldActorClassic.uc(19) : Warning, Unknown property in defaults: BubbleBounceFactor=1.15 (looked in ShieldActorClassic) ShieldActorClassic.uc(20) : Warning, Unknown property in defaults: FlameBoost=1000.0 (looked in ShieldActorClassic) ShieldActorClassic.uc(21) : Warning, Unknown property in defaults: FlameGravityScale=1.0 (looked in ShieldActorClassic) ShieldActorClassic.uc(22) : Warning, Unknown property in defaults: FlameHomingRadius=0.0 (looked in ShieldActorClassic) ShieldActorClassic.uc(23) : Warning, Unknown property in defaults: MagneticBoost=540.0 (looked in ShieldActorClassic) ShieldActorClassic.uc(24) : Warning, Unknown property in defaults: MagneticRingsRadius=120.0 (looked in ShieldActorClassic)
http://www.amazon.co...pd_rhf_ee_shvl2
Also, is this the book?
#925
Posted 10 July 2012 - 12:52 PM
Yup, that's a very good book for learning UnrealScript.
#926
Posted 11 July 2012 - 01:40 PM
I have a few questions in the spoiler.
I've read around and people says that you should learn some other OOP language like Java before learn UScript. I'm not sure if I want to learn Java, then UScript.
I've been messing around with a few things. Seeing what can be done in Kismet all thogether and what needs to be done with UScript. The Rockets (from Speed Highway) and Ziplines can be done in kismet. Thrusters on a rocket doesn't seem to work all too well. Having Sonic Generations opened up makes studying some of the gimmicks much easier.
Grinding will have to be scripted, but I'm not sure if I should edit the GDKSplineActor and give it some some options for grinding for copy it and make a new grind spline combine with a keep moving forward option. I'd add a option to select an animation as well.
Trick Rings/Ramps would be either a new Kismet event to trigger the trick sequence or a new object.
#927
Posted 11 July 2012 - 09:54 PM
The ring thing is mostly doable with texture and cool materials instructions to look nice. But yeah, I would use cubemaps for the reflections, not just they're cheap, but they also look more like reflections due the 3D depht into it instead of a rendered texture.
#928
Posted 12 July 2012 - 02:09 AM

class SeqAct_ChangePlayerMesh extends SequenceAction;
var() SkeletalMesh newMesh;
var MaterialInterface defaultMaterial0;
var() AnimTree newAnimTree;
var() array<AnimSet> newAnimSet;
var() PhysicsAsset newPhysicsAsset;
event Activated()
{
local int I;
local UTPlayerController PC;
PC = UTPlayerController(GetWorldInfo().GetALocalPlayerController());
PC.Pawn.Mesh.SetSkeletalMesh(newMesh);
PC.Pawn.Mesh.SetPhysicsAsset(newPhysicsAsset);
PC.Pawn.Mesh.AnimSets=newAnimSet;
PC.Pawn.Mesh.SetAnimTreeTemplate(newAnimTree);
for (I = 0; I < PC.Pawn.Mesh.SkeletalMesh.Materials.length; I++)
{
PC.Pawn.Mesh.SetMaterial( I, defaultMaterial0 );
}
}
defaultproperties
{
ObjName="ChangePlayerMesh"
ObjCategory="Change Player Mesh"
VariableLinks.empty;
}
I found this kismet code that will let you change the player mesh. What would I replace to get it work with SGDK's pawn actor? If half-works, butyou won't have the super sonic mesh.
Also...
#929
Posted 15 July 2012 - 06:17 AM
Azu, on 11 July 2012 - 01:40 PM, said:

So, I'm trying to do something like this. I want to draw a image on the screen when you get close to danger, like a QTE, but without the button pressing.
Azu, on 11 July 2012 - 01:40 PM, said:
Azu, on 11 July 2012 - 01:40 PM, said:
How to add grinding mechanic to SonicGDK:
- Place SGDKSplineActors above the grinding mesh, connect them and select CM_Custom1 in Constraint Type in their properties.
- Open SGDKPlayerPawn.uc file, search for "function CheckSplineMovement" and "function vector GetAccelerationInput"; in both functions I check for the type of constrained movement there is (ConstrainedMovement == CM_Custom1 in your case) and do the magic. This shit is pretty hard to understand though, be warned.
- The segments of the visual grinding mesh should "Trigger Touch" (Kismet) the corresponding SGDKSplineActor upon touch/bump.
Azu, on 12 July 2012 - 02:09 AM, said:

To change music tracks, use the "Start Music Track" Kismet node that I recently coded (I guess that's for your hub world).
Azu, on 12 July 2012 - 02:09 AM, said:
Azu, on 12 July 2012 - 02:09 AM, said:
#930
Posted 15 July 2012 - 06:56 AM
Xaklse said:
Oh kay. I'll do that. However, I hear the best way is look at source does.
Xaklse said:
How to add grinding mechanic to SonicGDK:
- Place SGDKSplineActors above the grinding mesh, connect them and select CM_Custom1 in Constraint Type in their properties.
- Open SGDKPlayerPawn.uc file, search for "function CheckSplineMovement" and "function vector GetAccelerationInput"; in both functions I check for the type of constrained movement there is (ConstrainedMovement == CM_Custom1 in your case) and do the magic. This shit is pretty hard to understand though, be warned.
- The segments of the visual grinding mesh should "Trigger Touch" (Kismet) the corresponding SGDKSplineActor upon touch/bump.
Grinding mesh? I should make a like a collision grinding mesh, or the grind rails themselves?
Xaklse said:
I actually just added an Attenuation node to the Sound Cue.
Xaklse said:
Ah. I will look in that.
Xaklse said:
I just testing the mach dash thing. :V
I've also noticed that Sonic won't really keep the same rotation as the handle actor when he's on it.

