After I finish the making of the game, and made some adjustments by small scripting. Final method was to package, and export for PC/MAC.
This is Unreal Frontend to build the game package for playing and selling. This is what it looks like for distributing PC.
This is what it looks like for distributing MAC. It turns the package into an app so it can easily be opened and tested.
This is the video demonstration how to play the game and look around the scenery using my character.
The Unified Projects ANI113205/7-13
Pages
- Home
- IE2 Introduction
- IE2 UDK Introduction
- IE2 Getting Started
- IE2 Simple Level
- IE2 Importing Character
- IE2 Character Animation
- IE2 UDK-Cameras
- IE2 Character Modelling Quick
- IE2 Playing With UDK Materials/Lightmass
- IE2 Importing Own Skybox UDK
- IE2 Setting Up Animation for Hatch Doors
- IE2 Chris Showreel
Friday, 14 March 2014
DE UDK Hatch Door Animation
This is the method I mention on the Industry Exercise, about how to animate the hatch doors.
Step 1: I set up the trigger actor which is the main actor to cause animation effects.
Step 2: I expand the trigger area.
Step 4: I opened Matinee to set up the animation sequence for the door node when the play triggers the trig to open the door.
Step 5: Edit the node adjustment.
This is the video test for using Kismet and Matinee.
Step 1: I set up the trigger actor which is the main actor to cause animation effects.
Step 2: I expand the trigger area.
Step 3: I opened Kismet to set up nodes to connect the trigger node to the matinee node.
Step 4: I opened Matinee to set up the animation sequence for the door node when the play triggers the trig to open the door.
Step 5: Edit the node adjustment.
This is the video test for using Kismet and Matinee.
DE UDK Collision
I add the collision effects to the scene so when the character interacts with the game level, it won't go through walls or floors.
The acollision for the floors.
The collision for the pathway walls.
The collision for non-opened hatch doors.
Some collisions don't work all the time such as the lower hangar wall has open hole, but with collision it would cover all. The solution to fix the problem is to remove normal collision, and replace it with pre-collision, and I apply it by one piece.
The acollision for the floors.
The collision for the pathway walls.
The collision for non-opened hatch doors.
Some collisions don't work all the time such as the lower hangar wall has open hole, but with collision it would cover all. The solution to fix the problem is to remove normal collision, and replace it with pre-collision, and I apply it by one piece.
DE UDK Lighting
To make the scenery lighting, I had to add point lights to support the scene.
This is the point lights for the hangar lights.
This is the lighting for the pathway lights.
This is the lighting to get the Earth visible from the darkness.
This is the main lights called the Dominant Light.
After all of the lights are done, I used the lightmass to cook the lighting for the scenery textures.
This is the point lights for the hangar lights.
This is the lighting for the pathway lights.
This is the lighting to get the Earth visible from the darkness.
This is the main lights called the Dominant Light.
After all of the lights are done, I used the lightmass to cook the lighting for the scenery textures.
DE UDK Level Editing
After I finished uploading the pieces, and the materials are cooked. I put all the pieces together as it is on Maya, but since I got the pieces I can build extra two hangers to get the feeling of a star ship interior than just a base with one hangar.
I add the ammo boxes.
I added the large oil cans.
I added the Pelican ship, and I know is not a good texture due to timing.
The Pathway pieces put together.
The Hallway pieces put together.
The Earth, and the sun, I was hoping to adjust the lighting for edge lighting effects for the Earth, however it requires more node editing.
I made the window material for the window object.
I made the space by adding the Skybox then replace its textures with another space texture I found on Google.
I add the ammo boxes.
I added the large oil cans.
I added the Pelican ship, and I know is not a good texture due to timing.
The Pathway pieces put together.
The Hallway pieces put together.
The Earth, and the sun, I was hoping to adjust the lighting for edge lighting effects for the Earth, however it requires more node editing.
I made the window material for the window object.
I made the space by adding the Skybox then replace its textures with another space texture I found on Google.
DE UDK Material Editor
I import all the photoshop textures including normals, emissive, specular, and diffuse to the Unreal Materiel Editor. To combine the textures, I use nodes to connect the textures before cooking the material.
HALLWAY FLOOR
PATHWAY DOOR FRAME
THE EARTH
PATHWAY FLOOR
HALLWAY CEILING
HANGAR CEILING
HANGAR SEWER FLOOR
HANGAR LIGHT
I use the Specular texture to connect with the Multiply node while its connect it to the Constant node to produce glow light effects.
HANGAR SUPPORT
HALLWAY LIGHTS
LOWER HANGAR WALL
MID HANGAR SUPPORT
HANGAR DOOR OPEN FRAME
SHIELDS
I use the constant node to connect to the opacity to make it like a transparent object.
SPACE
HALLWAY FLOOR
HATCH DOORS
HALLWAY WINDOW FRAME
UPPER HANGAR WALL
HALLWAY WALL 1
PATHWAY WALL
WINDOW
AMMO BOX
OIL CAN
PELICAN
HALLWAY FLOOR
PATHWAY DOOR FRAME
THE EARTH
PATHWAY FLOOR
HALLWAY CEILING
HANGAR CEILING
HANGAR SEWER FLOOR
HANGAR LIGHT
I use the Specular texture to connect with the Multiply node while its connect it to the Constant node to produce glow light effects.
HANGAR SUPPORT
HALLWAY LIGHTS
LOWER HANGAR WALL
MID HANGAR SUPPORT
HANGAR DOOR OPEN FRAME
SHIELDS
I use the constant node to connect to the opacity to make it like a transparent object.
SPACE
HALLWAY FLOOR
HATCH DOORS
HALLWAY WINDOW FRAME
UPPER HANGAR WALL
HALLWAY WALL 1
PATHWAY WALL
WINDOW
AMMO BOX
OIL CAN
PELICAN
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