Krieg, Frieden und Zombies  (Read 252135 times)

Vanico

  • 1337
  • *
  • Posts: 336
  • Country: de
  • Loves KF and makes maps.
Re: Krieg, Frieden und Zombies
« Reply #270 on: July 27, 2012, 09:48 »
Can you blow it up? :>

poompoom500

  • 1337
  • *
  • Posts: 708
  • Country: us
  • For my one and only Dottie.
    • poompoom500
    • poompoom500
Re: Krieg, Frieden und Zombies
« Reply #271 on: July 27, 2012, 15:30 »
 :challengeconsidered: To Snipe34,

Quote
Open the skeletalmesh view of the vehicle.  Open SocketManager - keep SocketManager open.   Next, in the the 3d window the sockets will be purple.  Click the ViewSocket, which is what you want to move.  With ViewSocket selected move the socket to where you want it.  Close that browser and don't forget to save: Right click the vehicle file > Save.
I know that I am deviating from the topic, but how exactly do I get the SOCKETMANAGER? I opened the editor in the TOP SKELETAL (WIREFRAME) VIEW and I ENABLED SHOW SOCKET NAMES from VIEW, but how do I get the SocketManager?

Snipe34

  • 1337
  • *
  • Posts: 945
  • Country: au
Re: Krieg, Frieden und Zombies
« Reply #272 on: July 27, 2012, 15:46 »
Hi Vani!

Blow it up? - you took the thoughts right out of my mind!  It can be destroy like most vehicles, so probably a huge destruction sequence which will destory everything in a large radius, is what I'm hoping can be achieved, muhaaaa.

Poom, sorry about the bad res, you'll have to squint or use a magnifying glass :p

I click on the skeletal mesh, and open the skeletal mesh


With the skeletal mesh open, i click on the Socket Manager


With the Socket manager open, I can see the Sockets


I'm not touching the Socket Manager box itself, I'm in the screen with the Challenger.  I click on a socket and then it's arrow - to move the Socket to where I want.


I have moved the socket back a little...

poompoom500

  • 1337
  • *
  • Posts: 708
  • Country: us
  • For my one and only Dottie.
    • poompoom500
    • poompoom500
Re: Krieg, Frieden und Zombies
« Reply #273 on: July 27, 2012, 19:49 »
 :occupied:

Okay. I got it. Thank you Snipe34!

Just to CLARIFY, I repeated the PROCESS but have pointed out a few things (in images) as seen below:

1. Open Editor. Get CONTENT BROWSER. Click on SKELETAL MESHES. Then scroll down to CHALL2FBX.


2. Then RIGHT CLICK on the picture (chall2FBX) and scroll to topwards (Edit Using Anim Set Viewer...) and click.


3. Then you get the AnimSet Editor. Then click on SOCKET MANAGER (the picture on top menu of AnimSet Editor of a down arrow on top of red triangle).


4. Then you'll get the socket manager dialog box and click on DRIVERVIEWSOCKET. Move the socket manager dialog box out of the way and click on the ARROW (red, green, blue) to RELOCATE the point (driver view point) to where ever you want it to go. Click on the BLUE ARROW (until it TURNS YELLOW) to move the point UPWARDS, etc...
« Last Edit: July 27, 2012, 20:04 by poompoom500 »

poompoom500

  • 1337
  • *
  • Posts: 708
  • Country: us
  • For my one and only Dottie.
    • poompoom500
    • poompoom500
Re: Krieg, Frieden und Zombies
« Reply #274 on: July 28, 2012, 13:50 »
 :challengeconsidered:

Anyway you can make a code for monster/zombie spawn for KFZ so we can play a little bit in a map? UT3 has an invasion mod you can look into - http://www.moddb.com/mods/ut3-invasion.

Snipe34

  • 1337
  • *
  • Posts: 945
  • Country: au
Re: Krieg, Frieden und Zombies
« Reply #275 on: July 28, 2012, 20:26 »
:challengeconsidered:

Anyway you can make a code for monster/zombie spawn for KFZ so we can play a little bit in a map? UT3 has an invasion mod you can look into - http://www.moddb.com/mods/ut3-invasion.

Nice suggestion.  I'll leave it to you to modify the code unless someone else will do it.

poompoom500

  • 1337
  • *
  • Posts: 708
  • Country: us
  • For my one and only Dottie.
    • poompoom500
    • poompoom500
Re: Krieg, Frieden und Zombies
« Reply #276 on: July 29, 2012, 08:05 »
 



:-[

I feel so all alone.

Vanico

  • 1337
  • *
  • Posts: 336
  • Country: de
  • Loves KF and makes maps.
Re: Krieg, Frieden und Zombies
« Reply #277 on: July 29, 2012, 10:14 »
Nice suggestion poompoom. If there's a new alpha of kfz which is actually playable I'd love to test it!

Snipe34

  • 1337
  • *
  • Posts: 945
  • Country: au

poompoom500

  • 1337
  • *
  • Posts: 708
  • Country: us
  • For my one and only Dottie.
    • poompoom500
    • poompoom500
Re: Krieg, Frieden und Zombies
« Reply #279 on: July 29, 2012, 20:16 »
 

^-^

Thank you for that link.


Ahhhh.... I feel better now.

N3Cr0

  • 1337
  • *
  • Posts: 641
  • Country: de
Re: Krieg, Frieden und Zombies
« Reply #280 on: July 29, 2012, 21:18 »
I thought the best way to get rid of problems is drinking hard and much.
http://n3cr0.itch.io/

xmpp: n3cr0@jabber.ccc.de

Snipe34

  • 1337
  • *
  • Posts: 945
  • Country: au
Re: Krieg, Frieden und Zombies
« Reply #281 on: July 31, 2012, 06:29 »
The VW car.  Seats 4 players
The KFZ Truck, seats 3 + as many as is stackable...




poompoom500

  • 1337
  • *
  • Posts: 708
  • Country: us
  • For my one and only Dottie.
    • poompoom500
    • poompoom500
Re: Krieg, Frieden und Zombies
« Reply #282 on: August 05, 2012, 10:54 »
 :excited: To Snipe34,

You got me excited again (about the progress report on possible zombies, and sounds/weapons hits reports). All you need now are images/screenshots of them and it will really spark up the WIP game.

Quote
Been thinking about monsters. Would like it if they could try and flank the player, unlike KF where they mainly come in straight lines to players.

I think the mod will really feel it's coming together after I begin working on the KFZ soldiers and get them into the game.

Snipe34

  • 1337
  • *
  • Posts: 945
  • Country: au
Re: Krieg, Frieden und Zombies
« Reply #283 on: August 06, 2012, 03:17 »
:excited: To Snipe34,

You got me excited again (about the progress report on possible zombies, and sounds/weapons hits reports). All you need now are images/screenshots of them and it will really spark up the WIP game.


Thanks Poom!   Sry about me being a sarcastic grouch sometimes.. i get tired.  That is no excuse for bad manners I guess :/  Just Sorry

Mainly it's fixing effects, bugs, bugs... working out how stuff's done.  I'll post some pics and vids soon.  For the moment, the above pic, imagine there's another couple of buildings, another couple of vehicles, some glass/rock hit effects.

The crowd effect is something I'm looking forward to making.  I'm slowly collecting low poly people for the crowds - so like L4Dead, except the crowd will be civilians running from zombies.

Snipe34

  • 1337
  • *
  • Posts: 945
  • Country: au
Re: Krieg, Frieden und Zombies
« Reply #284 on: August 08, 2012, 06:18 »
A vid as per Poom's Xfire method.

After trying off and on with UDK particles for months I had Physx particles working in about 7 hours.   The UDK effects are the smoke whisps, sparks and bullet marks.  The glass and rock particles are Physx.   UDK glass and rock floated around, faster, slower :s
btw Physx is build in to UDK.
But, I had to change the mod to DX11 because DX9 caused random crashes using Physx particles.

http://beta.xfire.com/videos/59bf9a/
http://beta.xfire.com/videos/59c579/
« Last Edit: August 08, 2012, 22:09 by Snipe34 »