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Krieg, Frieden und Zombies

Started by Snipe34, April 27, 2012, 01:33

Vanico


poompoom500

 :challengeconsidered: To Snipe34,

QuoteOpen 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

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

#273
 :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...

poompoom500

 :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

Quote from: poompoom500 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.

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

poompoom500


Vanico

Nice suggestion poompoom. If there's a new alpha of kfz which is actually playable I'd love to test it!


poompoom500

 

^-^

Thank you for that link.


Ahhhh.... I feel better now.

N3Cr0

I thought the best way to get rid of problems is drinking hard and much.

Snipe34

The VW car.  Seats 4 players
The KFZ Truck, seats 3 + as many as is stackable...




poompoom500

 :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.

QuoteBeen 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

Quote from: poompoom500 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.


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

#284
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/