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Don-key ho'tai

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  1. so i can't save anything on the new sdk and i'm not sure why. i'm kinda frustrated so ima give up at least for now i'll put up the files for anyone who wants to take a crack at it https://drive.google.com/file/d/0B03Lao ... sp=sharing
  2. facepalm* yup that'd do it
  3. @handepsilon achually i was thinking about making this one for nod though i still have no idea how i'm going to get the tail to work yet on a side note i downloaded the new beta 5. you said the new vehicles are in the sdk? i don't see them. is that just me? i was hoping i could check out the recon bike as a reference.
  4. Hi again. sorry its been such a long time since my last update my house flooded so i had to clean up all that mess and then i went on vacation for two weeks so i haven't been able to get to my computer. i got it in game (yay!)..... sorta ( ) i ended up needing to use 6 wheels because the engine wasn't handling a linear setup very well and after many hours of tweaking values i've got the handling just about where i want it though i still have to work on getting the wheels just right (the physics wheels, its floating in the air for now. for some reason the values i put in don't quite match the in-game values to the ground but i figured i could move the bones to the right place once i get around to it. the wheels guiding the treads are working pretty good.). i also got the miniguns rigged the right way and they move around in game, and fire with muzzle flash and shells ejecting but for some reason they seem to always be facing due north instead of where i am aiming, very frustrating i looked at the Apache like you said and got it so the rider is fixed in the right place although he looks kinda funny because its taking the animation from the Apache it'd be great if i could get the viper anim from unreal but it seems you got a different rig then they have i'm still alittle ignorant about the animation system also i ended up using a cantilever to control the bikes body i went into the animtree and gave it a 10% "control" over it and it works pretty expect for that annoying bug when it first spawns and waves side to side like crazy but not a huge deal other than all that the last thing i need before i'd think about releasing it is the treads i watched those tutorials you put up and you vaguely mention it but i think you accidentally edited that part out unless i just overlooked something. i was able to work out making the texture move but i'm still not sure about linking it to vehicle speed. oh and putting it the purchase terminal of course so to recap my to-do list is -fixing the phyics wheels so its not floating and finish tweaking values -getting the miniguns to point in the right direction instead of north -figuring out how to get renx charactor rig to match the viper anim from unreal -make the treads move along with the speed of the vehicle -making it available in the purchase terminal -play testing it i know alot of you are probably as busy as i am or more so i really do appreciate any help you give me i can't wait to be driving this thing around like a badass happy gaming
  5. update:so I got it rigged and its good to go. its a kinda crazy setup but when I tried to link the wheel bones to the bone I'm calling front guides (the bone that has a lookat constraint to the physics wheel) I had this weird distortion so I postion-constrained dummys to the wheel bones, seems to work. I was just wondering should I have just one set of 3 physics wheels going in tandem or should i have 6 sidebyside like say nod artillery.also if i just have the one big physics wheel in the front how can i make it so the two actual wheels spin at the right speed. ps. seen the vehicle rigging tutorials good stuff cant wait for the rest particularly anim-tree setup pss. ever heard of ditto its a copy and paste program that can save you alot of time you can bind differnt copied numbers in a clipboard to numpad inputs very usefull
  6. Thanks Havoc! that helps alot. so do you think i should i make the front the only part that really moves or should i do something similar with the back wheel.I was thinking about making the bike part move independently side to side when it turns and foward and back when it accelerates. also i'm a little unsure about attaching the player. I'll try to get it done as soon as possible no telling when that'll be though its been a while since i messed with udk. as for it being public i don't see why not.
  7. hi! so i'm new to the forums and renx sdk but i do a good deal of info about udk and a bit of unrealscript. i was thinking that the panzercycle would be awesome to tear up the battlefield in renx but i was wondering how i might best go about implementing it. this is kinda a high level question more aimed toward udk in general but seeing as everyone's on ue4 with the whole blueprint thing i figured i should ask you guys. so my biggest question is how would i make the suspension work properly i want the wheels to move in an arc as if its swinging like it should instead of just linearly up and down. how would i go about this? also how do treads work? do you attach a parameter to move the material based on speed or something? if anyone could help or at least point me in the right direction it'd be much appreciated thanks!
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