The Official UDK 'Starting Guide & Help Thread!'

Help and discussion relating to UnrealEd and the UDK

The Official UDK 'Starting Guide & Help Thread!'

Postby Hollow on Mon Oct 24, 2011 2:21 am

Ok, so after reading many topics and threads on here, last and most notably the 'Serious Theory' thread. It seems everyone is ready and willing to move to UDK or at least learn it until Valve pulls their finger out, so this thread can be the hub for such a cause!

Here we can help and advise each other of the many aspects to UDK and 3D Modelling or come to ask the small occasional questions when a whole seperate topic doesn't really require it.

Let's help each other all learn to be proficient UDK mappers/modellers! (and coders - sorreh cheesemoo0) :-D

(I do acknowledge there is the 'Useful Resources thread', but this is more akin to the 'simple questions thread'. Also this whole forum section needs a kick up the arse).
Last edited by Hollow on Thu Oct 27, 2011 3:24 pm, edited 3 times in total.
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Re: The Official UDK 'Starting Guide & Help Thread!'

Postby Gary on Mon Oct 24, 2011 2:43 am

Awesome man. So is this basically a "Simple Questions thread" for the UDK?

I was wondering something, when modifying the code(UnrealScript?) under core and other stuff. Do you have to redo these edits for every (monthly!) update? Or is there a way to port these?
Have a question related to modding or something I posted? Something that needs staff attention? I haven't been active lately, but feel free to PM me or message me on Steam(link below)

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Re: The Official UDK 'Starting Guide & Help Thread!'

Postby Smurftyours on Mon Oct 24, 2011 3:29 am

I know this is probably a stupid question and I could easily figure it out from my modeling experience, but whats the best way to get the lightmap UV on your models? I have never really tried making a model with two uv channels so I personally wouldn't know how.
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Re: The Official UDK 'Starting Guide & Help Thread!'

Postby DonPunch on Wed Oct 26, 2011 4:51 am

Create a 2nd UV channel, then remap your uv with no over lapping faces. also make sure you have like a .02 border on it.

uv channel 2 in max and maya will be uv channel 1 in udk which is default for lightmaps
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Re: The Official UDK 'Starting Guide & Help Thread!'

Postby BubbleQ on Wed Oct 26, 2011 3:49 pm

Witch is the first file/program I need to download?
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Re: The Official UDK 'Starting Guide & Help Thread!'

Postby Hollow on Wed Oct 26, 2011 5:51 pm

You could pick any software for the modelling but really you should get Maya or Max because UDK imports autodesk .FBX natively so it's ridiculously easy to get your work straight in with no fuss.

you can download UDK first if you wanted, but all you could really do is make blockout geometry and get used to the interface till you can import meshes into the scene.
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Re: The Official UDK 'Starting Guide & Help Thread!'

Postby cheesemoo0 on Wed Oct 26, 2011 11:25 pm

Gary wrote:I was wondering something, when modifying the code(UnrealScript?) under core and other stuff. Do you have to redo these edits for every (monthly!) update? Or is there a way to port these?


Monthly updates will rarely break your code. I've been running the same code for 4+ months and I haven't had anything break. To "port" them you just move your source into the new folder.
You won't be modifying the "core." You always extend from a class and override what you want different.

Don't forget coders Hollow!
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Re: The Official UDK 'Starting Guide & Help Thread!'

Postby Gary on Wed Oct 26, 2011 11:49 pm

Thanks Cheesemoo!
Have a question related to modding or something I posted? Something that needs staff attention? I haven't been active lately, but feel free to PM me or message me on Steam(link below)

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Re: The Official UDK 'Starting Guide & Help Thread!'

Postby Ich 666 on Thu Oct 27, 2011 1:51 pm

One question from a UDK n00b modeler: What is a lightmap UV? Id guess its the equivalent to hammers light maps, except you can define it for every single uv group. Am I right? Does it need to be properly unwrapped or is everything just overlapping each other for the lightmap?
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Re: The Official UDK 'Starting Guide & Help Thread!'

Postby Smurftyours on Thu Oct 27, 2011 2:11 pm

Lightmap must be on the second or further UV channel and it must have no overlapping faces. A good way to create one is after unwrapping your model collapse the modifier to it and add a new UVW modifier with a flatten map.
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Re: The Official UDK 'Starting Guide & Help Thread!'

Postby dissonance on Mon Dec 05, 2011 1:55 am

1) how do i alter player attributes? mainly, i want to be able to look all the way up and all the way down. i'd also like to change headbob amount and walk speed.

2) after extruding bsp faces, how can i tie them together so that they "act as one" when it comes to texturing?

3) what's the default texture resolution for world geometry, in pixels per unit?

4) what are the default units, anyway (in terms of player height, doorway width, height of one building-story, etc.)? i've googled this and can't seem to find consistent answers.
i had fun once, and it was awful.
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Re: The Official UDK 'Starting Guide & Help Thread!'

Postby cheesemoo0 on Mon Dec 05, 2011 5:20 am

1) You would have to mess with Unrealscript. The UDK forums will offer answers to all those after a forum search. To change the walk speed change the variable GroundSpeed (in the Default Properties section) to your desired speed in the Pawn class.
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Re: The Official UDK 'Starting Guide & Help Thread!'

Postby DonPunch on Mon Dec 05, 2011 9:33 pm

player hieght is 96
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Re: The Official UDK 'Starting Guide & Help Thread!'

Postby dissonance on Tue Dec 06, 2011 9:58 pm

DonPunch wrote:player hieght is 96

Image
are you sure? this prism is 96uu tall, and i can look over it without jumping.
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Re: The Official UDK 'Starting Guide & Help Thread!'

Postby DonPunch on Wed Dec 07, 2011 12:36 am

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