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转载 走路和跳跃
This is the second in a series of tutorials I will be writing of creating actions within UDK script. I am self taught when it comes to scripting and over the last couple months I have been learning Un
2015-04-14 14:07:10 732
转载 跨栏运动(hurding)
This is the Third in a series of tutorials I will be writing of creating actions within UDK script. I am self taught when it comes to scripting and over the last couple months I have been learning Unr
2015-04-14 14:07:07 1402
原创 根骨骼控制/旋转
This is the first in a series of tutorials I will be writing of creating actions within UDK script. I am self taught when it comes to scripting and over the last couple months I have been learning Unr
2015-04-14 14:05:34 773
转载 伤害处理
Hi there, last time we’ve learned how to create weapons. However, we still don’t know how to make a weapon that hurts. Yet.I’ll cover this area in 3 parts. First, We’ll have a look at how what
2015-04-14 14:03:46 1678
转载 UDK – Input commands
In this paper, we’ll have a look at controls and input commands. In other words, we’ll learn how to define game actions, and map them to buttons (or keys). As there is unfortunately no hint of
2015-04-14 14:02:16 1456
转载 UDK – Projectiles
Projectiles are little more than Actors that are spawned dynamically, move around for a certain amount of time and then die, possibly inflicting damage. In UT3 for instance, the Shock Rifle’s
2015-04-14 14:02:14 676
转载 HUD(Canvas)
DefaultProperties { bShowDebugMenu= false CurrentPage=- 1 CurrentIndex= 0 Pages( 0 )=(PageName= "General" ,PageCommands[ 0 ]
2015-04-14 14:00:55 1397
转载 配置文件
If you have successfully compiled a custom Unrealscript class, chances are you’ve heard about Unreal configuration files, and you’ve most likely already modified one. The UDN documentation on conf
2015-04-14 13:59:19 669
转载 UDK 载具基础
Cars, planes, tanks, hoverboards. All of these, in Unreal terms are vehicles. Like many other systems in the Unreal Engine, you’ll find several flavors of Vehicles (the Engine, UDK, UT, etc.).
2015-04-14 13:58:36 2034
转载 UDK中的Trigger
It is very easy to set up interactive objects using trigger actors and kismet. However, what if we want to have the same kind of object in several places without repeating the Kismet sequences?
2015-04-14 13:56:31 626
转载 动画基础
In this article, I’ll take a look at what needs to be done to play generic animations on an actor. Generic as opposed to bespoke (i.e. cutscenes or other location specific animations).I’ll start b
2015-04-14 13:55:27 687
转载 寻路基础
Time to talk about AI is approaching, but before diving into such a deep topic, there is one thing we must understand first in order to make things easier. And that is pathfinding.I will only
2015-04-14 13:55:12 632
转载 A user login system for UDK
This is the placeholder tutorial for all of you who are patiently awaiting the Kiosk final touches, I have had to rework a large portion of the kiosks in light of some issues with forwarding input aro
2015-04-14 13:52:37 797
转载 How To: Interactive Kiosks-Part2
The kiosks are in the midst of being revised, but I figured I would share the previous setup with you, so you can at least get things to start coming together. The way it works currently includes mous
2015-04-14 13:52:19 461
转载 How To: Interactive Kiosks-Part1
You will want to go into the typical setup for a Scaleform movie before you proceed. I have added a couple components to help simplify development on my end. One key element I have added is the follow
2015-04-14 13:50:42 538
转载 Create a Futuristic Animated Computer Screen Shader in the Unreal 3 Editor
The Unreal 3 Editor is a powerful game development tool that ships free with most Unreal 3 games (Unreal Tournament,Gearsof War, Roboblitz). It's quickly becoming a standard tool in the game devel
2015-04-13 10:26:50 779
转载 UDK中的环境反射
In this tutorial we'll learn how to setup both a Dynamic (realtime) and a Static reflection material in Unreal Development Kit, and create a Parameter Switch to switch from Dynamic to Static reflectio
2015-04-13 10:24:54 970
转载 雪材质的创建
IntroductionPrerequisitesCreating Seamless Textures in PhotoshopHi, thanks for stopping in. This lesson will be a basic introduction to creating a material for use inside the Unreal Development
2015-04-13 10:19:44 1166 1
转载 创建动态雾的效果
Here is a video to show the functionality of the shader in a scene. To make the effect easier to see, it has been sped up 4 times, so for me, the end result is much more subtle. enjoy.This sha
2015-04-13 10:15:49 889
原创 虚幻4——蓝图在脚本之间的交互
从虚幻3到虚幻4.之前都已经习惯了在脚本中写节点,然后在编辑器中供关卡师使用。所以对于这种开发模式,也不会有什么不适应的感觉!可视化编辑,也是以后游戏开发的重要的一环吧!但是国内游戏开发还没有这一种概念!对于关卡师,尤其懂游戏逻辑的。这是多么稀有的古董啊!现在的Blueprint比Kismet更强大了。可以自定义函数,宏等高级语言的特征。现在的UE4的Blueprint就是UE3的UnrealSc
2015-03-18 21:53:59 5865 2
原创 虚幻4的学习——TSubclassof 的用法
TSubclassOf模板 提供了一个安全的虚幻类,他的好处有一下几个:·1.方便关卡设计师编辑当我们准备在自己的类中引用一个伤害类型时,我们可能是这样定义这个伤害类的引用。/** type of damage */UPROPERTY(EditDefaultsOnly, Category=Damage)UClass* DamageType;官方推荐的
2015-03-18 21:10:13 5226
原创 对UE4动画通知的理解
UE4的动画通知和UE3的通知其实在本质上是一样的,但是在UE4 更多的时候使用BP进行了封装,不想UE3的时候直接在Pawn的代码中直接调用。 UE4允许在每个动画的时间帧上添加我们需要执行动画通知。 UE4的动画通知主要分为两类: Notify和Notify State. 下面简单的比较比较一下两种通知不一样的地方。 Notify,属于单帧的概念。
2015-03-09 13:40:46 3497
原创 在UC脚本中不能调用AS3.0中定义的函数的方法
在UC脚本中使用ActionScriptVoid("调用函数名") 没有作用eg: ActionScriptVoid("LoadView");正确的方式是ActionScriptVoid("_root.LoadView");UDK 论坛的答案链接网址https://forums.epicgames.com/threads/87288
2015-03-09 13:36:30 752
原创 解决Scaleform中使用AS2.0的UILoader不加载图片的问题
如果在flash中使用2.0的UIloader加载图片资源的格式是这样的 Path = "Ant_assets/Level_11.png"; 这是设置好的图片格式,注意这是带后最的loader.ImageLoader.load(Path); 然后使用UILoader加载这个资源。在flash编辑器中,能实现图片的正确显示!但是导入引擎中,然后把所有的SWF文件放
2015-03-09 13:31:11 917
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