The things that stopped me dead with SPP were:
1. No good tools available.
2. UT3 went to the dogs.
3. Can't make characters.
Then it occurred to me:
1. Make it in Source.
2. Make it LEGO.
Now, as for LEGO, it would done the same way as the Star Wars games, where the characters and objects are LEGO but the environments would be normal. There are LEGO brick repositories online.
LEGO Steampunk Pirates in Source?









I considered this a while
I considered this a while back ... well not the lego but making the thing in source. I wasn't sure from the tutorials available if the sort of thing we wanted to do with the mod was achievable in source. We know it is in UT3 just it's a bit of a pig to work with and was too new at that stage for any decent tutorials on anything but map making.
Lego steam punk pirates in source hmmm copyright infringement via steam
I'm happy to go either way
I'm happy to go either way as for UT3/Source. It's just UT3 is very much dead in the water on the mod front, whereas source is brimming.
We could call it Minifig SPP. Minifgs are much easier to make and animate than people models.
I think some more research on Source's tutorial's capabilities are in order.
Do you like the idea of LEGO SPP?
Ooooh... A free Lego
Ooooh... A free Lego man.
Juices churning?
well phase 3 and 4 of make
well phase 3 and 4 of make something unreal are kicking off late April and those do tend to completely revitalise the mod scene for UT.
The lego thing is a stylistic choice which doesn't really impact the amount of work to design an complete the system behind it. That sort of thing is something we should leave till we actually have a working SPP prototype ( or SPPP :) ) with all the gameplay elements and vehicle mods in place with stock or improvised models. If we get that far we can look at the graphics till then that's just a distraction.
Source is a fairly capable engine though I've not seen it do anything like what we are envisioning. It probably is still capable of it it's just we'd have to do a lot of the leg work.
it is a c++ based system rather than the obscurities of Unreal Script which reduces the learning curve a little. Since it's a lot older than UT3 there are a fair number of tutorials and a lot of official developer support http://developer.valvesoftware.com/wiki/Category:Tutorials
There is a library of models
There is a library of models called LDraw that can be converted into popular formats:
http://www.ldraw.org/Downloads-req-viewdownload-cid-6.html
I know the people graphics
I know the people graphics are secondary but I have been wondering how the fuck we were going to make the characters.
Should we stick with UT3?
Should we stick with UT3? Given that make something unreal is kicking off, perhaps we should!
Something like makehuman
Something like makehuman would do the people or there is always the old classic reskin existing models
or replace all the people with robots they're easier to model
We are likely to have some
We are likely to have some difficulties with either UT3 or Source they are complicated systems and what we want to achieve is not a straight forward deathmatch mod.
So far I can see that Source doesn't have good support for modellers other than XSI you can use others and use some contrived multiple stage export trick to get things into the right formats. Though I can see at least one script for blender that will export at least statics to source format so there may be options. UE3 seems more well supported but having never tired either it's an open question as to what is going to be easier.
I think i might slide toward
I think i might slide toward UT3 as it is designed for vehicles.
HL2 does have vehicles as
HL2 does have vehicles as well even ones that go on water
having said that if we go UT3 here is a good starting point for our levels
http://help.hourences.com/tutorialsue3water.htm
Sounds like UE3 is the same
Sounds like UE3 is the same as Source in terms of rigging and animation you have to use 3dmax maya or XSI
You can use others for static meshes but not including the armatures and bones underneath
There is a free non comercial version of XSI called "Mod Tool" that works with UE3.
So for either source or UE3 we could develop the models in something we are familar with I'd go with Blender but there are probably other options. Do all the UV mapping and bake the normal maps add ambient occlusion and so on then we can export that to something that XSI would read and do any rigging and animation in the free version of XSI.
For any static props we would just skip the rig stage altogether.
Some more tutorials for UT3
Some more tutorials for UT3 - more about coding, tho
Sounds like your workflow will work nicely. I've been doing some research *ahem* today *ahem* and it seems like you've pegged the only option.
The flow is:
Blender (Modelling, UV) --> XSI Mod Tool (Rigging) --> UnrealEd
For us Lightwave types:
LW (Modelling) --> Blender (UV) --> XSI Mod Tool (Rigging) --> UnrealEd
From the gist of some of the
From the gist of some of the tut's I've looked at we may need to rig some things even if they are going to have no animations as UE3 has this concept of sockets which are bones where something attaches be it a model of a weapon or in a vehicle a model of the driver or turrets or what have you.
Cool. Top tip! I am not
Cool. Top tip! I am not surprised and I doubt that rigging a flying boat is not as difficult as a human.
Hi Guys... you know how you
Hi Guys... you know how you are talking about not being able to make characters in Maya or a similar program?
I can make characters in Maya (with normal maps and everything) and rig them too...
www.aserash.com
All are welcome to help. The
All are welcome to help. The aim is for the creation of game characters. Read up on Pete's concept post.
I think so long as the
I think so long as the skeletal structure and animation content is within UE3 format norms it should be possible to cookup compatible models for the mod without needing to have finished mod with all the customised weapons and vehicles ready. This is the advantage of the sockets thing, we just hang the weapons off the same bones and it should all just work.
So some parallel development might be achievable.
We probably want to have a good plan of attack before we go off half cocked again though
We're all going to be
We're all going to be creating stuff, the style is going to be pretty disparate but then we're doing this because we want a Air Bucc that solves the problems we had with the UT2004 version!
Pete's concept is awesome
Pete's concept is awesome but it's too big for us to go straight into and even then may not be achievable with the time, skill, and tools at our disposal
so we need to break it down into a series of smaller more practical steps
Last time the lack of any good tutorials or examples left us floundering plus the whole switch from UT2k4 to UT3 and the sheer scope of the concept scuttled us before we got going.
If we want to have any chance of making this thing this time we need to work smarter.
So baby steps is the order of the day, a series of small (possibly independent) modifications to the exisiting code to show progress and make it easier to get to the end without getting overwhelmed.
My current thinking is this
1) water levels we make some basic water levels (probaly with two island to serve as spawn locations) in UT3 to play with they won't have the advanced features like wind and swell and currents and so on but they will make a start. We can use the tutorial I found above as a starting point.
2) Game type at it's core it's more or less vehicle capture the flag where the flag is replace by a horde and it's on a moving base. We can implement that by degrees add the changes to make it a horde then try and work out how to spawn it on a mobile ship etc. Add the distinction between place you take the horde to and where it spawns.
3) ships we'll need to implement basic ships then work our way up to things like wind and damage.
4) the various weapons will need implementing some of these are simple reskins of exisiting stuff with a few parameter tweaks. Others will require more complex stuff behind them.
We will need some sort of basic plan for who does what so we can work independently but we want to break things down as simply as possible and make the source and notes available to all so people can try in make suggestions for improvements add more appropriate art and so on we might need some sort of repository of our stuff online somewhere.
Hmm, cool. JD - we're
Hmm, cool.
JD - we're aimning for as many different modelling tools as possible ;) EMW uses Blender, Rob and Fish use LW 9, I'm still stuck in the dark ages with LW 7 (Though it could be worse - a year ago I still used LW 5.5). Adding somone on Maya seems like a good way to add to the confusion :D
Seriously though, the more the merrier :)
Good thinking. I'll start by
Good thinking. I'll start by reintroducing myself to UnrealEd.
Vehciles - a volunteer!
I'd like to start looking at how to do custom vehicles. I won't start with a model - just use a big block but need to play with uscript to understand how they are used to move and so on.
Online repository
We will need an online repos. Everyone have FTP access? We can use the Lack-Of space as there is plenty of it. Action Tonight: I'll see about setting up some FTP accounts for special parts of our online space.
LEGO?
We need to decide if we're going to use a LEGO style ASAP. I think it's good because more of us can have graphical input and we can create a lot without putting too much effort in. It'll be quicker than doing a more realistic version. It's a style we all know, there are plenty of resources online and can look really cool.
Organising Ourselves
Should we break these posts into a few? Graphics, Gameplay, Mapping, Other?
Perhaps have a box on the main lack-of four columns (at the bottom) with quick links?
On the organising, might be
On the organising, might be worth setting up something seperate from Lack, perhaps integrated with the repository? Don't want to flood Lack with it for those not involved... could add a feed or something perhaps?
LEGO is easy, but aren't we
LEGO is easy, but aren't we in danger of treading well-worn ground? Wouldn't Travellers Tales Games be a little pissed?
I don't think I have FTP access, but that can come later, once I have something to add...
www.aserash.com
The way unreal script works
The way unreal script works it's all object oriented and based on multiple inheritance so we can use that to our advantage. Air bucanners used this extensively so they built a basic air boat from one of the standard vehicle types then they built on that to extend it to single balloon and multiple balloon and so on.
We can probably use the same technique for our boats they have a basic hovercraft type which is what the Manta is derived from we can probably extend that to work as a boat class it will need some sort of check to make it only work in the water. We might be able to use some of the triggering function in the kismet system stuff to do this without needing to get too bogged down with unrealscript.
Lego wise I'm of two minds
Lego wise I'm of two minds it may simplify the model making a little but it perhaps clashes a bit with the other themes we want in there
I think we might be better if we just stick to our steam punk ideas
It also depends if we want to publicly distribute this at all if we use a load of lego stuff in there without a liscence we probably can't
We could just make it
We could just make it slightly cartoony... would make the animation quite fun to do...
www.aserash.com
yeah slightly cartoony is
yeah slightly cartoony is good and it fits with the theme we do afterall have the pirate cannon
we could even do it cell shaded
http://help.hourences.com/tutorialsue3mated3.htm
here's a tutorial for how to
here's a tutorial for how to do those turrets on tracks which might come in handy
http://www.kantham.com/tutorials/tut_turret.html
Byrn, perhaps you're right
Byrn, perhaps you're right about taking this off Lack-Of. Perhaps a special area of lack-of? Separate the comments, etc?
I've started a partitioning
I've started a partitioning project on lack-of - will let you know when it is done. Essentially, anything tagged with the SPP system tag will appear on the new SPP area but not on the front page.
I was thinking today about
I was thinking today about weapons most of the ones in petes initial concept seem good but I wonder about specialising it a bit more having dedicated weapons for repelling boarders or attacking or what have you.
we could limit the number of weapon slots so people have to choose what they carry (perhaps with the old fall back of a basic pistol or cutlass or something) it might make for a more varied game with more thought behind it if you cant just load up on every weapon under the sun
I agree entirely EMW. It
I agree entirely EMW. It will mean more playtesting and fiddling because the balance will be more difficult to obtain but the concept is a very good one.
Pistol + Cutlass + Something else
Should be enough.
I wouldn't mind seeing what
I wouldn't mind seeing what you guys have so far...
www.aserash.com
if you look on the forums
if you look on the forums here under the UT3 mod there is a post by pete on the orginal concept (which I think predates Lackof :D)
this is the direct link which may or may not work http://www.lack-of.org/node/179
I was thinking of a boarder
I was thinking of a boarder repelling weapon that is a sort of spring loaded boxing glove.
It doesn't actually do much direct damage it is more a physics toy bouncing boarders off the boat. It could be a charge up weapon so you hold down primary or alt fire and it winds it's spring the longer you charge it the further it propels someone
it would then have to wind back in so would have a relatively long reload cycle but it would be a comedy weapon.
EMW, that would be fucking
EMW, that would be fucking genius.
I've noted that my ancient
I've noted that my ancient post should have pictures, but they have gone walkabout (they were probably on imageshack, as I think I did all that in a lunchbreak at work).
I'll see if I can dig the images up tomorrow.
I was just reading the
I was just reading the original concept for the game and had a thought... you are looking to make it so that players can't leave the map, but doing so in a way that doesn't tie in with the whole pirate theme would break suspension of disbelief I think. Why not just have the edge of the map be great big waterfalls in an end-of-the-earth sort of way?
www.aserash.com
here is a fairly complete
here is a fairly complete tutorial of making custom weapons in ut3 using that abomination 3d studio max the renderer written by blind monkeys with hooks for hands. It goes through all the steps of preparing the model getting the model into UE3 then processing it for use in the game and even a hacky version of coding it to work (there are better tutorials on the scripting side of the weapon stuff but this is a pretty decent quick jab at it just to test out the model).
I suspect this can be retooled to mod tool or maya or what have you.
http://www.ut40k.planetunreal.gamespy.com/unreal-Dateien/ut3...
I like the waterfall thing
I like the waterfall thing though it would be hard to think of a way to make that have some period of time when you could claw it back from the brink the 20s or so turn back thing unless we were to rig it so that if you stay in the dead zone for more than 20s then you get swept off the waterfall.
Or maybe we could do a here be dragons type of thing where a dragon/seamonster appears out of nowhere and blasts the ship to splinters if you wait too long
Or you could just have a
Or you could just have a current start slowly pulling you to the edge if you get too close and if you don't steer away, you get swept over. We could even do a comedy last minute save where you could (if you catch yourself just in time) sail like hell up the side of the waterfall and actually make it back on.
www.aserash.com
I brushed off my copy of UT3
I brushed off my copy of UT3 patched it to 2.0 and titan and then downloaded the latest source from the UDN most of the sites I've seen that mirror or even direct link use old source which may still work OK but still probably best to go straight for the newest stuff.
Made a quick mutator that modded the enforcer's basic parameters might try doing a custom mesh for it just to sound out that process.
Smashing. I've got the UE3
Smashing. I've got the UE3 running and went halfway through that terrain tutorial from hourrences (did I tell you this?). Going to keep getting through that, then I'm going to work on water.
OK just to save people
OK just to save people duplicating the effort this is how you get actorx (the UT exporter) working with mod tool
1) download mod tool + all its updates
2) wait for it to install other updated their stupid website neglects to tell you about
3) get the actorx plug in (currently a beta but available off UDN http://udn.epicgames.com/Two/ActorX.html modtool the current version is sort of xsi 6.x so the beta seems to work ok thought the older versions probably also work)
4) go to C:\Users\your name here\Softimage\XSI_6.01 Mod Tool\Application\Plugins
5) Copy in the dll
6) start up modtool and then in file pluginmanager under UserRoot\plugins you should see actorx and also actorx now appears in the export
Modtool seems to have a fairly good set of videos explaining how it works and getting you started
thjis site (http://www.fundi3d.com/tutorials.html) apparantly goes through creating a character in xsi rigging and then exporting using actorx the importing it into unreal3 though I've not looked at it yet
oh ho ho what's this
oh ho ho what's this http://code.google.com/p/unrealtacticalmod/wiki/Main_Tutoria...
we may not need to fuck about with modtool after all it seems some resourceful person has done a PSK (skeletal meshes) PSA (animation sets) ASE (static mesh) exporter for blender (unreals own format) cutting out the middleman so to speak and supposedly it works in UT3
Not sure whether this is all wishful thinking as it is too late to try it now but it looks promising
this page contains the UDN
this page contains the UDN info on custom characters including some max rigs for generic characters and the arm rig needed to do arm animations for weapons
http://udn.epicgames.com/Three/UT3CustomCharacters.html
Nice work mate. I'm going to
Nice work mate. I'm going to do some more mapping this w/e.
hmmm seems those rigs are
hmmm seems those rigs are fucking useless for anything other than someone using 3ds max as the .max format they are in can't be read by anything else as it's some sort of dump format that doesn't save the geometry and skeletal stuff just dumps the current memory state to disk.
It doesn't look like epic provide any other versions of those files
Anyone find anything to be
Anyone find anything to be used to export from Maya? and I actually don't know the limits for models going into the engine...
www.aserash.com
you want ActorX for maya
you want ActorX for maya available off the UDN site [rumage] http://udn.epicgames.com/Two/ActorX.html [/rumage]
basically the work flow for UE3 is model and do the UVunrap add Ue3 compatible bones for the animation in maya/max/xsi/other
export PSK and PSA's or ASE's using ActorX import into UE3 and being the process of hooking them in to the material system there adding the animation sets and so forth. You can do some quite funky things with the material system of UE3 animated textures or even script driven texturing.
Each type of model has their own particular requirements and methods I've been focussing on weapons which require two different meshes (high res 1st and low res 3rd) and 2 to 3 animations set (1st person, 3rd person, and 1st person arms). Character seem to need a certain layout to work possible compatible bone names and animation sets and a separate arm rig for the first person. Vehicles are different again.
For maps or props thats easier as no animation is required (or you can do the animation with the movers fro doors or lifts in ue3) so just static meshes (ase) are needed.
there are certain poly limits 5-10k first person weapons 3k 3rd person not sure abotu characters or vehicles or statics.
various objects require special maps and geometry for things like damage or streaming look at the tutorials and examples in unreal ed for clues on that
I managed to get a custom
I managed to get a custom weapon from model in blender into ut3 and actually running in a game (using the shock rifle code as a base)
So far it hasn't worked for the mesh I drew and I'm not sure why but I'll keep working on it a promising first step at least
ok managed to get a quick
ok managed to get a quick and dirty weapon I modeled in blender and textured and compiled in game
heres some pics click for larger versions
it's a boxing glove pretending to be a shock rifle. Except in the last picture where it's some sort of pistol due to me not finding all the model references in the code when I changed it.
still some way to go yet it a couple of the things didn't work properly and it is basically just a new mesh for an existing class and the model is very quick and dirty. Still it uses a model I made and exported from blender with animations I did with textures I drew and code I stole.
One think I've noticed with
One think I've noticed with these tutorials a lot of the intermediate steps seem to be missing I only managed to get this far by looking at multiple tutorials and reading heavilly between the lines.
Still not sure if we can have hands in 1st person reloading our weapons we may have to manually recreate the rig for the arms and tweak it till it lines up
This is superb. EMW. You've
This is superb. EMW. You've moved on a very long way! :) I wonder if we should start compiling our own tutorials.
It had crossed my mind that
It had crossed my mind that putting together some tutorials would be an idea.
Did some more work tonight
Did some more work tonight on making weapons, had another go at the model and redid some of the skeleton as UT is a touch picky about bones and what they can do. It is fine with rotation and if you force it it will do translation but it refuses to do scaling. You also have to be a bit careful with orientations as it really takes only a bit of the information that is present in the armature.
Often small things screw UT up if you forget to add the skeleton or don't orient it correctly or don't set the vertex groups or have something slightly off in you bone hierarchy UnrealEd locks up when it trys to import the skeletal mesh. It gives no hint when this has happened and it takes ages to import things anyway so it can be hard to tell. Usually if you don't see the import progress bar (which bizarely hides underneath the windows meaning you have to actively find it and rearrange things after it had appeared during an import so it can be seen) after a reasonable period it means you've screwed up something in the model.
Anyway put together a Mk2 Boxing glove thing which has more animations and a better model. Still needs work on textures normal maps and maybe some animation tweaks it probably needs some fiddling with the more advanced features of the material system glow and such. The code behind it is 99% shock rifle but I've added a few experimental touches of my own. It now adds a impulse to any target it hits to fling them back. Bit random as I was not really sure how it all worked and I had to steal a few bits from someone elses code.
Probably will rewrite it using the impact hammer as a base which is more appropriate.
Would also like to add some particle effects to it and some better textures but it's getting there. Maybe optimise the model a bit more it seems to have a lot of polys that it probably doesn't need. I might do some topology fiddling and adjust the complexity of the model subsurfaces. Found a normal map creating plug in for GIMP http://nifelheim.dyndns.org/~cocidius/normalmap/ i've mostly been doing high poly sculpted meshes with some tweaks then baking them to the lower poly mesh used for UT to get the normal maps but some of the finer detail is hard to do like that being able to make some alterations for detail is handy.
Some pictures in my steampunk pirates picasa album. Here are a few highlights
tried to get a shot of it knocking someone back but couldn't seem to catch it. Maybe tomorrow I'll ramp it up make it more obvious and choose a less closed in map.
I might try and do a step by step tutorial of how to go from start to finish making a basic custom weapon in UT using my current blender tool path so that others can give it a go.
EMW, you've done a superb
EMW, you've done a superb job. The boxing glove is great. The ideal mix of comedy, steam and punk!
I'd love to read/follow your weapon tutorial. Lightwave 9x users can import into Blender!
So If I start the tutorial
So If I start the tutorial from the assumption that you have a model created and UVmapped and Normal Mapped it
Then I can do the rigging and export stuff in blender and the import and code stuff in UT3 to show how that is accomplished
Then people can use what ever modeller they are familar with to make their two models (1p and 3p) and import in and go from there
Add Normal and UV Mapping
Add Normal and UV Mapping in. Assume we have the model.
discovered a few gotya's
discovered a few gotya's when baking normals on overlapped UV's (a standard technique to allow more space in the image map when dealing with symmetric models) so have't gotten as far with my tutorial as I would have liked. Also was a bit too enthusiastic with the idle animation of my example and it looks like whoever is holding it is having some sort of seizure.
I'm not sure that describing this and showing the steps will be enough so maybe I will do some screen casts so people can see the whole thing.
Anyway coming along.
Ok I've got most of a
Ok I've got most of a tutorial up to the import into unreal ed part
where should I put it so people can tell me what more I need to add. Just post it here as a entry? I'll need to run off the images so people have some idea what I'm on about. I think I'll also do each stage's separate blend file to show the progression and how things are positioned.
I think a series of forum
I think a series of forum posts would be ideal.
I found these videos on you
I found these videos on you tube
http://www.youtube.com/view_play_list?p=98A8C5D356626C71
some great little how to's for UT3 like how to add a weapon to a level or a vehicle as well as more advanced texturing tutorials and kismet stuff
Had a crack at making a
Had a crack at making a custom vehicle. I managed to make a little car that would spawn in a level which you could sit it and had wheels that would turn in response to the drivers inputs.
Unfortunately it just sat there on the spot spinning round in circles so theres something not quite right there.
It was missing a lot of bits that the hellbender has so I might well have another go with a more closely matched model.
Did learn a fair bit about how vehicles fit together and also how to make little levels in unreal ed and put vehicles in them then test play stuff. One issue we might have is that there is even less information out there about how to make custom vehicles. I've found two tutorials neither of which is remotely complete.
OK got a modified hellbender
OK got a modified hellbender working using a really basic mesh
Took a lot of fiddling to get it working the key seemed to be sorting the physics model out it seems if you get the colision model too close it means the wheels don't make contact and the thing can't move. Conversely give too much contact and the thing won't move at all.
The wobbly background is just because I've not added a skybox to this test level
Wow! You're speeding on,
Wow! You're speeding on, sir.
I had another go after this
I had another go after this with a more elaborate model. It was far too small (like a tiny toy car) I also must have gotten the axis wrong as it was on it's side. It was very disconcerting to drive as the wheels kept falling off.
Some more things to figure out I think.
Bit more work this evening
Bit more work this evening managed to make a vehicle that almost completely duplicates the hellbender (two seats +turrets shock cannon weapons) modified things a bit like having both seats outside.
hmm that bloke looks like he's facing backwards says I then I push forward and the vehicle reverses. Hmm built the bloodything backwards!
oh well
also has a tendency to rock alarmingly
hmmm not sure those wheels should be that high up in the air
sitting in the turret which naturally fires back into the screen towards the camera
Still learnt a bit more about how it all fits together 4th time lucky as they say :D
This learning is invaluable,
This learning is invaluable, sir. The internets are bereft of articles on vehicles! I'm loving watching this. :)
OK got a vehicle the right
OK got a vehicle the right way round and almost all working (slight bug in the entry exit code somewhere that means once in the vehicle you can't get out but I'll hunt that down) had some other issues with the exporter seems it can get confused about the normals and flip a load. I think it was some sort of polygon inside a mesh incorrectly orientated screwing the export figures but I couldn't find it so Low tech work around was to find the bits of the model with the correctly orinetated normals and flip the others.
As a result I had done all sorts of things to my mesh that made slightly lower res than it should be but still it looks reasonable. Used a really basic texture where I had painted all the parts different flat colours. Some of the uv mapping was pretty terrible so anything else would have probably looked pretty distorted.
This is me moving the front turret around (shaped like a duck) it orientates itself based on the viewpoint.
Some shooting
Now I'm in the turret
You can just see the model of the guy sitting in the chair more or less where he is supposed to be.
Ah what a paint scheme
Driving about I think I adjusted the driver view point socket to get a better view
You can just about see the front wheels turning on their axis to match the direction inputs.
Think I now know enough to start on a wheeled vehicle tutorial.
Maybe we should set up a
Maybe we should set up a project on google code for keeping all of our tutorials and other files in one place with version control etc.
They seem to have a reasonable set up for doing these sorts of things.
I agree! :) I've never used
I agree! :) I've never used it before but it would be cool to get it in there. Can you attach other files, such as image maps, graphics, models etc.
I think so the UT3 exporter
I think so the UT3 exporter for blender is on google code and has blender files and unreal script etc all stored there so I assume it's possible to add what ever you want.
We'd need to decide how to
We'd need to decide how to licences our source
What are the options?
What are the options?
mostly the ones under .::
mostly the ones under .:: Licenses that are popular and widely used or with strong communities ::.
http://opensource.org/licenses/category
Ah. It's all open source.
Ah. It's all open source. I'd just pick one at random, if I were you.
OK I picked one at random
OK I picked one at random and went with GPL3
we are now up and running at
http://code.google.com/p/steam-punk-pirates-mod/
super! add me under
super! add me under brainwiped @ googlemail.com
done
done
Please add me as jdvdm @
Please add me as jdvdm @ london.com
www.aserash.com
done
done
I've finished my wheeled
I've finished my wheeled vehicle tutorial off I'll try and put it up in the new google code project tomorow. Heres some pictures of the finished vehicle thing
only a couple of things that might have gone better the shocks are a bit random I think I may have group their vertexes incorrectly. Other than that it works pretty well. You can even get out of it this time.
Wicked! Looking forward to
Wicked! Looking forward to the tutorial as vehicles are one area I'm very interested in. :)
Loving the test skin, btw.
The wheels which you can
The wheels which you can just about make out in this are spirals so it looks really crazy as it rolls along
OK the wheeled vehicle
OK the wheeled vehicle tutorial is up on google code site
here http://code.google.com/p/steam-punk-pirates-mod/wiki/CustomW...
I'm going to port the customgun tutorial accross and add the code files to the repository maybe add the example blend files when I get home
Ported the Custom Gun
Ported the Custom Gun tutorial accross and added the game concept to the wiki to keep everything in one place
You star! When we get back
You star! When we get back from Wales, I'm getting going!
Been tinkering with making a
Been tinkering with making a skimmer (ie manta or other hover type vehicle) tut made a suitable model but then got distracted by teh internets
probably give it another go tonight
Ok put together a quick
Ok put together a quick skimmer vehicle
BEHOLD THE HOVERBATH!
It's basically a manta except for some reason the alt fire doesn't work not sure why it might be there are some bits left out or some renaming fails.
ahhh nothing like a good soak
I'll probably do a tutorial on this soon but it was pretty easy less stuff to do than a wheeled vehicle
Cool! All our vehicles will
Cool! All our vehicles will be skimmers at first, I imagine. Love the bath tub.
Had a bash at making a tank
Had a bash at making a tank learned a fair amount about the whole material instance stuff
It had a few kinks in it like reversered steering and the turrets fire point was actually the gunner fire point and vice versa.
Not sure we need tanks for the thing but still a useful exercise.
I suspect the turret-firing
I suspect the turret-firing mechanism will be useful.
Are flyers next on your list? (I seem to rememebr gliders/hot-air balloons were quite popular ideas...)
I think we should concetrate
I think we should concetrate on Ships first and then experiment with arial. We don't want to clone air buccaneers!
The turrets thing is
The turrets thing is interesting you basically just create "seats" in a vehicle for them which are parameterised and vehicles just have a list of how many there are and then details like whether they are gun turrets (and if so what type) or act as control hubs for the vehicle where the camera goes if the character is visible and so on. Each layer builds on each other layer so I suspect we could create a custom weapon type that we could then use as a turret.
Is this how canons might be
Is this how canons might be done? Make a canon gun type and then have it as a seat so that when you turn left and right, you turn the canon?
pretty much you would
pretty much you would basically rig the cannon on the boat model with a set of bones for movement and the positioning of the seat then you can constrain those bones to various axes with some skeletal controls that the unreal script will then bind to the seat controls
OK so I made a more boat
OK so I made a more boat looking skimmer last night made some progress with morph damage targets. Made a two seat manta esq thing that flew along fairly well even had some of the damage mask effects.
One issue I discovered with skimmers is when you get out of them in water they sink and then explode. I suspect they need some setting to make them buoyant.
I also spotted a parameter in the physics section that says "wind effect" so I wonder if our sail modelling thing may be built in already assuming we can work it out.
A useful tip when making a
A useful tip when making a vehicle and tweaking parameters on the sim
you can edit then in the game engine on the fly see the results in action and then copy the output out for recompiling into the code
The command is "editactor class=svehicle" when inside a vehicle
it seems pretty useful for getting all those parameters correct
That is cool. Stops all of
That is cool. Stops all of that coming in and out of the system to recompile and, I imagine, makes for much better tweaking.
Did you put that in the console?
yes
yes
One way we can inhibit
One way we can inhibit "boats" from going on dryland is set a blocking volume on the "land" sections of our maps that inhibits all our boat classes.
It might act like hitting a brick wall when trying to land so may need something a bit more complex
Finally got Morph targets
Finally got Morph targets (which is how unreal shows damage on the meshes) working so I will probably do a skimmer tutorial that has the few differences and these new bits
(to be honest skimmer is pretty easy to make once you know how to do vehicles at all it has less moving parts after all, I'll probably just focus on the new stuff and how to make the damage stuff work and all the material instance business that needs)
Anyway here are a few pictures
before
after you can see the burn texture coming through and also the mesh distorting as it get damaged (you can also add prop bits to fly off it at certain health values)
before
after
I've also found a way to
I've also found a way to turn the hoverwheels on at all times not just when there is a driver that should in theory keep the thing afloat on water when unattended
Ok did a tutorial for
Ok did a tutorial for skimmers and damage morphs last night just need to write it up on google code I've got the images all checked in to the svn ready to go. I'm not going to cover old ground but I'll add a few new blender tricks I used for the thing like weight painting, texture painting, and displace modifiers.
not sure if I've quite understood damage masks yet and how exactly they need to be applied but I'm getting there
Ok skimmer tutorial
Ok skimmer tutorial featuring Morph target damage is up
http://code.google.com/p/steam-punk-pirates-mod/wiki/CustomS...
So what's next then custom
So what's next then custom flyers? custom characters? Something else?
Start working on some actual games stuff?
I was thinking we probably want two different teams, probably not actually different in mechanic to avoid balancing issues but for more easy enemy identification and so forth.
Maybe one side is pirates the other is the navy or some such.
To start with I think we
To start with I think we need a boat on each side and a couple of levels. Custom characters I think is next but the boats are the main thing so should concentrate on them. :) I'll start putting some drawings together.
I think custom characters is
I think custom characters is going to be the trickiest part as we don't have the base skeletons to build onto plus there are some pretty odd UVW requirements you have to stick to.
I've got a OBJ format version of the rigs someone did so I might be able to regenerate it in blender once that's done and checked into SVN we'll be fine but it might take a few goes.
As for boats. One of my tests was boat shaped if a little mantaish, I think I've figured out the main issues with creating boats that don't sink the moment you get out of them or when they spawn in water. limiting them to water is something I've not tried and difficulty will depend on how subtle we want to be. There was also a slight problem with stability on water I think the hoverwheels get a little confused and then can get under the surface and the thing goes mental.
Had a quick bash at a custom
Had a quick bash at a custom character with limited success
it's a head on matchsticks
and this is just matchsticks that are inexplicably glowing
some scaling issues I think
Blender Foundation have just
Blender Foundation have just released a new version of Blender 2.49 most of the updates and fixes are in the game engine and not really of an interest but there are a few nice new touches. Projective Paint has been added that allows texture painting directly onto a mesh without some of the niggles and bugs the previous version has. It also has an option to turn off occlusion so you can paint through the mesh which could be handy for making damage masks.
I've not yet tested if the new version supports the scripts we use (it should do their python and that part of the API hasn't changed that I'm aware of) I'll probably do some evaluation and then update any tutorials as need be. If in doubt stick to the old version which is still available from the website.
The new additions to the texture nodes might conceivably be useful in generating textures from blenders procedurals but probably a bit of a niche thing.
I was thinking with the game
I was thinking with the game type stealing the other sides horde of gold perhaps it could be a case of the character grabbing a load of gold booty in their arms and running off not able to use weapons while in that state but able to fling chunks of gold back at people.
Sort of arms full of doubloons they can use as weapons at the cost of depleting the amount they have nicked
I recon not being able to to
I recon not being able to to shoot is the best way. Nor should they be allowed to swim.
The question then is how do
The question then is how do they get off the boat and back to the island. They can't attack so also can't use any of the weapons come escape tools they can't swim and they can't drive anything.
just saw this on the epic
just saw this on the epic forums someone making a procedural ocean material
http://forums.epicgames.com/showthread.php?t=676659
looks pretty good maybe we should "borrow" it
They can jump and run, the
They can jump and run, the boat will have to get close to the jetty. I don't like the idea of one-man-bands taking the mick. We're supposed to be supporting team-work.
As for the sea, it looks superb: http://kazeohin.googlepages.com/BetaWater.jpg
So they storm the boat in
So they storm the boat in force from what the other boat? That would leave them open to having the same done to them.
Maybe we need to rethink the mechanic a bit
The video of the sea lapping
The video of the sea lapping the shore is also impressive
was pissing about doing a
was pissing about doing a dragon head model using this sculpt tutorial I was thinking might be useful for a ship head thing or some such and was impressed by how much of a difference normal mapping makes
the hi res 98k face sculpted model is on the right then I have two different levels of mesh with the normals generated from the high res mesh a 380 face and a 1530 face model. All I've done is add the normal and the texture from the ambient occlusion.
here is a shot of the base mesh.
I was just thinking for a
I was just thinking for a ultimate leviathan esq weapon we should do a massive 100ft tall steampowered mechanical pirate monkey
LOL! Loving the maps. Do
LOL! Loving the maps. Do they import into UE3?
yeah should do it's
yeah should do it's basically all the same sorts of techniques I used in the custom vehicles and weapons to make normals
Did some more toying with
Did some more toying with custom characters in UT3
Also did some tinkering and made a head that looked like one of us in the vaguest possible sense
Ok so far so good it has an entry and a very odd picture
now lets see what the model looks like
Oh dear
maybe it will look better in game
No
NO! And seeing it move is like that bit in the horror film where the hideous mutated freak is crying "KILL ME KILL ME! END MY PAIN!"
Ok maybe the bone axis need some better alignment . An hour of tinkering and rejigging later and ...
ah well at least the head appears to be on the right way round this time
strike that this is a behind view and the thing is running sideways
that's a bit disturbing
Bloody hell! You know it
Bloody hell! You know it reminds me of Toy Story - the bit with the disturbed kid next door and his bedroom.
ok I spent ages trying to
ok I spent ages trying to get that rig to work and just couldn't seem to get it to function so I went back to the drawing board and redid it with some better references.
it looks initially promising a few bits that need work his thighs don't meet his waist and there is something off with the boots couple of odd triangles poking out where they shouldn't
so let see what it looks like ingame
bloody sideways again and his kneed apear to have come unhinged
he appears to be firing a flak cannon out of his arse
so still not quite there yet but much closer than the last few attempts everything is more or less in the right position give or take it looks like the origin is off a little but it seems to animate much more accurately now
couple more tweaks
couple more tweaks and
After ages of fiddling with the model and armatures to make the damn thing face forward in the engine once again the trick is a hidden option in the setup of the meshes
still a slight offset problem and one of the knees is a bit broken





Another tweak to the origin offset and fixing the knee and we are pretty much there





and you can see the bots using the model

So next I'll put a tutorial together on how to put custom characters together. I'll upload the blender model I've made into the googlecode svn with the skeleton that works so to make a custom character all you'll have to do is fit the meshes to the skeleton and it should work in the game.
That was the toughest one yet to figure out so hopefully the rest will be smooth sailing :D
Ok I've finished my custom
Ok I've finished my custom character tutorial and it is here
http://code.google.com/p/steam-punk-pirates-mod/wiki/CustomC...
I've glossed over a lot of the stuff that I explained in more detail in previous tutorials and just explained the differences and new things. I've also uploaded my blender rig that I made from the Epic rig this allows us to plug models straight in to the existing types.
Absolutely splendid! I'm
Absolutely splendid! I'm slowly in the process of giving up committments, so will have more time soon. :)
Having used the unreal tools
Having used the unreal tools It's amazing watching developer videos how many times they show a screen of someone doing development and bam there's unrealEd
Mass Effect 2 showed some level design and there was unreal ed
Batman Arkam Asylum showing some cinematics and it's all in unreal ed
it just pops up everywhere
Hmmm some bloke sent me an
Hmmm some bloke sent me an email over the weekend asking about some part of the tutorial I forgotten to add it (left out the UC script files for the wheeled tutorial)
so random people are now using the tutorials :S
A lot of the UDK people are
A lot of the UDK people are interested in the blender tuts and it got me fiddling with them again decided to have a bash at making a more custom character fixing some of the niggles and I found a few bugs in the rig I was using as a result
so a sort of piratey character


you can just about see the arm on the left is sort of dangling oddly this is due to a missnamed bone in the rig.
you can see the arms seams on this one so it needs a bit more work on the weight painting
this is confusing I though I was matt
This one has the corrected arm IK bones
The left arm now lines up correctly when using the turret
There is still a strange issue with the fingers on the left hand on the character select screen but only on that screen nowhere else. The near identical right hand is fine so it must be something a touch off somewhere. I had hoped fixing the ik bone would sort it but no such luck.
I've learnt a fair amount more about exactly where epic expects things to pivot and how to weigth the model correctly I also learnt some stuff about the emissive and specular maps which would explain why all the characters I've created seem to glow they need an alpha channel for them to work. Might put some extra notes in when I'm done maybe look at adding a bone heat compatible rig which would simplify the rigging no end.