Onikudaki on 28/2/2005 at 16:22
As happy as I am that an editor has been released, what are the limitations we might be up against.
Example....
can we use a 3d app like 3d max to create and import our own custom characters with their own custom animations?
Are most of the unrealED featrures still existant?
Can we import an existing character and add our own animations?
Doc_Brown on 2/3/2005 at 19:04
I too am curious about custom characters and animations...
Ulukai on 2/3/2005 at 19:25
Building geometry is UnrealEd stylee through and through.
Dunno about new characters & anims.
Harwin on 2/3/2005 at 20:09
If I recall correctly, the tools necessary for custom characters are there. However, the pipeline for putting them in is really really really really complex, and tweaky, and we were trying to do this with minimal people involved. So it's not documented (it would have taken us several days to document it, and that would have included time from artists who were needed elsewhere).
So... you might manage some skins, but it's going to be tough to do skeletons.
rujuro on 2/3/2005 at 20:49
I saw some tools in the Max utilities panel that looked like they were for character creation (ActorX? Something like that?), but didn't know if this was all that was required, of if it was just a part of the what was necessary.
I have a related question, how are hardpoints for attaching objects defined? Is it done with a bone, would you use the character tools to define it?
Harwin on 2/3/2005 at 21:46
Quote Posted by rujuro
I saw some tools in the Max utilities panel that looked like they were for character creation (ActorX? Something like that?), but didn't know if this was all that was required, of if it was just a part of the what was necessary.
I have a related question, how are hardpoints for attaching objects defined? Is it done with a bone, would you use the character tools to define it?
I don't recall. Either in a 3D character creation package or in the skeleton browser in the editor.
Squid3d on 2/3/2005 at 22:27
Hardpoints seem to be generated in max and, they all seem to be nulls (dummy's) with a custom property yet there are a few objects in the base skelington heirarchy that have a hardpoint prefix - HP_teeth_lw that i'm presuming are standard max bones.
getting new characters iinto the game looks to be fraught with eqaul doses of frustration and joy.
only the former so far though ;)
there is a little maxScript called hardpoint.ms that you can drag onto a toolbar that will create them for you.
Shadowspawn on 2/3/2005 at 22:51
Harwin,
Some of us will attempt it. Any basic directions you guys could give us (or even some internal docs your artists used, if you can release them) would be a great starting point. We'll eventually work out the details, but even a list of the tools provided would help out.
Thanks for all your help! :D
hEKTOR on 2/3/2005 at 23:30
I was wondering whether T3ED allows you to change the AI behaviour in any way? Can you make guards stay alert and search longer, and / or introduce 'global alarms'?
Harwin on 2/3/2005 at 23:37
Quote Posted by Shadowspawn
Harwin,
Some of us will attempt it. Any basic directions you guys could give us (or even some internal docs your artists used, if you can release them) would be a great starting point. We'll eventually work out the details, but even a list of the tools provided would help out.
Thanks for all your help! :D
If I had something with which to provide you, I would. If manna falls from heaven to allow me to get you information, I will, but, seriously, don't count on it.