"Este é o meu contato profissional. Ou seja, de uso exclusivo para função profissional. Qualquer pedido de ajuda sobre UDK, 3D, etc, deverão ser feitos no blog."
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I have made these few tutorials on request from a few people but there are many already out there on youtube and the UDN. UT40kgeodav who is one of my subscribers has loads of tutorials on weapon and vehicle importing to the UDK available on file planet
So, it’s been nearly a week since I did anything productive in the UDK, mainly due to the great Steam Treasure Hunt, so I thought that tonight would be a good time to get back into it. Leaving off from last time, I had a semi-effective aiming system that would leave a player zoomed in, but not looking down the sights of the weapon.
Here’s a quick look at it in action:
As with the other videos, I have not yet developed any decent models or textures, but they will come in time – probably when I have an “art department” to do them for me.
For the curious ones among you, this is how I did it – taken directly out of my ZombiesWeapon.uc file:
//-----------------------// // HUD DRAWING FUNCTIONS // //-----------------------// simulated function DrawWeaponXhair(ZombiesHUD HUD) { local vector2d CrosshairSize; local float x, y, ScreenX, ScreenY, ScaleX, ScaleY, StartX, OldOrgX, OldOrgY, OldClipX, OldClipY; local ZombiesHUD H;
H = HUD; if(H != none) { if( !(bZoomedIn)) { //We're firing from the hip, as inaccurate as that is... CrosshairSize.Y = CrosshairCoordinates.VL * H.Canvas.ClipY/720; CrosshairSize.X = CrosshairSize.Y * CrosshairCoordinates.UL / CrosshairCoordinates.VL; ChangeVisibility(true); x = H.Canvas.ClipX * 0.5; y = H.Canvas.ClipY * 0.5; ScreenX = x - (CrosshairSize.X * 0.5); ScreenY = y - (CrosshairSize.Y * 0.5); if(CrosshairImage != none) {
//Draw the crosshair H.Canvas.SetDrawColor(255,255,255,200); H.Canvas.SetPos(ScreenX, ScreenY); H.Canvas.DrawTile(CrosshairImage, CrosshairSize.X, CrosshairSize.Y, CrosshairCoordinates.U, CrosshairCoordinates.V, CrosshairCoordinates.UL, CrosshairCoordinates.VL); } } else { //We are zoomed in. Are we looking down the sights, or is it a sniper if(bIsScoped) { //We're holding a sniper rifle, and can see some distance //We need to make the rifle invisible in this view, //as opposed to aiming down the sights... ChangeVisibility(false); // the sniper overlay is a special case that we want to ignore the safe region OldOrgX = H.Canvas.OrgX; OldOrgY = H.Canvas.OrgY; OldClipX = H.Canvas.ClipX; OldClipY = H.Canvas.ClipY; H.Canvas.OrgX = 0.0; H.Canvas.OrgY = 0.0; H.Canvas.ClipX = H.Canvas.SizeX; H.Canvas.ClipY = H.Canvas.SizeY;
Não me pergunte porque, com tanto tipo de arma para se inserir na UDK, o cara escolheu um cortador de pizza. Mas o tutorial é bom.
This is purely a demo of my recent work using 3d studio max and the unreal development kit, if you want a good tutorial for setting up weapons in UDK go to http://www.youtube.com/user/Giuldhall...