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scourgewarper
08-16-2007, 10:03 AM
Hi,

I am building a survival horror OSMT single player map akin to Lord Simeons OSM-Resident Unreal map (awesome mate btw) and notice that in the editor when I view the matinee sequence for the first scene, you have the (custom?) player model of clare from resident evil but there is a yellow mesh cage of the standard pawn from unreal also visible. whats happening here?

Ideally i'd like to make my own custom player model, nowt fancy just unique. I can build a basic model in 3d max but am unsure how to get a model made in max into unreal and running/jumping/dying. Just need a shove in the right direction for resources as I don't know where to start.

SargeDavid
08-16-2007, 10:51 AM
i did a whole thing of making a player in maya and bringing it into ut2004 but this is the general things you need to make sure you do to have it work (use the ut2004 movements instead of making all...48 of your own?)

you have too
make sure its triangulated (triangles everywhere)

all the bone names are the same as the ut's ones(check animatedbrowser for names and locations...in maya there was a pretty good cheat called a premade ut2004 bone structure)

then make sure the bones move what you want em to move then import into ut as a skeletalmesh

copy the animation set of the normal player (forgot name) and paste into your new guy

and then there are some other stuff, but thats the jist of it

Lord_Simeon
08-16-2007, 05:44 PM
What happens is you need to place an xpawn, assign it's mesh and textures and use it's animation set. This is only for cut scenes though BTW. You see, it's a bit tricky to get the actual player model to do the animations and end script, so there's a trick where you teleport the player away, use an Xpawn for the scene, then make it hidden again and teleport the player back.
It must sound like a bit of a run around, but it orks really well.

Thanks for the Kudos on the map, i'm just finishing up OSM-ResidentUnreal2 which i should be able to release today if everything goes to plan :)

scourgewarper
08-17-2007, 12:49 PM
Ahh right, yer nice work around, if it works fine thats all that matters just didn't understand what was going on.

Resident unreal 2! awesome I can't wait :rockon: