You can find them here in our wiki
Would SDK be a good tool to use/learn for somebody that has no experience such as my self but looking to have a try in getting into Mapping/Modding?
KF1 had very little resources on proper map-making/modding technique and was pretty difficult to get started. But from what we've seen, it appears KF2 is taking a more friendly approach, especially compared to KF1.
There's plenty of UDK3 tutorials already on the internet, and the KF2 SDK will be a modified version of that. So might as well get started with that. And I expect more KF2 modding tutorials to be created as the game goes on.
So short answer: yes, assuming you will put in the effort. It won't be easy, but it'll (most likely) be helluva lot easier than it was with KF1.
Can we get a sound tutorial? I cant seem to figure out how to add ambient sounds to the level, everything I added so far is just plain silent.
Im aware of the "import your own wav" but I want to use the sound effects in the game... T_T
Can we get a sound tutorial? I cant seem to figure out how to add ambient sounds to the level, everything I added so far is just plain silent.
Im aware of the "import your own wav" but I want to use the sound effects in the game... T_T
Are you initializing them in Kismet mikkou? I know all the ambient sounds in the stock maps are attached to a two-elemtn kismet logic that just says game start->play or somesuch.
I was going to place my first ambient sounds today but I'm having an unrelated issue I need o resolve that's making it too difficult to use the modular static set.
In the content browser, under Packages > Audio > Ambient there are several categories containting AkEvents that you can place in your scene. In each category there is an "AkBank" that you have to load with kismet :
Spoiler!
That's mapping only.You can find them here in our wiki
Edit: seems like that info was kind of limited too. Guess I have to search further if I want to know to actually code stuff.