Can we expect Tutorials with RO2SDK ?

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Seth_Soldier

FNG / Fresh Meat
Jun 12, 2006
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Hi !

My question is in the title.
Are we going to see "step by step" tutorial to integrate new stuff into RO2 SDK ?

Nothing very complex but for instance how to add a new bolt rifle based on the RO2 kar98 coding/animation ?(how to export the model, how to create the new files, and later how to reanimate it etc ...)

From my experience such tutorials are very helpfull to begin modding on a new game.

I'm currently learning/ playing around withe UDK september but there is so many informations that i fear to miss them or spend too much time to search after them and currently i haven't found a tutorial to fill my need.

thx for your answer !
 
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Lt_Kettch

FNG / Fresh Meat
I would highly appreciate if we get a mapping guide like the one we had for Ostfront and maybe an overview about how to get new weapons / vehicles in game because it is (will be) very different from any other Unreal Engine game.

So if any TWI dev has a lazy Sunday, I could haz please? :cool:
 

Seth_Soldier

FNG / Fresh Meat
Jun 12, 2006
413
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France
[url]http://udn.epicgames.com/Three/DevelopmentKitHome.html[/URL]

You don't really need anything more for now. The few changes will sure be described when the SDK is out.

Thx !

Does this tutorial fit to RO2SDK requirement then ?
Custom_Weapon :
http://udkc.info/index.php?title=Tutorials:Custom_Weapon/Ranged

How_to_build_a_vehicle :
http://udkc.info/index.php?title=Tutorials:How_to_build_a_vehicle

(thx to tryphon)
I'm sure many people would be interrested about it. I can understand that because it already exists, it doesn't need to be redone. However maybe they should deserve their own topic sticked in this section: "How to add a new weapon","How to add a new vehicle" ...
 

Seth_Soldier

FNG / Fresh Meat
Jun 12, 2006
413
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France
here for example the result:
justatest.jpg


I've just created simple bones to learn how to add a weapons ingame. (i haven't integrate the nm btw))
However from what i understand you need to get bones from the weapons you want to reuse the animation.
In this case, are we going to have acess to RO2 bones or we will have to redo them or redo the animations ?

Same question about the player model bones ? (from what you said RO2 player model will be a little bit smaller that UDK human)

:( sorry for asking too many questions but i would like to be ready as much as possible for the release of the sdk.
 

worluk

FNG / Fresh Meat
Nov 21, 2005
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Im assuming it works similar to how it worked in Ostfront: first person hand rigs available to modding teams, maybe general public, no reuse of animations, all has to be done yourself. For first person, would be nice to have the skeleton publicly available. But i guess one could go with "put the trigger at (0,0,0) in max and and export the gun aligned to the x axis".
 

u-s-e-r

FNG / Fresh Meat
Nov 24, 2010
1,329
340
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no reuse of animations, all has to be done yourself

I dont know about this subject much but if that means there will be bad animations instead of the smooth animations by TWI i'm sad :(

The only thing that annoys me in RO1 mods are the bad weapon animations, they stick in the eye after the super smooth and nice TWI animations :(
 

worluk

FNG / Fresh Meat
Nov 21, 2005
2,226
85
0
I dont know about this subject much but if that means there will be bad animations instead of the smooth animations by TWI i'm sad :(

The only thing that annoys me in RO1 mods are the bad weapon animations, they stick in the eye after the super smooth and nice TWI animations :(

I would love to hear from TWI about HumanIK benefits and use for modders.