• Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/
  • Weve updated the Tripwire Privacy Notice under our Policies to be clearer about our use of customer information to come in line with the EU General Data Protection Regulation (GDPR) rules that come into force today (25th May 2018). The following are highlights of our changes:


    We've incorporated the relevant concepts from the GDPR including joining the EU and Swiss Privacy Shield framework. We've added explanations for why and how Tripwire processes customer data and the types of data that we process, as well as information about your data protection rights.



    For more information about our privacy practices, please review the new Privacy Policy found here: https://tripwireinteractive.com/#/privacy-notice

Weapon creation tutorials and resources

braindead

FNG / Fresh Meat
Aug 22, 2009
918
346
0
Merry Ol' England
There is now a growing interest in the modding forums for new weapons and many of you are planning on making them, so I am creating a series of steps, using online resources and tutorials, that I have found invaluable in previous mods, to help you with the basics in starting your own projects

For the sake of these tutorials, most information will be directed towards 3DS Max and Photoshop, as I have no experience in any other software, however some information is based on the Full free download of the Softimage XSI Mod Tool, as this is compatible with Unreal and looks just like Max in it's modelling fundamentals.

I have resreved a number of posts to break down the creation process into their relative chapters, i.e. modelling, texturing and coding etc


Software Downloads:



Umodel exporter for Unreal

http://www.gildor.org/news



3DS Max 2011 30 day trial




 
Last edited:

braindead

FNG / Fresh Meat
Aug 22, 2009
918
346
0
Merry Ol' England
Last edited:

braindead

FNG / Fresh Meat
Aug 22, 2009
918
346
0
Merry Ol' England
Importing and basic setup requirements

Importing and basic setup requirements

Part 1 - Setting up the Scene

Download : http://www.gamefront.com/files/20282749/Tut+Part+1.rar

YouTube - Weapon Tutorial - Setting up the Scene

(Best watched in 720p HD mode)

The first video from part of a tutorial on how to animate and import a weapon from 3DS Max into UnrealEd, for use in the game Killing Floor.

Part 1

Setting up the scene includes the following lessons:


  • -rescaling and moving the weapon to match the hands
  • -disassembling the weapon into separate components
  • -linking each component ready for animation
  • -linking the hands and tip bone to the weapon
  • -texture set up
  • -other important information regarding the set up

Part 2 - Exporting and Testing


Exporting the mesh through to in-game testing:


  • Export Mesh from 3DS MAX using ActorX
  • Importing into Unreal Editor
  • Creating Hip Idle animation
  • Creating Iron Sight Idle animation
  • Exporting anims using ActorX
  • Basic file creation and UCC Compiling
  • Testing weapon in game

These are all of the files used in both of the videos. I will upload an updated version with the next vid.

IMPORTANT:

Do not use these files for any game other than Killing Floor as they are the property of Tripwire Interactive.
 
Last edited:

halbridious

FNG / Fresh Meat
Jan 6, 2011
1,770
211
0
Michigan (USA)
thats alot of reserved slots lol. I wish to add that by telling autodesk you r a student (whether u r or not) u get their student trial, which lasts for over a year.

EDIT: also, where can i find a good breakdown of how the animations are all linked and "boned" and whatnot. I need to be able to watch it set up/broken down so i can understand everything thats going on...
 
Last edited:
  • Like
Reactions: Arkayer

braindead

FNG / Fresh Meat
Aug 22, 2009
918
346
0
Merry Ol' England
thats alot of reserved slots lol. I wish to add that by telling autodesk you r a student (whether u r or not) u get their student trial, which lasts for over a year.

EDIT: also, where can i find a good breakdown of how the animations are all linked and "boned" and whatnot. I need to be able to watch it set up/broken down so i can understand everything thats going on...
Hey Halb

Thanks for the autodesk info, will add that in, when I find a link.

Been spanning the net for some tuts on animation breakdowns but haven't found a decent one yet, so I am going to record one myself.
It won't be for some time yet but I am sure you will be kept busy with just the modelling and texturing of your gun until then :)


A big thank you to J.D as well, who has given me some great info on helpful software/plugins that will aid you all in your projects.
 

halbridious

FNG / Fresh Meat
Jan 6, 2011
1,770
211
0
Michigan (USA)
Those videos and whatnots are already helping. Some of them use different techniques than i do (for example, the galil is made with one tiny box using extrusion/bevel techniques, i prefer to take a ginormous box and whittle it down) but there are some great things in there. Thanks again, BD, and to the original creators of the material.
 

CandleJack

FNG / Fresh Meat
Dec 2, 2009
3,408
1,060
0
VIC
Anything for a complete beginner?

I want to start, but everything is just to advanced for my level of expertise.

Something like, step 1, 2, 3, 4, would be beneficial :)
 

halbridious

FNG / Fresh Meat
Jan 6, 2011
1,770
211
0
Michigan (USA)
Learning max is easy - once you make a box, right click and hit - convert to - editable poly. play with vertices. fun fun.

http://www.maxbasics.com/modeling-tutorials

this site has some simple projects that will intro techniques. Personally, i just picked random stuff and modeled it until i liked it - i wanted to create my own method, i work better that way. Max tutorials are usually easy to find tho.
 

CandleJack

FNG / Fresh Meat
Dec 2, 2009
3,408
1,060
0
VIC
Learning max is easy - once you make a box, right click and hit - convert to - editable poly. play with vertices. fun fun.

[url]http://www.maxbasics.com/modeling-tutorials[/URL]

this site has some simple projects that will intro techniques. Personally, i just picked random stuff and modeled it until i liked it - i wanted to create my own method, i work better that way. Max tutorials are usually easy to find tho.
 

braindead

FNG / Fresh Meat
Aug 22, 2009
918
346
0
Merry Ol' England
You are welcome and I hope it does help.

Just started setting everything up to make some videos ;), I will also do some tutorials when I am finished lol

What issues are you having with Umodel Halb?

The main thing is to -export the exact name as in the editor, ie.

Umodel -export -all KF_Soldier_Trip

It is case sensitive!

and as far as I know, there is another way, using Milkshape but it is very time consuming and the results are not as good as Umodel.
Import the psk file into Milkshape and export it as a source file SMD, which you can then import into Max. hmmmm I may add this to the list of tuts, thinking about it now.
 
Last edited:

halbridious

FNG / Fresh Meat
Jan 6, 2011
1,770
211
0
Michigan (USA)
whats the command line you use for umodel? For example, if i wanted to extract the mesh from your hunting rifle, whats the command line you'd use? I want to extract the model of the p-90 someone had earlier, i need to see how the sight apparatus is built, since i can't find a picture online :p
 

braindead

FNG / Fresh Meat
Aug 22, 2009
918
346
0
Merry Ol' England
1. Create a shortcut to 'Command Prompt' in your Killing Floor directory and extract the Umodel program to the same location (fig1)

Fig1


2. Open the editor and find the name of the package you want to export (fig2)

Fig2


3. Open your command prompt and enter the following, remember it is case sensitive when it comes to the package name (Fig3)

Fig3



The relevant files will then be extracted to ..\Killing Floor\HuntingRifleA\
 

halbridious

FNG / Fresh Meat
Jan 6, 2011
1,770
211
0
Michigan (USA)
I had umodel in a separate directory from KF. IDK how he's got it set up, but it looks like that may be where my problem is. Thanks a bunch, BD. This thread is jump-starting everything for me :)