This tutorial introduces the UE3 interface, setting up a level, and working with simple BSP volumes in subtractive space. This tutorial was developed for use in a classroom environment, and is fully illustrated.
This tutorial describes how to import original 3d and 2D (textures) content into UE3, in step-by-step detail. It also introduces the Material Editor (briefly). Tutorial presumes 3ds Max user. This tutorial was developed for use in a classroom environment, and is fully illustrated.
This tutorial describes two methods to generate collision detection for UE3 static meshes. This tutorial describes how to generate collision for convex geometry - discrete objects, like furniture and props, and concave geometry - like walls and "outside-in" room structures. Tutorial presumes 3ds Max user. Developed for use in a classroom environment, and is fully illustrated.
This Unreal Engine 3 tutorial was written for the intermediate/advanced user. But now, more n00b proof than ever! It presumes this may be the first time you've ever created a skeletal mesh or a "mutator" (by augmenting pre-existing code). It was designed to be step-by-step, and is fully furnished with diagrams. This tutorial describes how to... 1) set up your weapon mesh in 3ds Max. 2) animate the weapon for Unreal. 3) export with ActorX. 4) import weapon textures. 5) import the weapon mesh (with materials and sockets) and animations. 6) setting up the UE3 compiler. 7) derive a main weapon and attachment class from existing UE3 weapon script. 8) make the weapon available in the Editor's Actor Classes browser. 9) make the weapon available for play. 10) bonus: setting up a level to start without a weapon (if desired).
This tutorial introduces Kismet, Unreal 3's visual scripting system. It begins with setting up a basic space with a trigger and toggleable light. It describes how to open Kismet, and how to create events, actions, and variables from objects in the scene. It also goes further, providing many examples uses of Trigger Events and Toggle Actions, addressing multiple trigger scenarios. It also introduces booleans, and boolean comparisons, culminating in a final exercise in which the reader will build their first relatively complex network. This tutorial builds on information provided in previous ones. Developed for use in a classroom environment, and is fully illustrated.
This tutorial builds on information provided in previous ones, particularly the Introduction to Kismet. This tutorial explains how to build a countdown mechanism, to create a timer. It also provides a cheat sheet diagram for applying the countdown sequence to a complex trigger scenario, in which more than one or two triggers are used. Developed for use in a classroom environment, and is fully illustrated.