If you don't have any resource files, you can download sample content from http://www.packtpub.com/support (select Unreal Development Kit Game Design Cookbook from the drop-down list) including textures, models, sounds, and animation. Note that UDK likes textures which have squared dimensions (or powers of 2) such as 256 x 256
.
C:Packt
. In the main extracted folder ...Files
select the Development
and UDKGame
subfolders and copy or merge them into your UDK installation C:UDK~
where ~ is the version number. These files do not replace any default UDK files, but add additional content referred to in the book. The extra folder ...FilesProvided Content
contains a few additional files such as 3ds Max source scenes. Look for the included archive ImportTest.rar and extract that to a subfolder ImportTest
.C:UDK~UDKGameContentPacktImportTest
and press Open.C:UDK~UDKGameFlashUI
folder, not from the UDKGameContent
folder. Don't import the SWF now; instead, move it where it should be, then import it separately. When they are used later in the lessons, each important file's requirements are talked about more._NRM
is so named to indicate that it contains a normal map. If you are importing Normal map assets which help describe bumpy surfaces in a material in the Import dialog, they require the Compressing Settings: TC_Default setting to be changed to TC_Normalmap. A properly imported normal map will show up pale pink in the Browser. If it shows up dark blue in the Browser, then it has probably been imported without the correct compression settings.YournameYourname.UPK
and PacktPackt.UPK
instead will be what's mostly likely to happen.From time to time you will come across a useful package that someone else has made, such as those that come with many of the video tutorials that exist for UDK. The usage here is for when you want to extract content from an existing package without putting it into your UDKGame folder structure (and then put the extracted content to your own package).
C:UDK~UDKGAMEContent
and restart UDK, the pasted content will show up in the Packages list when you restart. Normally this is considered a safer way to bring in new content. UDK allows you to open one scene, select any number of objects in the world, and copy them to be pasted into a second scene. Copying and pasting is fairly easy between scenes; just use Copy and Paste from the editor's main Edit menu. You can also right click in the scene and choose Paste Here. Pasting generally works unless you are pasting an object that references another, such as terrain, which also includes Terrain Layer Setup and Terrain Material assets, where those assets may be tied into a particular scene. This example may be unusual, which is why it provides a good illustration for how important package handling can become. Changing UDK default library assets causes all kinds of headaches like this one and should be avoided:
The image above is what shows if you have tried to copy content from one scene to another and some dependencies are not included, and the validity of the pasted content is therefore called into question. The solution is to list the required assets and copy those over too, then reassign them where they ought to go.
Over the last few topics, while learning about package handling and assets, we opened up several editors within UDK: the Properties Editor (F4), the Static Mesh editor, Cascade, and the Material Instance editor. Most actors have their own editor type. You can examine the types of assets that UDK provides by going to the Actor Classes list, which is in the tab alongside the Content Browser. Once you highlight any given actor type you can add it into the scene by right-clicking in the viewport and assign it from the context options.
Let's tie this in better with the copying and pasting topic.
This works even when the camera is animated, but you'd also have to copy and paste the relevant Kismet. You can't copy both at once, unless the animated camera is converted to a Prefab. Prefabs are discussed under the first recipe in Chapter 5, It Is Your Destiny!
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