Tuesday, May 29, 2012

Exilidus Splash Screen


This is the splash screen or the cover picture of my game.
The game name is Exilidus: The Revenge
Everything rendered in UDK, then brought into photoshop for color tweaking and fixes.
Then added texts and effects in photoshop CS5.5

=====update=====


 The bow is more visible now and there are glows around the picture.
The glows represent the second floor of the game map.
The red color on the ground represent the third level of the game.
The foliage represents the beginning of the level where the player is outside.
I chose to use the color scheme to represent each level.

My character has a pet



Through the feedback, I realized that the whole game was lit very dark.
As a result, the players could not see the character!
NOT GOOD!
Consequently, I had to fix this problem.
My quick yet, working fix was to attach a particle that emits lights around it.
With the help of this, the area around the player is lit as well as the player.

Character Turn Around



Character turntable

Name: Evelynn, the archer

tricount 12,000 for character
about 2,400 for the bow

Platformer Light Change


A quick update for today.
I revisited lighting of the first floor. And realized it was abysmal.
So.......... I took care of the lighting by making it dramatic and beautiful/ peaceful.
There's going to be some more parts that will make this map more appealing.

Platformer Update

The player will spawn from the top right corner and needs to go left.
There are 2 possible routes toward the pool of lava. 

The player needs to jump across the lava.
On the bottom level is 4 platforms the player can use. The twist is that the fire balls will jump up and down in between the platforms.
The higher level also has platforms the player can use to jump across. But these platforms will drop!
When the player gets to the middle of this picture, there is a lava fountain that shoot out lava that will hurt the player.
On the left is 4 steps of platforms. When the player jumps on top, a boulder will roll down killing the player. 

On the left is a catapult the player must use to damage the environment, causing a platform to drop thus allowing the player to cross the lava.
 

There's three swinging axes that will cause 30 health point damage.
May seem easy in the picture, it will be challenging. 
My teacher who is a fighter, trying to not mention names, had a hard time crossing this.
As well as bunch of classmates. But there were several who made this challenge easily.

This is a quick and brief update on the third floor of my platformer. 

Custom HUD



***Please go to Youtube website for HD***
simple UDK custom HUD system
video recording program downgrades the quality...But what the first contents say is: "welcome to the level" "This level contains: custom HUD, destructible crystals, crates"

***sorry for the annoying sound. But I have to keep it for my sidescroller game***


Custom HUD system. 



UDK turret system




***Please go to the Youtube website for HD***


d

Damaging Ceiling




***Please go to the Youtube website for HD***


Custom Menu




***Please go to the Youtube website for HD***


Boss Battle


Boss battle on paper.
This will be incorporated in the game.

Damaging Fractures and Crate Spawning



***Please go to the Youtube website for HD***
These are assets for a game developing project.
the crystal fractures and damages whatever is in its radius.
**The particles for the crystal does not record properly using fraps**

Crate spawning goods

crystal damaged


Character Finished


Low poly character
11919 triangles for the body
2596 triangles for the bow


Character WIP


UPDATE::
a minor changes in the opacity of the clothes

Character With Very Basic Diffuse Map

still work in progress.

Turret System

don't mind the console command. It was just for my level. It can be any command.
You must have a place where it'll shoot from which in my case was a interp actor so I used Matinee.
Don't mind the console command. It was just for my level. It could be anything you want.
The red circle in the right determines where the projectile spawns from. It should be same as the location of the mesh used for the turret. (in my case Interactor 06 in Matinee).
Bool is necessary for me because I want it to stop shooting when the player is no longer in the trigger volume. And continue shooting when the player enters the volume again.
Turret System

Begin Object Class=SeqAct_Interp Name=SeqAct_Interp_3
bForceStartPos=True
InputLinks(0)=(DrawY=814,OverrideDelta=15)
InputLinks(1)=(DrawY=836,OverrideDelta=37)
InputLinks(2)=(DrawY=858,OverrideDelta=59)
InputLinks(3)=(DrawY=880,OverrideDelta=81)
InputLinks(4)=(DrawY=902,OverrideDelta=103)
OutputLinks(0)=(Links=((LinkedOp=SeqAct_AttachToActor'SeqAct_AttachToActor_0')),DrawY=830,OverrideDelta=31)
OutputLinks(1)=(DrawY=886,OverrideDelta=87)
VariableLinks(0)=(LinkedVariables=(InterpData'InterpData_3'),DrawX=-153,OverrideDelta=16)
VariableLinks(1)=(ExpectedType=Class'Engine.SeqVar_Object',LinkedVariables=(SeqVar_Object'SeqVar_Object_21'),LinkDesc="NewGroup",MinVars=0,DrawX=-88,OverrideDelta=63)
VariableLinks(2)=(ExpectedType=Class'Engine.SeqVar_Object',LinkedVariables=(SeqVar_Object'SeqVar_Object_22'),LinkDesc="NewGroup0",MinVars=0,DrawX=-2,OverrideDelta=145)
VariableLinks(3)=(ExpectedType=Class'Engine.SeqVar_Object',LinkedVariables=(SeqVar_Object'SeqVar_Object_23'),LinkDesc="NewGroup1",MinVars=0,DrawX=88,OverrideDelta=235)
VariableLinks(4)=(ExpectedType=Class'Engine.SeqVar_Object',LinkedVariables=(SeqVar_Object'SeqVar_Object_24'),LinkDesc="NewGroup2",MinVars=0,DrawX=178,OverrideDelta=325)
ObjInstanceVersion=2
ParentSequence=Sequence'Main_Sequence'
ObjPosX=-184
ObjPosY=776
DrawWidth=415
DrawHeight=157
Name="SeqAct_Interp_3"
ObjectArchetype=SeqAct_Interp'Engine.Default__SeqAct_Interp'
End Object
Begin Object Class=InterpData Name=InterpData_3
Begin Object Class=InterpGroup Name=InterpGroup_6
Begin Object Class=InterpTrackMove Name=InterpTrackMove_7
PosTrack=(Points=((OutVal=(X=10368.000000,Y=-4992.000000,Z=1216.000000),InterpMode=CIM_CurveAutoClamped),(InVal=0.999346,OutVal=(X=7648.000000,Y=-992.000000,Z=1216.000000),ArriveTangent= (X=0.000000,Y=3039.116455,Z=0.000000),LeaveTangent=(X=0.000000,Y=3039.116455,Z=0.000000),InterpMode=CIM_CurveAutoClamped),(InVal=2.000582,OutVal=(X=7872.000000,Y=1088.000000,Z=1152.000000),InterpMode=CIM_CurveAutoClamped)))
EulerTrack=(Points=((InterpMode=CIM_CurveAutoClamped),(InVal=0.999346,InterpMode=CIM_CurveAutoClamped),(InVal=2.000582,InterpMode=CIM_CurveAutoClamped)))
LookupTrack=(Points=(,(Time=0.999346),(Time=2.000582)))
Name="InterpTrackMove_7"
ObjectArchetype=InterpTrackMove'Engine.Default__InterpTrackMove'
End Object
InterpTracks(0)=InterpTrackMove'InterpTrackMove_7'
GroupName="NewGroup2"
GroupColor=(B=171,G=0,R=169,A=255)
Name="InterpGroup_6"
ObjectArchetype=InterpGroup'Engine.Default__InterpGroup'
End Object
Begin Object Class=InterpGroup Name=InterpGroup_5
Begin Object Class=InterpTrackMove Name=InterpTrackMove_6
PosTrack=(Points=((OutVal=(X=6848.000000,Y=15904.000000,Z=1216.000000),InterpMode=CIM_CurveAutoClamped),(InVal=0.995568,OutVal=(X=9344.000000,Y=7360.000000,Z=1216.000000),ArriveTangent=(X=0.000000,Y=- 5451.268555,Z=0.000000),LeaveTangent=(X=0.000000,Y=-5451.268555,Z=0.000000),InterpMode=CIM_CurveAutoClamped),(InVal=2.000582,OutVal=(X=7744.000000,Y=4096.000000,Z=1216.000000),InterpMode=CIM_CurveAutoClamped)))
EulerTrack=(Points=((InterpMode=CIM_CurveAutoClamped),(InVal=0.995568,InterpMode=CIM_CurveAutoClamped),(InVal=2.000582,InterpMode=CIM_CurveAutoClamped)))
LookupTrack=(Points=(,(Time=0.995568),(Time=2.000582)))
Name="InterpTrackMove_6"
ObjectArchetype=InterpTrackMove'Engine.Default__InterpTrackMove'
End Object
InterpTracks(0)=InterpTrackMove'InterpTrackMove_6'
GroupName="NewGroup1"
GroupColor=(B=176,G=163,R=0,A=255)
Name="InterpGroup_5"
ObjectArchetype=InterpGroup'Engine.Default__InterpGroup'
End Object
Begin Object Class=InterpGroup Name=InterpGroup_4
Begin Object Class=InterpTrackMove Name=InterpTrackMove_5
PosTrack=(Points=((OutVal=(X=-1728.000000,Y=-5376.000000,Z=-40.000000),InterpMode=CIM_CurveAutoClamped),(InVal=0.998893,OutVal=(X=5952.000000,Y=-1344.000000,Z=1216.000000),ArriveTangent= (X=4469.396973,Y=16324.580078,Z=0.000000),LeaveTangent=(X=4469.396973,Y=16324.580078,Z=0.000000),InterpMode=CIM_CurveUser),(InVal=1.998693,OutVal=(X=4128.000000,Y=2336.000000,Z=1216.000000),InterpMode=CIM_CurveAutoClamped)))
EulerTrack=(Points=((InterpMode=CIM_CurveAutoClamped),(InVal=0.998893,InterpMode=CIM_CurveUser),(InVal=1.998693,InterpMode=CIM_CurveAutoClamped)))
LookupTrack=(Points=(,(Time=0.998893),(Time=1.998693)))
bUseQuatInterpolation=True
Name="InterpTrackMove_5"
ObjectArchetype=InterpTrackMove'Engine.Default__InterpTrackMove'
End Object
InterpTracks(0)=InterpTrackMove'InterpTrackMove_5'
GroupName="NewGroup0"
GroupColor=(B=0,G=221,R=84,A=255)
Name="InterpGroup_4"
ObjectArchetype=InterpGroup'Engine.Default__InterpGroup'
End Object
Begin Object Class=InterpGroup Name=InterpGroup_3
Begin Object Class=InterpTrackMove Name=InterpTrackMove_4
PosTrack=(Points=((OutVal=(X=-1728.000000,Y=10464.000000,Z=-506.000000),InterpMode=CIM_CurveAutoClamped),(InVal=0.998893,OutVal=(X=6048.000000,Y=4192.000000,Z=1216.000000),ArriveTangent=(X=6252.957520,Y=- 10627.274414,Z=0.000000),LeaveTangent=(X=6252.957520,Y=-10627.274414,Z=0.000000),InterpMode=CIM_CurveUser),(InVal=2.000582,OutVal=(X=4096.000000,Y=128.000000,Z=1216.000000),InterpMode=CIM_CurveAutoClamped)))
EulerTrack=(Points=((InterpMode=CIM_CurveAutoClamped),(InVal=0.998893,InterpMode=CIM_CurveUser),(InVal=2.000582,InterpMode=CIM_CurveAutoClamped)))
LookupTrack=(Points=(,(Time=0.998893),(Time=2.000582)))
bUseQuatInterpolation=True
Name="InterpTrackMove_4"
ObjectArchetype=InterpTrackMove'Engine.Default__InterpTrackMove'
End Object
InterpTracks(0)=InterpTrackMove'InterpTrackMove_4'
GroupName="NewGroup"
GroupColor=(B=140,G=194,R=0,A=255)
Name="InterpGroup_3"
ObjectArchetype=InterpGroup'Engine.Default__InterpGroup'
End Object
Begin Object Class=InterpCurveEdSetup Name=InterpCurveEdSetup_1
Tabs(0)=(ViewStartInput=1.567055,ViewEndInput=2.553835,ViewStartOutput=-0.208424,ViewEndOutput=0.208424)
Name="InterpCurveEdSetup_1"
ObjectArchetype=InterpCurveEdSetup'Engine.Default__InterpCurveEdSetup'
End Object
InterpLength=2.000582
InterpGroups(0)=InterpGroup'InterpGroup_3'
InterpGroups(1)=InterpGroup'InterpGroup_4'
InterpGroups(2)=InterpGroup'InterpGroup_5'
InterpGroups(3)=InterpGroup'InterpGroup_6'
CurveEdSetup=InterpCurveEdSetup'InterpCurveEdSetup_1'
SelectedFilter=InterpFilter'Engine.Default__InterpData:FilterAll'
EdSectionEnd=0.967894
ObjInstanceVersion=1
ParentSequence=Sequence'Main_Sequence'
ObjPosX=-200
ObjPosY=976
DrawWidth=32
DrawHeight=32
Name="InterpData_3"
ObjectArchetype=InterpData'Engine.Default__InterpData'
End Object
Begin Object Class=SeqVar_Object Name=SeqVar_Object_21
ObjValue=InterpActor'InterpActor_6'
ObjInstanceVersion=1
ParentSequence=Sequence'Main_Sequence'
ObjPosX=-96
ObjPosY=968
DrawWidth=32
DrawHeight=32
Name="SeqVar_Object_21"
ObjectArchetype=SeqVar_Object'Engine.Default__SeqVar_Object'
End Object
Begin Object Class=UTSeqAct_SpawnProjectile Name=UTSeqAct_SpawnProjectile_1
ProjectileClass=Class'UTGame.UTProj_SeekingRocket'
InputLinks(0)=(DrawY=978,OverrideDelta=11)
OutputLinks(0)=(DrawY=978,OverrideDelta=11)
VariableLinks(0)=(LinkedVariables=(SeqVar_Vector'SeqVar_Vector_6'),DrawX=1182,OverrideDelta=16)
VariableLinks(1)=(LinkedVariables=(SeqVar_Vector'SeqVar_Vector_5'),DrawX=1259,OverrideDelta=93)
VariableLinks(2)=(LinkedVariables=(SeqVar_Object'SeqVar_Object_6'),DrawX=1338,OverrideDelta=170)
ObjInstanceVersion=1
ParentSequence=Sequence'Main_Sequence'
ObjPosX=1136
ObjPosY=944
DrawWidth=250
DrawHeight=77
Name="UTSeqAct_SpawnProjectile_1"
ObjectArchetype=UTSeqAct_SpawnProjectile'UTGame.Default__UTSeqAct_SpawnProjectile'
End Object
Begin Object Class=SeqVar_Object Name=SeqVar_Object_6
ObjInstanceVersion=1
ParentSequence=Sequence'Main_Sequence'
ObjPosX=368
ObjPosY=944
DrawWidth=32
DrawHeight=32
Name="SeqVar_Object_6"
ObjectArchetype=SeqVar_Object'Engine.Default__SeqVar_Object'
End Object
Begin Object Class=SeqAct_AttachToActor Name=SeqAct_AttachToActor_0
InputLinks(0)=(DrawY=826,OverrideDelta=11)
OutputLinks(0)=(Links=((LinkedOp=SeqAct_GetLocationAndRotation'SeqAct_GetLocationAndRotation_0')),DrawY=826,OverrideDelta=11)
VariableLinks(0)=(LinkedVariables=(SeqVar_Object'SeqVar_Object_6'),DrawX=342,OverrideDelta=16)
VariableLinks(1)=(LinkedVariables=(SeqVar_Object'SeqVar_Object_6'),DrawX=419,OverrideDelta=76)
ObjInstanceVersion=2
ParentSequence=Sequence'Main_Sequence'
ObjPosX=304
ObjPosY=792
DrawWidth=170
DrawHeight=61
Name="SeqAct_AttachToActor_0"
ObjectArchetype=SeqAct_AttachToActor'Engine.Default__SeqAct_AttachToActor'
End Object
Begin Object Class=SeqAct_GetLocationAndRotation Name=SeqAct_GetLocationAndRotation_0
InputLinks(0)=(DrawY=826,OverrideDelta=11)
OutputLinks(0)=(Links=((LinkedOp=SeqCond_CompareBool'SeqCond_CompareBool_0')),DrawY=826,OverrideDelta=11)
VariableLinks(0)=(LinkedVariables=(SeqVar_Object'SeqVar_Object_6'),DrawX=646,OverrideDelta=16)
VariableLinks(1)=(LinkedVariables=(SeqVar_Vector'SeqVar_Vector_5'),DrawX=712,OverrideDelta=76)
VariableLinks(2)=(DrawX=783,OverrideDelta=148)
ObjInstanceVersion=3
ParentSequence=Sequence'Main_Sequence'
ObjPosX=608
ObjPosY=792
DrawWidth=219
DrawHeight=77
Name="SeqAct_GetLocationAndRotation_0"
ObjectArchetype=SeqAct_GetLocationAndRotation'Engine.Default__SeqAct_GetLocationAndRotation'
End Object
Begin Object Class=SeqVar_Vector Name=SeqVar_Vector_6
VectValue=(X=3744.000000,Y=256.000000,Z=1000.000000)
ObjInstanceVersion=1
ParentSequence=Sequence'Main_Sequence'
ObjPosX=1022
ObjPosY=1063
DrawWidth=32
DrawHeight=32
Name="SeqVar_Vector_6"
ObjectArchetype=SeqVar_Vector'Engine.Default__SeqVar_Vector'
End Object
Begin Object Class=SeqAct_Delay Name=SeqAct_Delay_0
Duration=0.200000
InputLinks(0)=(DrawY=829,OverrideDelta=14)
InputLinks(1)=(DrawY=850,OverrideDelta=35)
InputLinks(2)=(DrawY=871,OverrideDelta=56)
OutputLinks(0)=(Links=((LinkedOp=SeqAct_GetLocationAndRotation'SeqAct_GetLocationAndRotation_0')),DrawY=834,OverrideDelta=19)
OutputLinks(1)=(DrawY=866,OverrideDelta=51)
VariableLinks(0)=(DrawX=1180,OverrideDelta=25)
ObjInstanceVersion=1
ParentSequence=Sequence'Main_Sequence'
ObjPosX=1128
ObjPosY=792
ObjComment="rate of fire"
DrawWidth=106
DrawHeight=109
Name="SeqAct_Delay_0"
ObjectArchetype=SeqAct_Delay'Engine.Default__SeqAct_Delay'
End Object
Begin Object Class=SeqEvent_Touch Name=SeqEvent_Touch_4
Originator=DynamicTriggerVolume'DynamicTriggerVolume_0'
MaxTriggerCount=0
MaxWidth=220
OutputLinks(0)=(Links=((LinkedOp=SeqAct_SetBool'SeqAct_SetBool_1'),(LinkedOp=UTSeqAct_PlayAnnouncement'UTSeqAct_PlayAnnouncement_1')),DrawY=813,OverrideDelta=14)
OutputLinks(1)=(Links=((LinkedOp=SeqAct_SetBool'SeqAct_SetBool_0'),(LinkedOp=SeqAct_Interp'SeqAct_Interp_3',InputLinkIdx=1)),DrawY=834,OverrideDelta=35)
OutputLinks(2)=(Links=((LinkedOp=SeqAct_SetBool'SeqAct_SetBool_0'),(LinkedOp=SeqAct_Interp'SeqAct_Interp_3',InputLinkIdx=1)),DrawY=855,OverrideDelta=56)
VariableLinks(0)=(LinkedVariables=(SeqVar_Object'SeqVar_Object_6'),DrawX=-434,OverrideDelta=78)
ObjInstanceVersion=2
ParentSequence=Sequence'Main_Sequence'
ObjPosX=-544
ObjPosY=744
ObjName="DynamicTriggerVolume_0 Touch"
DrawWidth=155
DrawHeight=176
Name="SeqEvent_Touch_4"
ObjectArchetype=SeqEvent_Touch'Engine.Default__SeqEvent_Touch'
End Object
Begin Object Class=SeqCond_CompareBool Name=SeqCond_CompareBool_0
InputLinks(0)=(DrawY=822,OverrideDelta=23)
OutputLinks(0)=(DrawY=812,OverrideDelta=13)
OutputLinks(1)=(Links=((LinkedOp=SeqAct_Delay'SeqAct_Delay_0'),(LinkedOp=UTSeqAct_SpawnProjectile'UTSeqAct_SpawnProjectile_1'),(LinkedOp=UTSeqAct_SpawnProjectile'UTSeqAct_SpawnProjectile_2'), (LinkedOp=UTSeqAct_SpawnProjectile'UTSeqAct_SpawnProjectile_3'),(LinkedOp=UTSeqAct_SpawnProjectile'UTSeqAct_SpawnProjectile_4')),DrawY=832,OverrideDelta=33)
VariableLinks(0)=(LinkedVariables=(SeqVar_Bool'SeqVar_Bool_0'),DrawX=941,OverrideDelta=16)
VariableLinks(1)=(DrawX=991,OverrideDelta=59)
ObjInstanceVersion=2
ParentSequence=Sequence'Main_Sequence'
ObjPosX=912
ObjPosY=776
ObjComment="Active?"
DrawWidth=115
DrawHeight=85
Name="SeqCond_CompareBool_0"
ObjectArchetype=SeqCond_CompareBool'Engine.Default__SeqCond_CompareBool'
End Object
Begin Object Class=SeqVar_Vector Name=SeqVar_Vector_5
ObjInstanceVersion=1
ParentSequence=Sequence'Main_Sequence'
ObjPosX=1224
ObjPosY=1072
DrawWidth=32
DrawHeight=32
Name="SeqVar_Vector_5"
ObjectArchetype=SeqVar_Vector'Engine.Default__SeqVar_Vector'
End Object
Begin Object Class=SeqVar_Object Name=SeqVar_Object_22
ObjValue=InterpActor'InterpActor_7'
ObjInstanceVersion=1
ParentSequence=Sequence'Main_Sequence'
ObjPosX=8
ObjPosY=976
DrawWidth=32
DrawHeight=32
Name="SeqVar_Object_22"
ObjectArchetype=SeqVar_Object'Engine.Default__SeqVar_Object'
End Object
Begin Object Class=SeqVar_Object Name=SeqVar_Object_23
ObjValue=InterpActor'InterpActor_5'
ObjInstanceVersion=1
ParentSequence=Sequence'Main_Sequence'
ObjPosX=56
ObjPosY=976
DrawWidth=32
DrawHeight=32
Name="SeqVar_Object_23"
ObjectArchetype=SeqVar_Object'Engine.Default__SeqVar_Object'
End Object
Begin Object Class=SeqVar_Object Name=SeqVar_Object_24
ObjValue=InterpActor'InterpActor_4'
ObjInstanceVersion=1
ParentSequence=Sequence'Main_Sequence'
ObjPosX=104
ObjPosY=976
DrawWidth=32
DrawHeight=32
Name="SeqVar_Object_24"
ObjectArchetype=SeqVar_Object'Engine.Default__SeqVar_Object'
End Object

Damaging Movers

don't mind the console command. It was just for my level. It can be any command.
You must have a place where it'll shoot from which in my case was a interp actor so I used Matinee.
Don't mind the console command. It was just for my level. It could be anything you want.
The red circle in the right determines where the projectile spawns from. It should be same as the location of the mesh used for the turret. (in my case Interactor 06 in Matinee).
Bool is necessary for me because I want it to stop shooting when the player is no longer in the trigger volume. And continue shooting when the player enters the volume again.
Turret System

Begin Object Class=SeqAct_Interp Name=SeqAct_Interp_3
bForceStartPos=True
InputLinks(0)=(DrawY=814,OverrideDelta=15)
InputLinks(1)=(DrawY=836,OverrideDelta=37)
InputLinks(2)=(DrawY=858,OverrideDelta=59)
InputLinks(3)=(DrawY=880,OverrideDelta=81)
InputLinks(4)=(DrawY=902,OverrideDelta=103)
OutputLinks(0)=(Links=((LinkedOp=SeqAct_AttachToActor'SeqAct_AttachToActor_0')),DrawY=830,OverrideDelta=31)
OutputLinks(1)=(DrawY=886,OverrideDelta=87)
VariableLinks(0)=(LinkedVariables=(InterpData'InterpData_3'),DrawX=-153,OverrideDelta=16)
VariableLinks(1)=(ExpectedType=Class'Engine.SeqVar_Object',LinkedVariables=(SeqVar_Object'SeqVar_Object_21'),LinkDesc="NewGroup",MinVars=0,DrawX=-88,OverrideDelta=63)
VariableLinks(2)=(ExpectedType=Class'Engine.SeqVar_Object',LinkedVariables=(SeqVar_Object'SeqVar_Object_22'),LinkDesc="NewGroup0",MinVars=0,DrawX=-2,OverrideDelta=145)
VariableLinks(3)=(ExpectedType=Class'Engine.SeqVar_Object',LinkedVariables=(SeqVar_Object'SeqVar_Object_23'),LinkDesc="NewGroup1",MinVars=0,DrawX=88,OverrideDelta=235)
VariableLinks(4)=(ExpectedType=Class'Engine.SeqVar_Object',LinkedVariables=(SeqVar_Object'SeqVar_Object_24'),LinkDesc="NewGroup2",MinVars=0,DrawX=178,OverrideDelta=325)
ObjInstanceVersion=2
ParentSequence=Sequence'Main_Sequence'
ObjPosX=-184
ObjPosY=776
DrawWidth=415
DrawHeight=157
Name="SeqAct_Interp_3"
ObjectArchetype=SeqAct_Interp'Engine.Default__SeqAct_Interp'
End Object
Begin Object Class=InterpData Name=InterpData_3
Begin Object Class=InterpGroup Name=InterpGroup_6
Begin Object Class=InterpTrackMove Name=InterpTrackMove_7
PosTrack=(Points=((OutVal=(X=10368.000000,Y=-4992.000000,Z=1216.000000),InterpMode=CIM_CurveAutoClamped),(InVal=0.999346,OutVal=(X=7648.000000,Y=-992.000000,Z=1216.000000),ArriveTangent= (X=0.000000,Y=3039.116455,Z=0.000000),LeaveTangent=(X=0.000000,Y=3039.116455,Z=0.000000),InterpMode=CIM_CurveAutoClamped),(InVal=2.000582,OutVal=(X=7872.000000,Y=1088.000000,Z=1152.000000),InterpMode=CIM_CurveAutoClamped)))
EulerTrack=(Points=((InterpMode=CIM_CurveAutoClamped),(InVal=0.999346,InterpMode=CIM_CurveAutoClamped),(InVal=2.000582,InterpMode=CIM_CurveAutoClamped)))
LookupTrack=(Points=(,(Time=0.999346),(Time=2.000582)))
Name="InterpTrackMove_7"
ObjectArchetype=InterpTrackMove'Engine.Default__InterpTrackMove'
End Object
InterpTracks(0)=InterpTrackMove'InterpTrackMove_7'
GroupName="NewGroup2"
GroupColor=(B=171,G=0,R=169,A=255)
Name="InterpGroup_6"
ObjectArchetype=InterpGroup'Engine.Default__InterpGroup'
End Object
Begin Object Class=InterpGroup Name=InterpGroup_5
Begin Object Class=InterpTrackMove Name=InterpTrackMove_6
PosTrack=(Points=((OutVal=(X=6848.000000,Y=15904.000000,Z=1216.000000),InterpMode=CIM_CurveAutoClamped),(InVal=0.995568,OutVal=(X=9344.000000,Y=7360.000000,Z=1216.000000),ArriveTangent=(X=0.000000,Y=- 5451.268555,Z=0.000000),LeaveTangent=(X=0.000000,Y=-5451.268555,Z=0.000000),InterpMode=CIM_CurveAutoClamped),(InVal=2.000582,OutVal=(X=7744.000000,Y=4096.000000,Z=1216.000000),InterpMode=CIM_CurveAutoClamped)))
EulerTrack=(Points=((InterpMode=CIM_CurveAutoClamped),(InVal=0.995568,InterpMode=CIM_CurveAutoClamped),(InVal=2.000582,InterpMode=CIM_CurveAutoClamped)))
LookupTrack=(Points=(,(Time=0.995568),(Time=2.000582)))
Name="InterpTrackMove_6"
ObjectArchetype=InterpTrackMove'Engine.Default__InterpTrackMove'
End Object
InterpTracks(0)=InterpTrackMove'InterpTrackMove_6'
GroupName="NewGroup1"
GroupColor=(B=176,G=163,R=0,A=255)
Name="InterpGroup_5"
ObjectArchetype=InterpGroup'Engine.Default__InterpGroup'
End Object
Begin Object Class=InterpGroup Name=InterpGroup_4
Begin Object Class=InterpTrackMove Name=InterpTrackMove_5
PosTrack=(Points=((OutVal=(X=-1728.000000,Y=-5376.000000,Z=-40.000000),InterpMode=CIM_CurveAutoClamped),(InVal=0.998893,OutVal=(X=5952.000000,Y=-1344.000000,Z=1216.000000),ArriveTangent= (X=4469.396973,Y=16324.580078,Z=0.000000),LeaveTangent=(X=4469.396973,Y=16324.580078,Z=0.000000),InterpMode=CIM_CurveUser),(InVal=1.998693,OutVal=(X=4128.000000,Y=2336.000000,Z=1216.000000),InterpMode=CIM_CurveAutoClamped)))
EulerTrack=(Points=((InterpMode=CIM_CurveAutoClamped),(InVal=0.998893,InterpMode=CIM_CurveUser),(InVal=1.998693,InterpMode=CIM_CurveAutoClamped)))
LookupTrack=(Points=(,(Time=0.998893),(Time=1.998693)))
bUseQuatInterpolation=True
Name="InterpTrackMove_5"
ObjectArchetype=InterpTrackMove'Engine.Default__InterpTrackMove'
End Object
InterpTracks(0)=InterpTrackMove'InterpTrackMove_5'
GroupName="NewGroup0"
GroupColor=(B=0,G=221,R=84,A=255)
Name="InterpGroup_4"
ObjectArchetype=InterpGroup'Engine.Default__InterpGroup'
End Object
Begin Object Class=InterpGroup Name=InterpGroup_3
Begin Object Class=InterpTrackMove Name=InterpTrackMove_4
PosTrack=(Points=((OutVal=(X=-1728.000000,Y=10464.000000,Z=-506.000000),InterpMode=CIM_CurveAutoClamped),(InVal=0.998893,OutVal=(X=6048.000000,Y=4192.000000,Z=1216.000000),ArriveTangent=(X=6252.957520,Y=- 10627.274414,Z=0.000000),LeaveTangent=(X=6252.957520,Y=-10627.274414,Z=0.000000),InterpMode=CIM_CurveUser),(InVal=2.000582,OutVal=(X=4096.000000,Y=128.000000,Z=1216.000000),InterpMode=CIM_CurveAutoClamped)))
EulerTrack=(Points=((InterpMode=CIM_CurveAutoClamped),(InVal=0.998893,InterpMode=CIM_CurveUser),(InVal=2.000582,InterpMode=CIM_CurveAutoClamped)))
LookupTrack=(Points=(,(Time=0.998893),(Time=2.000582)))
bUseQuatInterpolation=True
Name="InterpTrackMove_4"
ObjectArchetype=InterpTrackMove'Engine.Default__InterpTrackMove'
End Object
InterpTracks(0)=InterpTrackMove'InterpTrackMove_4'
GroupName="NewGroup"
GroupColor=(B=140,G=194,R=0,A=255)
Name="InterpGroup_3"
ObjectArchetype=InterpGroup'Engine.Default__InterpGroup'
End Object
Begin Object Class=InterpCurveEdSetup Name=InterpCurveEdSetup_1
Tabs(0)=(ViewStartInput=1.567055,ViewEndInput=2.553835,ViewStartOutput=-0.208424,ViewEndOutput=0.208424)
Name="InterpCurveEdSetup_1"
ObjectArchetype=InterpCurveEdSetup'Engine.Default__InterpCurveEdSetup'
End Object
InterpLength=2.000582
InterpGroups(0)=InterpGroup'InterpGroup_3'
InterpGroups(1)=InterpGroup'InterpGroup_4'
InterpGroups(2)=InterpGroup'InterpGroup_5'
InterpGroups(3)=InterpGroup'InterpGroup_6'
CurveEdSetup=InterpCurveEdSetup'InterpCurveEdSetup_1'
SelectedFilter=InterpFilter'Engine.Default__InterpData:FilterAll'
EdSectionEnd=0.967894
ObjInstanceVersion=1
ParentSequence=Sequence'Main_Sequence'
ObjPosX=-200
ObjPosY=976
DrawWidth=32
DrawHeight=32
Name="InterpData_3"
ObjectArchetype=InterpData'Engine.Default__InterpData'
End Object
Begin Object Class=SeqVar_Object Name=SeqVar_Object_21
ObjValue=InterpActor'InterpActor_6'
ObjInstanceVersion=1
ParentSequence=Sequence'Main_Sequence'
ObjPosX=-96
ObjPosY=968
DrawWidth=32
DrawHeight=32
Name="SeqVar_Object_21"
ObjectArchetype=SeqVar_Object'Engine.Default__SeqVar_Object'
End Object
Begin Object Class=UTSeqAct_SpawnProjectile Name=UTSeqAct_SpawnProjectile_1
ProjectileClass=Class'UTGame.UTProj_SeekingRocket'
InputLinks(0)=(DrawY=978,OverrideDelta=11)
OutputLinks(0)=(DrawY=978,OverrideDelta=11)
VariableLinks(0)=(LinkedVariables=(SeqVar_Vector'SeqVar_Vector_6'),DrawX=1182,OverrideDelta=16)
VariableLinks(1)=(LinkedVariables=(SeqVar_Vector'SeqVar_Vector_5'),DrawX=1259,OverrideDelta=93)
VariableLinks(2)=(LinkedVariables=(SeqVar_Object'SeqVar_Object_6'),DrawX=1338,OverrideDelta=170)
ObjInstanceVersion=1
ParentSequence=Sequence'Main_Sequence'
ObjPosX=1136
ObjPosY=944
DrawWidth=250
DrawHeight=77
Name="UTSeqAct_SpawnProjectile_1"
ObjectArchetype=UTSeqAct_SpawnProjectile'UTGame.Default__UTSeqAct_SpawnProjectile'
End Object
Begin Object Class=SeqVar_Object Name=SeqVar_Object_6
ObjInstanceVersion=1
ParentSequence=Sequence'Main_Sequence'
ObjPosX=368
ObjPosY=944
DrawWidth=32
DrawHeight=32
Name="SeqVar_Object_6"
ObjectArchetype=SeqVar_Object'Engine.Default__SeqVar_Object'
End Object
Begin Object Class=SeqAct_AttachToActor Name=SeqAct_AttachToActor_0
InputLinks(0)=(DrawY=826,OverrideDelta=11)
OutputLinks(0)=(Links=((LinkedOp=SeqAct_GetLocationAndRotation'SeqAct_GetLocationAndRotation_0')),DrawY=826,OverrideDelta=11)
VariableLinks(0)=(LinkedVariables=(SeqVar_Object'SeqVar_Object_6'),DrawX=342,OverrideDelta=16)
VariableLinks(1)=(LinkedVariables=(SeqVar_Object'SeqVar_Object_6'),DrawX=419,OverrideDelta=76)
ObjInstanceVersion=2
ParentSequence=Sequence'Main_Sequence'
ObjPosX=304
ObjPosY=792
DrawWidth=170
DrawHeight=61
Name="SeqAct_AttachToActor_0"
ObjectArchetype=SeqAct_AttachToActor'Engine.Default__SeqAct_AttachToActor'
End Object
Begin Object Class=SeqAct_GetLocationAndRotation Name=SeqAct_GetLocationAndRotation_0
InputLinks(0)=(DrawY=826,OverrideDelta=11)
OutputLinks(0)=(Links=((LinkedOp=SeqCond_CompareBool'SeqCond_CompareBool_0')),DrawY=826,OverrideDelta=11)
VariableLinks(0)=(LinkedVariables=(SeqVar_Object'SeqVar_Object_6'),DrawX=646,OverrideDelta=16)
VariableLinks(1)=(LinkedVariables=(SeqVar_Vector'SeqVar_Vector_5'),DrawX=712,OverrideDelta=76)
VariableLinks(2)=(DrawX=783,OverrideDelta=148)
ObjInstanceVersion=3
ParentSequence=Sequence'Main_Sequence'
ObjPosX=608
ObjPosY=792
DrawWidth=219
DrawHeight=77
Name="SeqAct_GetLocationAndRotation_0"
ObjectArchetype=SeqAct_GetLocationAndRotation'Engine.Default__SeqAct_GetLocationAndRotation'
End Object
Begin Object Class=SeqVar_Vector Name=SeqVar_Vector_6
VectValue=(X=3744.000000,Y=256.000000,Z=1000.000000)
ObjInstanceVersion=1
ParentSequence=Sequence'Main_Sequence'
ObjPosX=1022
ObjPosY=1063
DrawWidth=32
DrawHeight=32
Name="SeqVar_Vector_6"
ObjectArchetype=SeqVar_Vector'Engine.Default__SeqVar_Vector'
End Object
Begin Object Class=SeqAct_Delay Name=SeqAct_Delay_0
Duration=0.200000
InputLinks(0)=(DrawY=829,OverrideDelta=14)
InputLinks(1)=(DrawY=850,OverrideDelta=35)
InputLinks(2)=(DrawY=871,OverrideDelta=56)
OutputLinks(0)=(Links=((LinkedOp=SeqAct_GetLocationAndRotation'SeqAct_GetLocationAndRotation_0')),DrawY=834,OverrideDelta=19)
OutputLinks(1)=(DrawY=866,OverrideDelta=51)
VariableLinks(0)=(DrawX=1180,OverrideDelta=25)
ObjInstanceVersion=1
ParentSequence=Sequence'Main_Sequence'
ObjPosX=1128
ObjPosY=792
ObjComment="rate of fire"
DrawWidth=106
DrawHeight=109
Name="SeqAct_Delay_0"
ObjectArchetype=SeqAct_Delay'Engine.Default__SeqAct_Delay'
End Object
Begin Object Class=SeqEvent_Touch Name=SeqEvent_Touch_4
Originator=DynamicTriggerVolume'DynamicTriggerVolume_0'
MaxTriggerCount=0
MaxWidth=220
OutputLinks(0)=(Links=((LinkedOp=SeqAct_SetBool'SeqAct_SetBool_1'),(LinkedOp=UTSeqAct_PlayAnnouncement'UTSeqAct_PlayAnnouncement_1')),DrawY=813,OverrideDelta=14)
OutputLinks(1)=(Links=((LinkedOp=SeqAct_SetBool'SeqAct_SetBool_0'),(LinkedOp=SeqAct_Interp'SeqAct_Interp_3',InputLinkIdx=1)),DrawY=834,OverrideDelta=35)
OutputLinks(2)=(Links=((LinkedOp=SeqAct_SetBool'SeqAct_SetBool_0'),(LinkedOp=SeqAct_Interp'SeqAct_Interp_3',InputLinkIdx=1)),DrawY=855,OverrideDelta=56)
VariableLinks(0)=(LinkedVariables=(SeqVar_Object'SeqVar_Object_6'),DrawX=-434,OverrideDelta=78)
ObjInstanceVersion=2
ParentSequence=Sequence'Main_Sequence'
ObjPosX=-544
ObjPosY=744
ObjName="DynamicTriggerVolume_0 Touch"
DrawWidth=155
DrawHeight=176
Name="SeqEvent_Touch_4"
ObjectArchetype=SeqEvent_Touch'Engine.Default__SeqEvent_Touch'
End Object
Begin Object Class=SeqCond_CompareBool Name=SeqCond_CompareBool_0
InputLinks(0)=(DrawY=822,OverrideDelta=23)
OutputLinks(0)=(DrawY=812,OverrideDelta=13)
OutputLinks(1)=(Links=((LinkedOp=SeqAct_Delay'SeqAct_Delay_0'),(LinkedOp=UTSeqAct_SpawnProjectile'UTSeqAct_SpawnProjectile_1'),(LinkedOp=UTSeqAct_SpawnProjectile'UTSeqAct_SpawnProjectile_2'), (LinkedOp=UTSeqAct_SpawnProjectile'UTSeqAct_SpawnProjectile_3'),(LinkedOp=UTSeqAct_SpawnProjectile'UTSeqAct_SpawnProjectile_4')),DrawY=832,OverrideDelta=33)
VariableLinks(0)=(LinkedVariables=(SeqVar_Bool'SeqVar_Bool_0'),DrawX=941,OverrideDelta=16)
VariableLinks(1)=(DrawX=991,OverrideDelta=59)
ObjInstanceVersion=2
ParentSequence=Sequence'Main_Sequence'
ObjPosX=912
ObjPosY=776
ObjComment="Active?"
DrawWidth=115
DrawHeight=85
Name="SeqCond_CompareBool_0"
ObjectArchetype=SeqCond_CompareBool'Engine.Default__SeqCond_CompareBool'
End Object
Begin Object Class=SeqVar_Vector Name=SeqVar_Vector_5
ObjInstanceVersion=1
ParentSequence=Sequence'Main_Sequence'
ObjPosX=1224
ObjPosY=1072
DrawWidth=32
DrawHeight=32
Name="SeqVar_Vector_5"
ObjectArchetype=SeqVar_Vector'Engine.Default__SeqVar_Vector'
End Object
Begin Object Class=SeqVar_Object Name=SeqVar_Object_22
ObjValue=InterpActor'InterpActor_7'
ObjInstanceVersion=1
ParentSequence=Sequence'Main_Sequence'
ObjPosX=8
ObjPosY=976
DrawWidth=32
DrawHeight=32
Name="SeqVar_Object_22"
ObjectArchetype=SeqVar_Object'Engine.Default__SeqVar_Object'
End Object
Begin Object Class=SeqVar_Object Name=SeqVar_Object_23
ObjValue=InterpActor'InterpActor_5'
ObjInstanceVersion=1
ParentSequence=Sequence'Main_Sequence'
ObjPosX=56
ObjPosY=976
DrawWidth=32
DrawHeight=32
Name="SeqVar_Object_23"
ObjectArchetype=SeqVar_Object'Engine.Default__SeqVar_Object'
End Object
Begin Object Class=SeqVar_Object Name=SeqVar_Object_24
ObjValue=InterpActor'InterpActor_4'
ObjInstanceVersion=1
ParentSequence=Sequence'Main_Sequence'
ObjPosX=104
ObjPosY=976
DrawWidth=32
DrawHeight=32
Name="SeqVar_Object_24"
ObjectArchetype=SeqVar_Object'Engine.Default__SeqVar_Object'
End Object

UDK Fracture


APEX destruction
Getting close to optimising the performance.. I think....

UDK Ball Contraption



***Please go to the Youtube webstie for HD***

FINISHED BALL CONTRAPTION!!
The teleport system has been added and tweaked as well as the ball sorting mechanism.
Not much kismet work because everything was physics based.



Delayed Lighting




This video demonstrates a fine usage of material instance.
The environment is pitch black without light. However the material itself is an emmissive material. So....
If there's no light, the material will still be visible bcause of emmissive property.
My job was to "animate" the material in Matinee so that it will light up when the lights turn on.
IT WAS A PAIN IN THE YOU KNOW WHERE!! MY GODD!!!!
This picture represents the over view of the kismet sequence.

The toggle input lets the light to turn on from off.
There is a 1 second delay between each input

This is the Matinee sequence for the material and the flickering light.
There is a .5 second delay between each input.

on the far end of the Matinee sequence is the Matinee for the blue light in the end.
Same concept as any other lights in the video but changed the color and made it move.
No big deal. :D

NOTE: There is supposed to be an announcement in male voice.
However, it wasn't a audio file; just microsoft voice.
I've used 32bit to create the map, but used 64 bit to record the video.
As a result, the voice was eliminated. The microsoft voice is unsupported on 64 bit for some reason.

Simple Trees



Simple trees I made for UDK.
These trees will be used in a scene for the Ferrari.
The Ferrari project has been halted temporarily due to returning home.

Water Material

Water Material 1


Water Material 2



The two waters look different because I've altered the direction of the normals and the distortion. However, everything else is the same.