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#1 |
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Registered User
Join Date: Nov. 25th, 2003
Posts: 15
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Can I change default "Box Character"???
I'd like to make some generic people for the Runtime Engine.
Is it legal? Would interacting on the net constitute a game? How do I change the default player "Box Character" to my own mesh? |
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#2 | ||
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Quote:
Quote:
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#3 |
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Registered User
Join Date: Dec. 1st, 2003
Location: Belgium
Posts: 4
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why wouldn't that be legal? in fact, if you look around on the udn site, you can find a runtime version of the udn charactres, wich have pretty detailed skeletons. It seems they're really updating the site often lately.
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#4 | |
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Quote:
I believe that you can replace the UDN models with your own without any legal repercussions. - Tom |
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#5 |
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Registered User
Join Date: Oct. 31st, 2003
Posts: 24
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where can i find the runtime version of the example characters?
Can you post an address? and how can i export models that i made with max and/or maya to the Runtime? is it possible to use ActorX? |
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#6 | |
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Quote:
http://udn.epicgames.com/Technical/M...ng_the_Example It's a little technical, so be sure to follow the instructions exactly. To export your own characters and models to the Runtime build, you can use ActorX with either Max or Maya. If you are just getting started, take a look at this page: http://udn.epicgames.com/Content/Mod...ableOfContents There is a link in that document that links to ActorX pages for Max and Maya, since the process is slightly different for each of those programs. -Tom |
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#7 |
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I got the boy character to work ok but now the game is defaulted to third person view. I know hitting "b" is the default to switch person views but how can I default it back to first person (without loosing the boy character).?
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#8 | |
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easy peasy
Quote:
http://udn.epicgames.com/Technical/M...wn#PointOfView Good luck! Tom |
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#9 |
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thank hottoast!
When you say "compile" you mean you gotta have the source to the engine or you mean just in terms of unreal script? thanx for the help |
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#10 | |
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Quote:
tom |
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#11 |
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Which file and which line shall I modify before compiling?
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#12 |
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Ok, I read the article carefully and got what you meant. But even changing "bStartBehindView" to false in examplepawn.uc and compiling won't make it start in first person. What else needs to be done?
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#13 | |
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Quote:
Tom |
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#14 |
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well, I'm doing the regular "ucc make" compiling and I get all the files compiled in release mode ok. Success, 0 errors, 0 warnings.
The newly compiled files are stored somewhere else besides "system"? |
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