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Please take note! For mod developers working with Unreal Tournament 2003, this documentation is meant to be a starting point for your own explorations into UT2003, not a definitive guide. There will be differences between the documentation here and the product in your hands, and you may have to figure out quite a bit for yourself. Check out the Unreal Tournament 2003 page in the Unreal Powered area for links to community sites if you're having problems. UDN is a licensee support site, and cannot provide technical support or game-specific assistance to end users.
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IntroToKarma |
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Licensees can log in.
Interested in the Unreal engine? Check out the licensing page.
Questions about UDN itself? Contact the UDN Staff.
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Document Summary: A table of contents to the Karma documents.
Document Changelog: Last updated by Jason Lentz (DemiurgeStudios), for creation purposes. Original author was Jason Lentz (DemiurgeStudios).
This page briefly describes the contents and purpose of each of the Karma documents. If you aren�t sure which document has what you�re looking for, this document should help you narrow it down. Below is a list of links to the actual Karma docs described on this page:
The KarmaReference document is a comprehensive guide to all of the features of KarmaActors including removing Karma Integration, activating Karma, explanations of each of the Karma Properties, explanations of KConstraint properties, and tips for debugging Karma and creating good simulations.
The Importingkarmaactors.html document contains a ready made KarmaActor (both in .ASE and .MAX file formats) that you can download and import into your own build. The document also provides explanations on how to create your own Karma Actors using 3rd party modeling programs (such as 3DS Max).
The UsingKarmaActors document contains an additional example KarmaActor (both in .ASE and .MAX file formats) that you can download and import into your own build. This document focuses more on how to set up KActors with constraints.
The KarmaAuthoringTool document is an introduction to using KAT for setting up ragdoll physics in character models.
The RagdollsInUT2003 document briefly talks about how KAT was used to set up ragdoll physics for the characters in UT2003. Also at the top of the document it links to a more thorough tutorial on the Math Engine website that explains how to use KAT.
The following documents are example maps that demonstrate how to use Karma in your levels.
In the ExampleMapsKarmaColosseum document, you will see how to create a variety of Karma Objects ranging from simple Karma primitives, to more complex objects made of multiple parts including KConstraints and destructible geometry.
The Karmaexampleut2003.html document shows how Karma can be used to create a catapult, swinging door, and a rotating fan with dangling poles. While the map only works with UT2003, its principles should still hold true in a current build of Unreal.
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