Unreal Developer Network Content Creation
Welcome to the Unreal Developer Network The Engine Unreal Powered Content Creation Technical Playstation2 Xbox Gamecube Licensee Log In

Content Creation

Content Creation home

Documents listed below, but not hyperlinked, are restricted to engine licensees only.

As certain texts become relevant, due to released games using that technology, new documents will be made available. Check back often!
 
Getting Started
   - WhatToReadFirst
   Support
   - UnEdit (mailing list)
   - UnEditTraffic (summaries)
   - UnDevIRC (chat)
   - UnDevIRCTraffic (summaries)
   - UnrealEdSux0rs (bug list)
   Engine Prerequisites
   - BasicConcepts?
   - TextureSpecifications
   - TextureComparison
   - Etc.

General Editor
   Basics
   - UnrealEdInterface
   - UnrealEdKeys
   - BrushClipping
   - VertexEditing
   - BoxSelection
   - ShapeEditor
   - ExampleMaps
   - TriggersTutorial
   - WorkFlow.html
   Primitives
   - BspBrush.html
   - HardwareBrush
   - MoversTutorial
   - UKXPackagesTutorial
   - TerrainTutorial
   - VolumesTutorial
   - LightingTutorial
   - ProjectiveTutorial
   - MaterialTutorial
   - CollisionTutorial
   - FluidSurfaceTutorial
   Animation
   - AnimNotifies
   Particles
   - EmittersTutorial
   - EmittersExamples
   New Particle Editor
   - ParticleSystems
   - ExampleParticleSystems
   Matinee br>    - MatineeTutorial
   - MatineeExample
   - MatineeDemoOpening
   - MatineeDemoDropship
   - MatineeDemoSoldiers?
   - SampleMatineeTips
   Scripted Sequences
   - ScriptedSequenceTutorial
   - ScriptedSequenceActions
   - AIControllers
   Techniques
   - LevelOptimization
   - NavigationAI
   - VertexBlendingTutorial
   - ConvertingContent739To829

Tools
   - ActorX
   - UmodWizard
   - UnrealModelTutorial
   - ActorXTutorial
   - ActorXMayaTutorial
   - ActorXPhysiqueNotes
   - SkeletalSetup
   - WarfareSkeletalNotes
   - ObjToASEConverter
   - MayaBrushExport
   - VertexAnimationWith3ds2unr

mathengine.gif
Karma Physics
   - KarmaReference
   - KarmaExample1
   - KarmaExample2
   - ImportingPhysicsAssets
   - RagdollsInUT2003
   - KarmaExampleUT2003.html

secretlevel.gif
PlayStation2 and GameCube
   - ConsoleDevelopment

Contribute!
You can create a new page, and then you can edit this list to add it to the categories, as well as edit the Content Creation homepage to tell everyone about it!

Make Requests!
You can also stop by the UdnStaff page to see what we're working on, and edit it to add your own document requests.


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.

KarmaExampleUT2003

Licensees can log in.

Interested in the Unreal engine? Check out the licensing page.

Questions about UDN itself? Contact the UDN Staff.

Karma Example UT2003

Last updated by James Golding (jamesg@epicgames.com).

  • Karma Example UT2003
    • Introduction
      • Catapult
      • Swing Door
      • Fan

Introduction

This really simple map (KarmaExample.ut2) just shows a few things you can do with Karma actors in UT2003. NOTE! You MUST set your Physics Detail to High before loading this map.

Catapult

This uses a KHinge between the panel and the ground, with its KAltDesiredAngle set to about 45 degrees. KHingeType is then set to HT_Springy, and its initial state (under Object in the properties window) is set to ToggleDesired. That means, each time it is triggered, it will toggle whether it goes to KDesiredAngle or KAltDesiredAngle. When you touch the trigger nearby, the springyness causes the panel to rise and throw the pipes into the air. Tiggering it again causes it the spring back to the floor. If we left bKDisableCollision at its default of 'true', the panel would pass through the ground as collision between is and the level would be disabled. So we set that to 'false'.

Swing Door

This uses another HT_Spring KHinge to hold the door to the world. We leave bKDisableCollision as true so the door doesn't rub against the level geometry. However, to prevent the door swinging open too far (or in this example, at all!), we use a KConeLimit as well. We set the direction of the cone limit to point across the doorway, and set the cone KConeHalfAngle to be about +\- 22.5 degrees (or about 4000 in ureal units). We also increase the stiffness of the limit quite a lot so the stops are quite hard. At this time you can only open the doors by shooting them, not by pushing them.

Fan

This again uses a KHinge to hold the fan up, but this time we set KHingeType to HT_Motor. Then we set its initial state to ToggleMotor - this means Triggering it will turn the motor on, and triggering it again will turn the motor off. Note that when you trigger the motor off, it will try to maintain its new position, by setting itself to HT_Controlled until triggered again. This allows you to build cranes etc.

Attachment: Action: Size: Date: Who: Comment:
KarmaExample.ut2 action 378408 30 Jan 2003 - 23:35 EpicGames Karma Example


KarmaExampleUT2003 - r1.3 - 05 Feb 2003 - 21:41 GMT - Copyright © 2001-2003 Epic Games
Unreal Developer Network Content by those crazy Perilith guysSite design and art by 2 design