Posts Tagged ‘Holodeck’

Hi Rifters!

Here we go with another VR Dev journal entry. Not a whole lot to show off here – this past week was a crazy one! I have been helping test alpha builds, writing articles for Road To VR, making videos, and even doing an interview or two. Whew!

In this video, I show off the Kismet toggle switch. A great place to learn how to do that is the 3DBuzz tutorials:

http://www.3dbuzz.com/training/view/unreal-development-kit/kismet

Also, I have begun working on the key functionality of the Holodeck – taking you somewhere else. My first test is to gradually take the player from the holodeck room to the epic courtyard. In my first attempt, I simply made the walls invisible when opening the door. DOH!

Game development requires a lot of determination, and sometimes things don’t progress as quickly or as smoothly as we hope. Don’t give up!

Logging Out,

–Bruce

Hey VR Heads!

So most of this week was spent learning how to make static meshes in Blender. Blender is complex – definitely not the “jump in and push buttons” type of program. After poking around a bit, I found a great tutorial that was highly recommended:

Blender 3D: From Noob to Pro (wikibook)

I am in the beginning of Unit 2, and I was able to put together the stuff you see in the video above. Not bad. 😀

The UDK tutorials from The New Boston are also fantastic:

The New Boston’s UDK Tutorial playlist

A lot of great knowledge and step-by-step walkthrough for the UDK Editor, Kismet, and Matinee.

Finally, I was able to get some buttons on the Hydra linked to in game actions! If you are using Craig’s source that I posted in part 3.5, you simply need to add Pawn instance functions (or whatever else you want) within the PlayerController class. A list of Pawn instance fuctions is here:

UDK List of Pawn Instance Functions

Here are some examples I was able to get working:

function RightTriggerPress()
{
Pawn.StartFire(1);
}

function RightTriggerRelease()
{
Pawn.StopFire(1);
}

function RightBumperPress()
{
Pawn.StartFire(0);
}

function RightBumperRelease()
{
Pawn.StopFire(0);
}

function RightB1Press()
{
Pawn.DoJump(true);
}

StartFire and StopFire need a byte argument (number between 0-255). What firing type each number value corresponds to is up to the weapon. By default, 0 = primary fire and 1 = alternate fire.

Other than that, I changed the AimMode variable within PlayerInput to 2, which allows the movement of the right Hydra wand to control looking around. It feels pretty nice so far. I also slapped together a Pawn file that would silence the footsteps in game. Those footsteps are loud, and ruin my videos! XD

That about wraps it up. Look forward to the hallway getting fancier and fancier!

Excelsior,

–Bruce

Hey VR Heads!

Here is a quick video featuring the ugliest Star Trek hallway ever. XD The Rift dev kit is coming soon, so I wanted to make sure I had a Holodeck to walk into when it arrives. I used the UDK editor to build everything, but I think I will try using Blender to create some better art.

Excelsior,

Bruce