Friday, September 18, 2009

Custom Character in Unreal: Part 2


You will need to make a special material for the Custom Character called MaterialInstanceConstant. This is required for team faction colours and other multimplayer modes. Just right click on the grey area like in the picture.


Go to the CH_All package and select the IronGuard Base Material.


Apply it to your MIC Material under FontParameterValues->Parent.



Apply the relevant textures to the relevant slots.





Next, all the meshes have to be realigned so that the Z Origin is -51 and the RotationOrigin's Yaw is -90. You need to do that or else the character will not be aligned properly. Why is it misaligned in the first place, ask Epic.


Assign the proper materials to the meshes.


Assign sockets to the arms so Unreal knows where to place the weapons.
b_LeftWeapon -> DualWeaponPoint
b_RightWeapon ->WeaponPoint




When you run Unreal, the UTCustomChar.ini file will have added your custom char data to it. If somehow things screw up, delete the new entries in this file, hack the files in your Published/CookedPC/CustomChars directory and try again.

The next series of pictures show you how to access the custom charater. If everything was done right, you should be getting these results.











The character is intentionally pink/maroon and different so I know it was successfully working and not using the standard Unreal IronGuard


NOTE: If your character does not appear in the game (and the game did not crash), there are two possibilities: Unreal cannot find the package (some issues with your naming and directory structure) OR your character can be found, just that it's wayyyyy off coordinates. Reset the pivot points to (0,0,0) and that should fix it.

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