game import and setup

create CustomModels folder in ...My Documents\My Games\Unreal
Tournament 3\UTGame\Unpublished\CookedPC
Copy the psk mesh into the CustomModels folder. Also copy
all animations and textures to this location
Don't
change the names if new versions are created. Overwrite
the existing files.

Import PSK and set name to SK_VH_Roamer
import the psk mesh into new package called VH_Roamer
import textures diffuse, specular and normal using default
options
double click mesh to open the AnimSet manager and import the PSA
files
file - new animset - K_VH_Roamer
file - import psa name will be "dummyanim"
anim sequence - rename sequence
repeat for each psa file
idle, door_open_idle, door_close and door_open are the animations I
created
match material instance to Scorpion_Red material
create a material instance - right click - New
MaterialInstanceConstant
name
MI_VH_Roamer_RedBlue and set parent to M_VH_All_Axon_Base - to match
scorpion setup
parent - M_VH_All_Axon_Base is found in M_VH
use SK_Roamer as the preview(use selected static mesh)
under TextureParametersValue
check Veh_Diffuse and load diffuse texture
check Veh_Normal and load normal map texture
now create another MaterialInstanceConstant named MI_VH_Roamer_Spawn_RedBlue
Set it's parent to MI_VH_Roamer_RedBlue
show all material attributes and inside StaticSwitchParameterValues
set UseVehicleResInEmissive and
UseVehicleResInOpacity so the preview is black like in the
scorpion material
check the boxes on both sides of each of them
material axon base had no transparency so removed the windows
from the Roamer mesh
double click mesh to open the AnimSet manager again
mesh tab - materials and assign the MI_VH_Roamer_RedBlue
material
view show collision and show bone names to make the next step
easier
setup mesh collisions PerPolyCollisionBones set to Main_Root
AddToParentPerPloyCollison for the rest of the bones

menu - mesh, socket manager, new socket GunViewSocket on
Gun_Base bone
TurretFireSocket on gun_rotate
DamageSmoke01 on Main_Root
Headlight_R and Headlight_L on Main_Root
ExhaustPort on Main_Root

anim tree connections
create animTree call it AT_VH_Roamer
click node and set PreviewSkelMesh to SK_VH_Roamer
set preview animsets to K_VH_Roamer animset
right click on AnimTree to add SkelControl Chain for each bone
add SkelControlWheels for each wheel and connect them
set wheel roll to AXIS_Y
name each to match the wheel, F_R_Tire will have skel control
named F_R_Tire_Cont
use wheel roll and wheel steering to test each wheel
add UTSkelControl_TurretConstrained named TurretRotate and hook
to the gun_rotate
add SkelControlSingleBone name it Steering_Wheel_Cont and
connect to the Steering_Wheel
bApplyRotation,
set rotation to BCS_BoneSpace,
Automatic yaw
rotation will be coded in uc file
http://udn.epicgames.com/Three/SettingUpVehicles.html
create 2 physics materials
PhysMat_Roamer
Physmat_RoamerDriving
on
both materials click on the create new physical material blue arrow and choose UTPhysicalMaterialProperty,
for material type in
the word Metal,
enable Anisotropic Friction and set
to 1,0,0 for the driving material
right click roamer mesh, Create New Physics Asset which will open the unrealPhAT tool
remove all collisions except for the Main_Root via select
and delete current primitive
click twice to select or double click
set MassScale = 1.5 to match scorpion
set phys material to PhysMat_Roamer
Kizmet can be used to play the door animations on a
non-driving vehicle like so:
add roamer skeletal mesh actor to the scene
add a trigger by the door
start kizmet and right click to create a new matinee
set bRewindPlay
select the trigger in the level and add it with right click
in matinee - new event using trigger - touch
hook trigger to the play input
set max trigger count to 0=infinite
select the skeletal mesh in the level and double click
matinee to open the time line
right click add new skeletal mesh group
add the roamer animset to the group
add keyframes to place sequences in the anim track
save the package and start coding