
Sunday, September 26, 2010
Mod File Instructions
- Edit the file paths in each of the shortcut files via right-click > properties.
(REPLACE THE PATH THAT IS BETWEEN THE "" MARKS. LEAVE THE INFO THAT IS OUTSIDE THE "" MARKS ALONE! THEY ARE IMPORTANT! >.<
My file path is through steam as you can see. Change that path so that it leads to your ut3.exe file on your computer.
- If you need to add stages to the mix. Place them in Unpublished > CustomStages and rename the files so that it has "TTDM-" before the stage name so that my gametype can recognise them.
- When you are finished with file placement. Execute the Build shortcut so that it compiles everything. (If there are errors let me know and i will reupload.)
- Close the build window and click the Run shortcut. This will bypass your original settings so that the mod can be read.
- Make your way to Instant Match
- You will then find "Just Another Day At The Office" at the bottom of the list of game modes.
- Choose your level and change the settings if you wish.
Friday, September 24, 2010
"Completed" Level amendments
Changes were:
> Toilet stall dimensions (width, depth)
FIXED
> Toilet entrance visibility
FIXED: Small entrance added, doors moved apart slightly
> Protruding Geometry in Conference rooms on 1B
FIXED: Removed
> Changes to Walkway (being parallel, obscuring Plant wall)
FIXED: Walkway nearest elevator now meets up parallel with others, Walkway infront of Plant wall removed.
> Cubicle dimensions (height, depth)
FIXED
> Elevator shaft dimensions
FIXED
> Door sizes
FIXED: All doors but those leading to the Toilet and Elevators made smaller
Link : http://www.filefront.com/17315585/DM-Completed.ut3
Tuesday, September 21, 2010
Monday Meeting/Work Session
When: 9:30am-5pm
Where: Games Lab
You don't have to come, but it would be beneficial for both you and the rest of the group if you did for communications sake. Major changes or thoughts will be posted on the blog throughout the day. And hey, hopefully all really important things will be dealt with before 5pm and we can all go home early.
Construction Unreal Level: Revised
-Less barrells
-Scaffolding needs to be done (1B-2, not 1A-1B, ramps)
-Stairs (1A-1B only)
-Textures customised and changed (obviously)
-Remove jump pad
-Shaft jumps between 1A-1B (need to be less awkward but not too easy)
-Chainlink fences (need to be pushed back to form a boundary rather than replace glass)
-Crane (needs to be placed at the front of the building near the emergency stairs with the platform moving from the closest building entrance vertically)
-Less repetition with objects (But don't get bogged down with making too many objects though, gameplay is more important)
-Preset Crates (can't be used because they are more suited to the post apocalyptic level and look our of place)
-Walkway pillars (need to be more uniform, grid pattern?)
-Walls (concrete slabs, no half built or deconsructed like bricks, only the main ones should be put in right now, not every single one)
Things that could be added:
-Jumping between 1A-1B (between 1A and 1B walkway, possibly a stack of crates, one jump intervals not double jumps)
-More objects in level 2
-Possibly baby plants, sacks of dirt or mulch
-Sandbags (more evidence of war)
Construction UT3
http://www.filefront.com/17307773/DM-Construction_textured_pop.ut3
Monday, September 20, 2010
Play Testing Take Two
"Completed" for PLAYTESTING
The link includes Textures and Static Meshes if they refuse to load
Hoping we can do this through Hamachi!
By the way, Alex here are our Skype usernames:
Belinda - belinda.plunkett1
Me - nick.merrett1
Amy - jeggernaut5000
...and I haven't added Joe yet, sorry! Belinda/Amy can comment his user at a later stage
Sunday, September 19, 2010
Reminder: Monday Deadline
Expected tomorrow:
-All basic weapon meshes
-Unreal maps refined to a near-glitchless level and ready for game testing (This includes basic floor wall roof textures to hinder any confusion during testing and proper level-alterations)
-Gametype scripting (Hopefully)
-Have the basic weapons useable in the mod (will be sorted out on the day)
Saturday, September 18, 2010
Files for Belinderp
(without most of the elevator stuff)
Thursday, September 16, 2010
Wednesday, September 15, 2010
Useful Link: How to make Movers in Unreal Editor
UTFORGE.com: Making Movers
Tuesday, September 14, 2010
Monday, September 13, 2010
Some stuff from today..

Just to keep you guys up-to-date with what I'm doing, I made a few basic models for decor items that can be used my "Completed" map. I hope I don't re-do what you've already done by doing these, Amy, but it was a refreshing change from the UT3 Editor and I'm glad for the practice w/ Maya.
These aren't the only ones I plan to do and they're obviously without textures/maps for the time being, but progress is progress, I guess.
Models Made - so far:
- Water cooler
- Mac (Desktop)
- Keyboard
- Mouse
- Macbook (closed)
- Macbook (opened)
- Office Phone
- Lights
- and Mugs, Planter Pots, and different arrangements of paper/documents
- Chairs
- Tables
- Architectural Tools (Stationary, drawing boards, etc.)
- Toilets
- Wall Hangings
- Elevator components (Buttons, etc.)
- Doors?
- Stair rails
- other desk/kitchen junk
I am also going to be continuing to tweak my level constantly/daily, as I know many of these items aren't a MAJOR priority, however - again - it is a welcome change from UT3.
Here's a LINK to a zipped folder containing the Maya files, uploaded through FileFront, if you're curious.
Oh while on the topic, USE FILEFRONT, THERE'S NO LIMIT AND IT'S THE ONLY HOSTING SITE THAT ISN'T BLOCKED BY RMIT, RAPIDSHARE SUCKS, PLEASE DO NOT USE RAPIDSHARE!
And please make sure that Skype (having a Mic is SO much easier), UT3 Editor, Photoshop, Maya and all other Game Studio related programs are functional ASAP! We don't need computer/internet issues compounding our worries!
Again, If you have any objections, questions or items to add to the "TO-BE MODELLED" list for the "Completed Stage", put them in the Comment Section.
Sunday, September 12, 2010
Handy Links
Good rigging for bipeds
Maya to UT3 Skeletal Mesh Tutorial
Custom Character Tutorial
Downloadable First Person and Third Person Rigs
Good ones for everyone:
Exporting Static Meshes from Maya
3D Buzz (Photoshop, 3DS Max, Maya and Ut3 Tutorials)
NURBS part 1
NURBS part 2
NURBS part 3
NURBS part 4
NURBS part 5
NURBS to polygons
Friday, September 10, 2010
Milestone 3 Mini-Deadlines
20th of September
Due:
-All basic weapon meshes
-Unreal maps refined to a near-glitchless level and ready for game testing (This includes basic floor wall roof textures to hinder any confusion during testing and proper level-alterations)
-Gametype scripting (Hopefully)
-Have the basic weapons useable in the mod (Maybe do that as a group on the day..?)
Notes:
Anyone doing the unreal levels who finishes early should also probably start considering making some meshes that they will need to refine their level. If Joe hasn't gotten the gametype scripting up and running by then we will have to start testing the closest thing we can to our game type, probably just everyone uses the melee weapons except for one without automatic switching. For most of the week after this submission we will be doing a lot of playing of the actual game, so make sure your copy is set up and ready to go. This also means you may need to make sure you're free some nights for the testing, it might be a little demanding :/
27th of September
Due:
-Final alterations to the basic level skeletons (after play tests and trial and error)
-Basic character models
-Weapon and character rigging maybe?
4th of October
Due:
-Extra objects for unreal levels done
-Refined weapon meshes and textured
Notes:
By done I mean textured as well for the objects.
11th of October
Due:
-Levels refined and completely finished
-Refined character meshes and textured
Notes:
I think it would probably be best to get everything seemingly done by Monday because
then we have until Thursday to sew everything together and combat glitches. I think with our
NWN2 one we focused on getting the components done and forgot about the time it takes to
connect them all.
This isn't really telling you you must get this all done or I will hate you, but we have very little time and the more you stay on par with this the less you will probably have to rush at the end. It's really more of a guide.
I didn't put in much of your timeline Joe because well I'm not really sure everything you have to do.. I think we may need to discuss on Monday about editing powerups, interactives and weapon scripting, as something like editing powerups I may be able to help out with, maybe investigate myself and do for you if you're tied down with the game type.
Umm... Amy you have a LOT to do so just let me know if you need help, me or Nick could probably help you :) because I think you have the most to do.
So.. Yeah, any questions or changes needed comment below, and I will grey out the tasks as they're done to help keep track of progress. I won't grey it out until it has been posted on the blog, preferably hosted on FileFront.
Thursday, September 9, 2010
Technical Design Document
What's going on the disc
Construction -By Nick
Completed - By Nick
Ruined - By Belinda
Documents
Technical Document -By Joe
-doc file
-PDF file
Design Document & Art Guide - By Belinda, Amy and Nick
-doc file
-PDF file
Contribution List
Meshes
Glue Gun - By Amy
Chalk Gun - By Belinda
T-Square -By Amy
Fountain Pen
Wrench
Blow Torch - By Amy
SketchUps
Construction
-Level 1A
-Level 1B
-Level 2
Completed
-Level 1A
-Level 1B
-Level 2
Ruined
-Level 1A
-Level 1B
-Level 2
Textures
Psuedo Code
Getting the right code properly inputted and getting it to work has been a bit of a hassle for me to be honest. I've done as much as the what the tutorials in the labs have detailed but filling the files up with workable code to play through is something i'll need some extra help with as research has been nothing but daunting and exhausting. So far, the most i can demonstrate with the tutors is this pseudo code showing basically everything i'll need to implement in the script. I understand i'll need to get this done as soon as possible but ill try to be a little more active in the process. :)
Filefront for Nick
Filefront files for Nick:
http://www.filefront.com/17276430/Level 1 (Construction).skp
http://www.filefront.com/17276442/Level 1B (Construction).skp
http://www.filefront.com/17276443/Level 2 (Construction).skp
Submission (Construction)
Ok, I’ve tried editing the UT3 skeleton, but the stupid toolset has not a construction brush and crashes whenever I try to do anything. It’s okay though, I threw a stapler at the wall and it smashed.
I’ve reinstalled it 4 times and it works for a little while before crashing again.
However, I’ve done the Sketch-up levels they are here:
http://rapidshare.com/files/418054027/Level_1__Construction_.skp
http://rapidshare.com/files/418054028/Level_1B__Construction_.skp
http://rapidshare.com/files/418054029/Level_2__Construction_.skp
Took forever to upload, started at 10:50 and only just got them all up >:( Stupid slow internet! 4Kb a second!!!
Nick wanted this.
http://rapidshare.com/files/418053430/FINALDESIGNDOCUMENT.doc
T-Square Basic Mesh
..yeah.
Must. Resist. Urge to perfect...
"Completed" Level UT3 Prototype - version 1.0
* Added basic textures (Floor, Walls, Glass)
* Added other features to coincide with the SketchUp Model
* Added general cubicle layout
V
V
V
http://www.filefront.com/17276253/DM-CompletedPROTO.ut3
Wednesday, September 8, 2010
UT3 Skeleton
If you see any small errors, such as slightly raised thresholds just correct them and comment/tell me so I can adjust them also. Oh, and when you're applying the textures you may have to tile them to an equal size, due to the stretching.
...and fuck this tool set to hell
Character Finalization
Just confirm if there's some things you would like/don't like; ie the Builder's helmet with mesh or without, or if some things are too exaggerated/not enough.
Otherwise, if it's all good I can finalize the sheets properly when the characters are more relevant if you feel it's necessary.
Architect:


Tuesday, September 7, 2010
What We Need For Thursday
Belinda
Nick
Amy
Alex
Joe
Done
Needs Discussion
Mod structure in place
Sketchup Levels (Construction, Completed, Ruined)
Mod levels (Construction, Completed, Ruined)
New Textures for the Level Geometry
Static Meshes (Blow Torch, Glue Gun, Chalk Gun, Fountain Pen, Wrench, T-Square)
Concept Art (Final Character Designs)
Concept Art (Missing Blinding Weapons)
Interactive elements (doors, ladders, switches, etc.)
HUD scripting
New Game Type (extending DeathMatch or modifying OSMT-Adventure)
Technical Document
It needs to all be uploaded to the blog with names corresponding to the above headings, again not later than THURSDAY NIGHT at let's say, MIDNIGHT. If you have already uploaded a version, upload it again if even the smallest details have been added.
More importantly Joe please contact us if any of this has suddenly caught you by surprise, we also need to talk to you tonight on skype or a similar program about some things (nothing bad, just need some help with something.) Contact me on 0431343388 if you can't find me on msn!
Monday, September 6, 2010
Weapon/Characters/Era Matchups
Completed Building Sketchup
Level 1A
Level 1B
Level 2
Wednesday, September 1, 2010
Maya
Alternatively if anyone else knows how else to get it or how to bypass the Autodesk Licensing screen with a crack, rather than a keygen/serial number - I'm all ears.
Thanks!