UDK - Level Creation Tutorials



  • While as far as I am aware the Chivalry mod tools will be a post-release, you can still very much begin level design for the game now. Although you will need the official Chivalry mod tools to implement your creations into the game, you can use the UDK to begin creating your missions pre-release.

    Level Design Tutorials

    Whether you are new or experienced (Wishing to fill some gaps) I would very much advise going through the level design tutorials created by Bucky; he assumes you have never touched the UDK before, making it perfect for beginners and he will gradually give you a full understanding of all there is to know in order to get you going.

    Begin with his first tutorial on how to download the tools and work your way through:

    http://www.youtube.com/watch?v=K7AAgQHJWGc&feature=relmfu

    If you start putting time in and following these I can guarantee you will have your own level to run around on in a very short space of time! Who knows, before you know it with enough dedication you could have very professional levels in development ;)



  • Wow, piece of great tutorials with smooth and easy to go explaination! Those vidoes just suck you in, even if you’re not into doing such sort of stuff. Downloading UDK right now! :D



  • @Abuk007:

    Wow, piece of great tutorials with smooth and easy to go explaination! Those vidoes just suck you in, even if you’re not into doing such sort of stuff. Downloading UDK right now! :D

    Yeah they are I’m glad you agree! The first guy making tutorials who has managed to fully teach me what I need to know quickly while entertaining me by making me laugh lol!



  • I’m currently learning with these videos thanks to this thread and it’s very easy to pickup! Looking forward to them releasing the assest/sdk to start messing around :)



  • There’s some really great tutorials in 1080p on YouTube about making unbelievably gorgeous terrain for your level using Mudbox & World Machine.

    1. http://www.youtube.com/watch?v=p0o3bqoM0Qg
    2. http://www.youtube.com/watch?v=gRHSbiF6chU
    3. http://www.youtube.com/watch?v=o3lVs-7JBn0
    4. http://www.youtube.com/watch?v=ZQ99751dt08
    5. http://www.youtube.com/watch?v=q_PDE7VTdIE
    6. http://www.youtube.com/watch?v=wNe5X0fKNfU
    7. http://www.youtube.com/watch?v=lAdth2HAoek
    8. http://www.youtube.com/watch?v=jSqQ-B3U5kM

    From start to finish right in front of your eyes. (Edit: About 4.5 hours long total, edited sorry I had the times added up wrong)

    I’m sure you could even add something like Terragen for the skybox into the mix & you’d probably end up with a result that looks like it’s from a AAA film.

    Not the simplest stuff for sure, but the results make a great starting point for what can later be handpainted & detailed:

    Base results from the tutorial above:
    [youtubehd:1ebfb2fz]gT1j8BWFcgw[/youtubehd:1ebfb2fz]

    Another example using the same method, but with detail work:
    [youtubehd:1ebfb2fz]K_Gvb01572g[/youtubehd:1ebfb2fz]



  • I found the tutorial series in the first post to be a bit slow paced. I’ve been watching the stuff Sir Pantsonfire posted and also these:

    3D Buzz Video Tutorials here are pretty nice.
    http://udn.epicgames.com/Three/VideoTutorials.html

    Some great vids in here aswell.
    http://www.youtube.com/user/UDKVideos

    This is a nice vid aswell. explains FBX importing pretty well.
    http://www.youtube.com/watch?v=FzW1HKWBDmk



  • Well the videos you posted aren’t talking about the same thing. The series he posted show you exactly how to create a terrain from scratch to importing in the UDK/Cryengine. The videos you posted mainly explain how stuff works but doesn’t show you anything particular other than that.

    Still they are good videos to watch when learning.



  • @Leo:

    Well the videos you posted aren’t talking about the same thing. The series he posted show you exactly how to create a terrain from scratch to importing in the UDK/Cryengine.

    I think you are confusing the tutorials in the first post to the ones Sir Pantsonfire posted. The terrain stuff is awesome and I would have put links to it in my own post if they weren’t posted here allready.



  • oh sorry I misunderstood then :)

    I’d like to know if possible what kind of tool the mappers of Chivalry used to generate the terrain mountains etc…?



  • Hi Leo, terrain generation is typically done in the level creation tools. If you go through the tutorials I have recommended that is all covered.

    Equally I am sure 3rd party ways are possible with how Sir pantsonfire has shown!

    Nice tutorials MDK! 8-)



  • oh okay I’m a bit surprised because the terrain looks great in Chivalry but the in app tools of the UDK for terrain are a bit lacking for my taste :p

    I took a look at World Machine and am going to follow this tutorial to see the end result!

    Thanks for the answer



  • I have Never used UDK but if it’s easier than Hammer editior for Source I’m definetly trying this out. Well, it should be since Torn banner themselves moved from Source to UE3.



  • UDK is a really great tool to work with, also more and more games use it so once you learn it you can use it for another game! Just go there http://www.unrealengine.com/udk/ and download the latest version and you can directly start working on something



  • Interesting stuff…think il give it a go :P



  • so i have started learning how to use the udk (bucky basic tut 32 right now), but one question is remaining, how can i test it in chivalry? is that even possible “right” now?

    edit:

    reached tutorial part 47- Kismet is awesome!

    still not knowing how i am supposed to get it working with chivalry :/

    i guess, right now it will not work? do we have to wait until the modtools are released before we can test our custommaps in chivalry? - so you see i AM a big newbie in this field, any help/ advice is appreciated!



  • Glad you’ve been getting so far with the tutorials :) Helped me massively!

    We have to wait for the chivalry mod tools to be released,this gives us access to modding the game directly such as, for example; adding objectives, using the assets (Textures/materials/models etc) in the editor and of course releasing content into the community. As we do not have this yet, the most we can do for now is become familiarised with the tools, create the foundations of a map and wait for the chivalry mod tools to finish it off with the games content.

    Hope this helps :)



  • @Scorp:

    Glad you’ve been getting so far with the tutorials :) Helped me massively!

    We have to wait for the chivalry mod tools to be released,this gives us access to modding the game directly such as, for example; adding objectives, using the assets (Textures/materials/models etc) in the editor and of course releasing content into the community. As we do not have this yet, the most we can do for now is become familiarised with the tools, create the foundations of a map and wait for the chivalry mod tools to finish it off with the games content.

    Hope this helps :)

    Sounds good, I suppose it would be more efficient to use existing chivalry assets wherever possible rather than re-creating them. I have had a play with the UDK and can’t wait for official mod tools!



  • does anyone know around when the chivalry mod tools get released?



  • @Dice:

    does anyone know around when the chivalry mod tools get released?

    we are monthS away from the release, tibberius said … :/

    edit:

    first there will be a content update:

    maps, duel mode, weapons?

    then there will be sure as hell a patch for fixing more bugs and balancing issues,

    and only then they might want to release the modtools.
    trust me i am the sadest knight on this world, right now.



  • @Tryntyrion:

    @Dice:

    does anyone know around when the chivalry mod tools get released?

    we are monthS away from the release, tibberius said … :/

    edit:

    first there will be a content update:

    maps, duel mode, weapons?

    then there will be sure as hell a patch for fixing more bugs and balancing issues,

    and only then they might want to release the modtools.
    trust me i am the sadest knight on this world, right now.

    I think the SDK release should be prioritized, of course there will still be a dead zone between sdk release and community content being realized. The current maps are getting stale quick and unless the content patch doubles the map count its not going to do much to alleviate the issue. In my meager opinion the best path would be to get the SDK out the door asap so the community can get on it.


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