Unreal Kismet - An Introduction and Application


In this demonstration the instructor starts off by giving a detailed explanation of commonly used kismet nodes. Once the foundation is laid its on to creating several interactive scripted sequences. Everything from dramatically revealing a character, to creating a camera fly through for your portfolio is covered. This tutorial is appropriate for both artists and designers.

If you have never used the kismet editor you should be able to follow along and understand. Even if you are experienced using the Unreal Editor 3, you should pick up useful information throughout the DVD.


About the Instructor:
Rusty Sempsrott has worked in the video games industry for over 4 years, working on multiple titles including Blacksite: Area 51 and DC Universe Online. Rusty graduated from Full Sail University in 2006 with a Bachelors degree in Game Development.

Rusty is currently a Technical Design Director at Volition, Inc. in Champaign, IL working on an unannounced project.
Apps Used: Unreal Editor 3 (from Unreal Tournament 3)
Duration: 4 Hours
Instructor: Rusty Sempsrott
DL Filesize: 650 MB
Project Files: Included is the final Unreal maps and package.

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User Comments



CGZee

August 13, 2013 - 5:01am

Jawbreaker, thanks a lot!
Your insights are definitely helpful and I shall keep'em in mind.

Jawbreaker

August 4, 2013 - 5:11pm

Yeah, I'd say you are on the right path. I'm no master of anything... I'm more of a hack job, who can figure out how to make everything work. The path you take is up to you, depending on what your goals with the engine are. Yeah, I love the the Eat3D videos, they saved me a lot of time & guess work and provided some great tips and tricks you won't find anywhere else. But you definitely need the UDN and Unreal's documentation also. But if your goals with the engine are to import a 3D character you modeled and get it into the engine or create an entire custom game, and you want to do it properly... you will need to delve at least somewhat into Unreal Script. Since I started with Kismet and Unreal Script at the same time, I used Kismet for stuff it was intended for like level streaming & setting up trigger events and simple animations such as opening doors, but this was after I setup all my custom classes like a 3rd person Camera, Pawn, Player Controller, and HUD. But you need the basic scripts to start with for all these classes, so then you can extend off these scripts to create your own customizations and control the actual game play elements. While it is true you can create some rudimentary games in Unreal without touching Unreal Script, you may find out what you wanted to create just isn't possible without going into the nuts and bolts of Unreal Script. The UDN provides some basic starting scripts for the UDK classes necessary for you get a bare bones game started and the documentation you need to customize it, so that you can extend off these classes and create your own customizations to the engine. Once you have an understanding of what these classes do and how they work, you will have a much better understanding of how the game engine works and the role that your Kismet scripting will play, as well as all the other tools in Unreal. It is kind of insane for a single person to take on learning all the tools in Unreal plus tackling Unreal Script, in the actual game industry, each person or team would work on only a single portion of the pipeline... i.e. only the Kismet scripting or Unreal Script, but not both. It is a monumental task for a single person or a couple indie developers to undertake, but as a single hobbyist or indie developer without a team you have no other options. Personally, I'm a technologist and game hobbyist, I don't plan on going into the game industry so I don't care if I fail... taking on the entire pipeline for a single person is painful and slow and not realistic for anyone serious or a game industry professional... you need a team. But I love getting into the nuts & bolts of the technology and making things work. I actually use Blender to create all the assets I import into UDK, including the collision domains for the meshes. But I also use pre-fabricated game assets I can import into Blender & customize to prepare them for UDK, because you can buy cheap 3D models online, indie developers don't have to model everything themselves... just modify it to make it friendly with UDK. I've seen a lot of people give up on forums and quit... because they couldn't "find the right path", I hope my insights help you find yours. In the beginning it is confusing and frustrating for everyone, just don't give up and I know you'll get where you need to be and figure out reasonable expectations for whatever you plan to endeavor with Epic's Unreal.

CGZee

August 4, 2013 - 5:26am

To Jawbreaker,

Wow...thanks for all the info.
You're absolutely right.
I already started following the document in the link you sent a long with "UnrealScript - An Introduction and Application" by Rusty Sempsrott and I gotta say that DVD is simply amazing so far. Very detailed and well structured. I come from a well structured c++ background and basic 3d engine development experience and found the DVD very helpful.

I'm planning on starting the unreal master class series after I finish this introduction one...of course a long side the UDN documentation. would that be a good path to take?
Not sure when exactly I should get involved with Kismet and animation part of things (I'm a 3d modeler -zbrush and max- as well). Should that start after mastering or at least become comfortable with unreal scripting?

Jawbreaker

August 2, 2013 - 8:26pm

Yeah, the Kismet videos are great in that they teach you what Kismet can handle like trigger events and level streaming and what you need Unreal Script to do ...or what you need to have the AI handle, such as character animations, which you must do through Anim-Sets and the Anim-Tree Editor... so that the proper blends-outs are created and your character will move smoothly. The Eat3D videos are great for shortening the learning curve and get you up to speed with all the features of the engine very quickly. But don't forget the Unreal Developer's Network or UDN Documentation, it's an invaluable source of information about the Unreal Engine and the link to the documentation in my last message, provides you with the basic source code for making your own customizations to the Engine, like setting up a custom camera, pawn, player controller, and hud! If you can complete that tutorial and compile the Unreal Engine successfully, you will be on your way to mastering Unreal Script. Having control of these elements will give you command of the game engine. The videos will save you a lot of time and guess work, but I don't think anyone can do it without the UDN documentation... you will consult it a lot, the deeper you get into Unreal Script. Here is a nice free IDE I use for editing Unreal Script... http://uside.codeplex.com/

CGZee

August 1, 2013 - 9:32pm

To Jawbreaker,
Thank you for the info...yes, I was thinking the same by starting to learn unreal scripting.
I wasn't sure where to start from so I thought kismet would be the closest thing to get me started.
I think I need to start looking at the UnrealScript Masterclass course.

Jawbreaker

August 1, 2013 - 5:31pm

To CGZee, I found this out myself ... I however followed along with the video for the content and applied the concepts on a different map I created myself in UDK. I believe I looked into this issue myself before and the way I found I would have to buy & install Unreal Tournament 3, which includes a version of the engine for creating UT3 game mods, in which you can open and use UT3 assets. I believe this way would allow you to open & use the map exactly how it is in the video. That said, there are still a good number of free textures and assets in UDK that you can import/use along with the video. But I'm just a developer myself. I also own the second video in this series 'Kismet 2' and that one uses only UDK assets, so those maps open exactly how it is in the video. But after learning all this Kismet I found that I had to start over and learn Unreal script to do what I wanted to do... which was create a truly custom game... for that the UDN knowledgebase is your best friend. You can do a lot with Kismet, but it can't do everything. In fact, these videos are great for learning what Kismet does well and what you'll need Unreal Script to handle. For anyone interested in learning Unreal Script and how the engine works, I started out here... http://udn.epicgames.com/Three/BasicGameQuickStart.html ...and I've imported and animated my own custom characters into the game engine and I'm now creating my own custom weapons classes in Unreal Script.

CGZee

August 1, 2013 - 5:14am

Hi,
I'm using the latest UDK version (2013-07).

I'm trying to load the included example files.

In UDK, when I go to:
File -> Open

Then browse to:
\content\project_files\Eat3D_IntroToKismet\Maps

Then from the file type drop down I select "All files"
Only then I can select the "DM-Kismet-Scripting_START.ut3" map.

After I click the open button, the map loads but it's missing a whole lot of references to files, objects, and textures.
The only thing that loads are bare walls and the ground of the map.

I can't seem to find the resources on the dvd.
There's an eat3d_ground.upk file under "Packages" folder but that file type can't be loaded into UDK's content browser.

Any help is appreciated.

Thanks

rishavraj

May 31, 2013 - 10:29am

can anyone please make a tutorial how to make a monster boss like this in the end of level

Jawbreaker

January 13, 2013 - 4:29am

Love the Kismet series! What is meant in your DVD by 'driving the animations through the AI' and is there a DVD explaining how to do that?

Anonymous (not verified)

April 2, 2012 - 2:25pm

Hi, I expect a lot of things. Tank you.

shiv kumar (not verified)

April 1, 2011 - 1:40am

nice tutoriol