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Unreal engine 3 for consumers? WTF ?

  • solo34
  • October 30, 2009 at 9:11 AM
  • -HP-
    • November 6, 2009 at 9:27 AM
    • #41

    I miss lightmaps actually... They're more work, but they look better in a way.

    Anyways, what's this lightmass thing everyone's been talking about?

  • Minos
    • November 6, 2009 at 12:10 PM
    • #42
    Quote

    ":263um8r8]I miss lightmaps actually... They're more work, but they look better in a way.Anyways, what's this lightmass thing everyone's been talking about?

    http://udn.epicgames.com/Three/Lightmass.html

  • Zeta
    • November 6, 2009 at 2:04 PM
    • #43

    I wish brush creation and texturing was better, the current system is nearly unbearable.

  • Warby
    • November 6, 2009 at 6:39 PM
    • #44

    dude brushes = 1998

    lightmaps = 1999

    today = 2009

    that being said lightmass is mega huge step up from the old lighting and i love it

  • Ginger Lord
    • November 6, 2009 at 7:24 PM
    • #45

    Time to port Ham and Jam!

    Or not.

  • Psy
    • November 6, 2009 at 8:13 PM
    • #46

    Here's a quick question; I'm trying to import the smoke texture used in this tutorial but I can't import the file as a TGA or PSD but as BMP it imports fine (with artifacts). UE simply gives the error 'Import Failed'.

    EDIT: Turns out that copying and pasting the image into Photoshop changed it's mode to grayscale. Simple changed it back to RGB, exported, and it works.

  • AlexM
    • November 8, 2009 at 6:38 AM
    • #47
    Quote from Ginger Lord

    Time to port Ham and Jam!Or not.

    haahah I feel our pain

    but on the topic of lightmass, I'm surprised it took this long to get a proper GI render into a bake in an engine rather than code their own RAD/GI/Whatever solution. I always thought going to someone like the VRAY guys and just using that bake to texture would be the better way to go about it. I can live with a gorgeous vray render baked into my lightmaps

  • wacko
    • November 8, 2009 at 10:01 AM
    • #48

    the UDK is like modding UT3, I mean there is some stuff you do not get, server browser for online multiplayer games, which was built using gamespy for UT3. Saving and loading data was removed, but overall I think whats there is enough for you to be able to make most games. Unrealscript is not OMG awesome but it does the job, and you can do most things it. Overall its a quick way to ramp up a title but there again you are limited by unrealscript which can be a pain but in most cases is enough.

  • Warby
    • November 8, 2009 at 10:51 AM
    • #49

    you cant make save games O_O ?

  • Zacker
    • November 8, 2009 at 11:56 AM
    • #50

    Regarding save/load, this is something that would have to be handled by an external application. Possible, but not exactly elegant.

    One thing I am wondering is, if this UDK makes UT3 modding obsolete in most cases, as this engine and editor version is clearly much more recent?

  • Skjalg
    • November 8, 2009 at 2:06 PM
    • #51
    Quote from Zacker

    One thing I am wondering is, if this UDK makes UT3 modding obsolete in most cases, as this engine and editor version is clearly much more recent?

    Thats the general thought, yeah. But its kind of like saying modding for the source engine went obsolete once Ep1 was released.

  • Sindwiller
    • November 8, 2009 at 2:55 PM
    • #52
    Quote from Skjalg

    Thats the general thought, yeah. But its kind of like saying modding for the source engine went obsolete once Ep1 was released.

    Except that you can't bundle EP1's engine with your app. So your audience is bound to those who have bought EP1.

  • wacko
    • November 8, 2009 at 9:28 PM
    • #53
    Quote from Zacker

    Regarding save/load, this is something that would have to be handled by an external application. Possible, but not exactly elegant.One thing I am wondering is, if this UDK makes UT3 modding obsolete in most cases, as this engine and editor version is clearly much more recent?

    its a total hack though and one that I think is just lame... So you have to create a 3rd party app that listens on a TCP port and then inside the game/mod you create a TCPLink to talk to the 3rd party app LOL I mean thats a total hack. Unreal supports save and loading I do not see why they could not have abstracted that to unrealscript. That is the major issue I have with the UE3 engine is they give you this scripting lang and there are things you can't do with it because epic said hmm this would be too slow in script so lets make it all in native code but not expose what we are doing in native code to the user which is what they did here for saving and loading of games.

  • Zacker
    • November 9, 2009 at 7:01 PM
    • #54

    Totally agree Wacko

  • Minos
    • November 15, 2009 at 3:28 AM
    • #55

    http://www.udk.com/elements/downloads/W ... nt_1_2.pdf <-- Interesting document to see what you can achieve with the UDK!

  • -HP-
    • November 17, 2009 at 11:16 AM
    • #56

    naice!!

    http://www.laurenscorijn.com/udk-comparision.html

  • Skjalg
    • November 17, 2009 at 1:56 PM
    • #57

    Those comparison shots look stupid

  • Zeta
    • November 17, 2009 at 7:39 PM
    • #58

    Best thing I've found so far is the ability to tear off the viewports into floating windows - finally, proper dual screen support!

  • -HP-
    • November 17, 2009 at 7:47 PM
    • #59
    Quote from Zeta

    Best thing I've found so far is the ability to tear off the viewports into floating windows - finally, proper dual screen support!

    Really? that's badass... I always said 3dsmax should have that!

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