Pericolos0 Posted November 6, 2009 Report Posted November 6, 2009 I dunno, I really hate working with baked lighting since I don't like long renders and there's almost always lighting errors you end up fixing manually =(. You get the best results with it though! Especially now with lightmass some really awesome things are possible. However, when you plan things out well, you can get really awesome results with only realtime lighting too. I still prefer working with realtime just because it's faster =). I wish there was an easy way to work with only realtime lighting in unreal 3. Quote
Zeta Posted November 6, 2009 Report Posted November 6, 2009 I wish brush creation and texturing was better, the current system is nearly unbearable. Quote
Warby Posted November 6, 2009 Report Posted November 6, 2009 dude brushes = 1998 lightmaps = 1999 today = 2009 that being said lightmass is mega huge step up from the old lighting and i love it Quote
Ginger Lord Posted November 6, 2009 Report Posted November 6, 2009 Time to port Ham and Jam! Or not. Quote
Psy Posted November 6, 2009 Report Posted November 6, 2009 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. Quote
AlexM Posted November 8, 2009 Report Posted November 8, 2009 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 Quote
wacko Posted November 8, 2009 Report Posted November 8, 2009 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. Quote
Zacker Posted November 8, 2009 Report Posted November 8, 2009 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? Quote
Skjalg Posted November 8, 2009 Report Posted November 8, 2009 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. Quote
Sindwiller Posted November 8, 2009 Report Posted November 8, 2009 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. Except that you can't bundle EP1's engine with your app. So your audience is bound to those who have bought EP1. Quote
wacko Posted November 8, 2009 Report Posted November 8, 2009 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. Quote
Minos Posted November 15, 2009 Report Posted November 15, 2009 http://www.udk.com/elements/downloads/W ... nt_1_2.pdf <-- Interesting document to see what you can achieve with the UDK! Quote
-HP- Posted November 17, 2009 Report Posted November 17, 2009 naice!! http://www.laurenscorijn.com/udk-comparision.html Quote
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