Ok, so in this section I will show you some of the news cool stuffs appeared in the UDK. feel free to put your own stuffs too ;) I will try to updade that post each time I discover something new ;)
I precise this will be a quick view of the news features, not a tutorials.
1-Light Shaft
this stuff is not a new actor but a new option in the light actor class. Basically this stuff is a fake of the sun rays.
example :
In game :
2-Dynamic Shadows
It's the "come back" of a cool feature who was on ut2k4 but remove on the ut3.
It's the ability to use the alpha channel of a material to cast shadow with the dynamic light channel.
example :
I precise it's the result after build !
3-Spline loft Actor
This is a new Actor, basically this stuff allow to deform an object (a static mesh !) based on tweaking tangent & spline .
It can be usefull for roots tree and so ones...
example :
1 : it's the mesh I have use 2 : it's the SplineLoftActor (you need at least 2 of theme) 3 : the result
Example from UDK demo map :
4-Drag n Drop
A cool stuff is the drag'n drop generic broser ability. Now, we can assign a material quickly to a mesh by this way :
5-Light Mass
This new fonction can be use to cast light directly from a SM, with several control of it (except the color, wich is depending of the material itself).
example :
There is any light actor in this pic, just the SM light who cast light. Usefull !
-- Edited by NOVA on Monday 25th of October 2010 01:51:28 PM
....impressive improovements! if only they allow the community to build a UT3.5 with thoses udk features....best way to revive the game :p thx for sharing seb
Bl!tz wrote:....impressive improovements! if only they allow the community to build a UT3.5 with thoses udk features....best way to revive the game :p If Epic project to release the next opus (ut4), it will for sure based on the UDK.
I'm not sure to see what you speak about ? (cause to my english sry)
I just meant are you interested in making an independent game (like world of goo for instance). Coz its a pity we cant use UDK for UT3. Although I'm sure when bulletstorm comes out that might be an interesting game to map for!
Anyway those light shaft and dynamic shadows look amazing, I also noticed Exponential Height Fog,
Achernar wrote:I just meant are you interested in making an independent game (like world of goo for instance). Coz its a pity we cant use UDK for UT3. Although I'm sure when bulletstorm comes out that might be an interesting game to map for!
oh yeah, make an entire game from scatch is a huge job, so it's still a dream for now !
It is, but also kind of "sucky" since it's really for game developers. Like Bl!tz said, a UT 3.5 would be awesome, even if it was a new game (kind of like UT 2004). But I think we would have to wait for UT 4.
I install the november release yesterday, damn, the demo map is really something !!!
The bad side is that I have horrible FPS with my rig :( like 5 - 20 FPS !
There are some new assets that I really like & would like to use in UT3.
I could successfully save the assets in a package but after when I try to upen the upk file in UT3, the UE just crash ? I just export the mesh in a package without the textures + material but I'm surprise UE crash ?
It seem the duplicate option isn't there so I try to export the asset, maybe there is another trick ?
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
Just gave the UDK a shot. Very very nice gfx improvements over UT3.
Deck looks quite pretty in UDK and the foilage map was stunning(well until it bombs back to the desktop during the matinee sequence, which can be seen anyway during the initial spectator mode) Framerates were quite heavy on the foilage map though. Running at 1920x1080 the open area in the foilage map was averaging around 34fps.
Those rock clifs look nice and remind me of Uru: Ages of Myst.
So how hard is it to whip up a DM map to run with UDK?
I downloaded the original UDK, just to check it out and there were some great things about it. But since it can't be used for UT 3, I see little point in using it.
The only thing I could use it for is to make a pretty picture of a map, but I could do that in Blender as well.
@ Lord It would take about the same time as it would in UT 3 (except for learning the new features).
If my memory serve me well, it depend of your OS. When the UDK installer check your OS (32 or 64 bits) it install the 32 or 64 bits version of the UE automatically.
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
We want UT 3.5! We want UT 3.5! We want UT 3.5! We want UT 3.5! We want UT 3.5! We want UT 3.5! We want UT 3.5! We want UT 3.5! We want UT 3.5! We want UT 3.5! We want UT 3.5! We want UT 3.5! We want UT 3.5! We want UT 3.5! We want UT 3.5! We want UT 3.5! We want UT 3.5! We want UT 3.5! We want UT 3.5! We want UT 3.5! We want UT 3.5! We want UT 3.5! We want UT 3.5! We want UT 3.5! We want UT 3.5! We want UT 3.5! We want UT 3.5! We want UT 3.5! We want UT 3.5! We want UT 3.5! We want UT 3.5!
I cheated by copying most of the environment upk files from UT3 into the enviroment folder within UDK. I then renamed n opened the map and most things worked OK. Next I had to delete all existing directional lights and add one new type of directional light(which generates light plus the rays). I then also enabled lightmass in the world properties. The lightmass and directional light settings were duplicated from the UDK Deck map. After that I selected all BSP surfaces and unticked force lightmaps.
Lightmass takes a lot longer to compute than lighting in UT3, but the results are very nice! Overall it's working pretty good but some things aren't working or are missing.
yup we want UE3.5....and we want the game that goes with :p
is there other great improvements than the shadows & the raylighting? because if it s only that i can understand that they dont try to add it to UT3...this kind of things habitually just toast ur rig like a bench and freeze ur fps
I'm quite tempted to make a basic quake style space 'rocket arena' map(s) in the UDK after my work in pack 2 is done. Call it a mini project that's something easy and hopefully fun!
Here's my 10 minute effort in Fluxion. The rays turned out perfect by looking like they're emitting from tha nebula!
-- Edited by Lord_PorkSword on Thursday 2nd of December 2010 02:04:23 PM
If my memory serve me well, it depend of your OS. When the UDK installer check your OS (32 or 64 bits) it install the 32 or 64 bits version of the UE automatically.
You right.
So I have d/l the latest version (instead of update)
The foliage map is the same that the one on the prvious version.
The new demo map is the "night and day" one,
This one is damn much heavy,
min FPS = 3.55 !!!
max FPS = 19 rofl
My pc is on its knees now !
the improvements are awsome, but involve a new pc damn !!
@ lord : that's look great indeed, the light shaft is a simple stuff who change quit easy a decent map to a "amazing" one lol
I have try some weeks ago to do the same (import a ut3 map on UDK), it was more simple to me as I have import 1on1-duality (holp style with only custom materials embeded inside the map, so no need to copy package from one to one etc...
And it's quit easy to port and play a ut3 map inside udk since the most part of ut3 gameplay is already inside the udk (miss just some weapons and few items, and could be easily imported on the udk folder I think)
-- Edited by NOVA on Thursday 2nd of December 2010 04:30:54 PM
lol Epic was trapped one time with a too powerfull engine in a too demanding game...85% of the PCs wasnt ready for UT3...major reason in the UT3 flop imo they dont want to try this experience again...i just hope that udk wasnt the famous UE4 ...without game, but hell! when i see such effects and when i hear sebs FPS i have serious doubts
Personally blitz I thought the fact that there were so few dedicated servers and no linux server, was what initially killed off the online players. Then with CoD4 and Crysis and a host of other great games in that particular November orgy made for a shift of players away from UT3.
The graphics certainly didn't help. Nore did that horrible menu mind. I've been thinking more and more lately that a port of UT3 into the UDK would be a great Idea if we could get authorization from Epic, Much like The Duke Reloaded group did from Gearbox.
about udk & ue3.5s future: i wish someone can do that for ut3 like they did for the duke(...lol...for the duke i prefer to wait n see, i heared from his comeback so many times theses last 10 yrs haha) ....but honnestly i dont think our rigs can handdle such "effects" for the next 5 years...especially in game
-- Edited by Bl!tz on Friday 3rd of December 2010 04:28:17 PM
UT3 Port into UDK sounds like a great idea! I'd think that almost everything could be copied into UDK and then it's a case of redoing the lighting and recompiling the maps!
That was a crowded time of the year for FPS. It didn't help that Epic tried to create 3 games at once (PC, Xbox 360, PS3) and didn't live up to their "marketing". Plus, they revealed the game too early and I believed they delayed it.
I think someone already asked Epic if UT 3 could be ported by the community with out issues and they said no as the publisher really owned the rights to the game? Or something like that.
That doesn't mean the community couldn't make a game similar to UT though. But with almost every mod effort, it never sees the day of light!
If the current build of the engine is another Crysis and doesn't scale well, what's the point in it being released to the public. We could have movie like graphics, but it would take our computer 1 year to render the game!