Re: Unreal Tournament 3 System Specs -- You may need to read them twice.
awesome, I can probably play it. I've never played a UT game before though, so I have no idea if I'll actually like it.
Re: Unreal Tournament 3 System Specs -- You may need to read them twice.
Quote:
Originally Posted by
FriedMetroid
awesome, I can probably play it. I've never played a UT game before though, so I have no idea if I'll actually like it.
Basically Quake III with more game modes. Still awesome none the less.
Re: Unreal Tournament 3 System Specs -- You may need to read them twice.
And in case you modders were wondering what kind of control you'd have over materials...
http://shacknews.com/images/image-o-...484ea028d7.jpg
Yes... shaders *are* flow-chart based and *yes* UnrealEd tells you performance implications of your shader programs (ops per shader, etc.)
So lets say you'd want to make a jackal shield turn from green to blue depending on the health of the shield?
You make a new material.
Create a greyscale texture with the transparency... attach it to the opacity channel.
Attach the same texture sample to another node "Multiply" (if you know photoshop you know where this is headed).
Attach to the other section of "Multiply" -- a "vector parameter" node. (A solid color R/G/B).
Attach Multiply to "Diffuse"
Write a script (or use Kismet flowchart maker) to control that color with respect to the object's health.
Should look like these...
http://help.hourences.com/tutorialim...e3mated2/5.jpg
http://help.hourences.com/tutorialim...e3mated2/6.jpg
(how to script it in Kismet is not covered specifically... but basically its just if health is this, make vector this, etc.)
Play and enjoy o.o
And yes it will replicate over the internet if you tell the engine "Clients need to know this value!" (Make take a bit of testing since replicated code is known to be easy to screw up if your mind is not thinking the right way)
Though in this specific case you wouldn't need to replicate that value... since if the client knows what health the shield is at -- he knows what color it should be (among other things, like when it should disappear and such) So you don't need to replicate the color too... But you get the idea ;)
Re: Unreal Tournament 3 System Specs -- You may need to read them twice.
i remember talking to Dano about how bungie should just Hire Epic or ID games to build there engine for them.
those dudes are absolute gods.
Re: Unreal Tournament 3 System Specs -- You may need to read them twice.
Wow, the shader editor looks just like Maya's shader editor. I'm definitely going to be moving my modding endeavors over to unreal 3 after UT3 is out. I have pretty much given up most hope I had for h2v.
Re: Unreal Tournament 3 System Specs -- You may need to read them twice.
Quote:
Originally Posted by
jahrain
Wow, the shader editor looks just like Maya's shader editor. I'm definitely going to be moving my modding endeavors over to unreal 3 after UT3 is out. I have pretty much given up most hope I had for h2v.
same ;)
Re: Unreal Tournament 3 System Specs -- You may need to read them twice.
Quote:
Originally Posted by
jahrain
Wow, the shader editor looks just like Maya's shader editor. I'm definitely going to be moving my modding endeavors over to unreal 3 after UT3 is out. I have pretty much given up most hope I had for h2v.
Uhm, I'd hope it looks a lot like Maya's material editor...
They designed it to be like Hypershade.
Quote:
Originally Posted by
ßðÐŻÍ££å
i remember talking to Dano about how bungie should just Hire Epic or ID games to build there engine for them.
those dudes are absolute gods.
Bungie wouldn't want to use Epic's engine. Bungie prefers simulation-based effects where Epic prefers more traditional based effects.
Re: Unreal Tournament 3 System Specs -- You may need to read them twice.
Quote:
Originally Posted by
Phopojijo
Bungie wouldn't want to use Epic's engine. Bungie prefers simulation-based effects where Epic prefers more traditional based effects.
^^^Was what I was gonna say^^^:eyesroll:
Re: Unreal Tournament 3 System Specs -- You may need to read them twice.
Quote:
Originally Posted by
Amit
^^^Was what I was gonna say^^^:eyesroll:
Yep.
Frankly I prefer traditional based effects because those tend to give the highest framerate output for the least amount of effort for the same amount of detail.
But each engine is built for specific reasons. Having messy tradeoffs are sometimes an unfortunate artifact of that.
Re: Unreal Tournament 3 System Specs -- You may need to read them twice.
Quote:
Originally Posted by
jahrain
Wow, the shader editor looks just like Maya's shader editor. I'm definitely going to be moving my modding endeavors over to unreal 3 after UT3 is out. I have pretty much given up most hope I had for h2v.
ifawtp
Hypershade ftfw!
Also, confirmed, I'm getting this game.