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Thread: Unreal Tournament 3 System Specs -- You may need to read them twice.

  1. #11

    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.
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  2. #12

    Re: Unreal Tournament 3 System Specs -- You may need to read them twice.

    Quote Originally Posted by FriedMetroid View Post
    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.
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  3. #13
    A Loose Screw Phopojijo's Avatar
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    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
    Last edited by Phopojijo; October 4th, 2007 at 04:28 PM.
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  4. #14
    $20 bill y'all Bodzilla's Avatar
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    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.
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  5. #15

    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.
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  6. #16
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    Re: Unreal Tournament 3 System Specs -- You may need to read them twice.

    Quote Originally Posted by jahrain View Post
    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
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  7. #17
    A Loose Screw Phopojijo's Avatar
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    Re: Unreal Tournament 3 System Specs -- You may need to read them twice.

    Quote Originally Posted by jahrain View Post
    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 View Post
    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.
    Last edited by Phopojijo; October 5th, 2007 at 12:44 PM.
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  8. #18
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    Re: Unreal Tournament 3 System Specs -- You may need to read them twice.

    Quote Originally Posted by Phopojijo View Post
    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^^^
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  9. #19
    A Loose Screw Phopojijo's Avatar
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    Re: Unreal Tournament 3 System Specs -- You may need to read them twice.

    Quote Originally Posted by Amit View Post
    ^^^Was what I was gonna say^^^
    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.
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  10. #20
    I R Serious Texra DaneO'Roo's Avatar
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    Re: Unreal Tournament 3 System Specs -- You may need to read them twice.

    Quote Originally Posted by jahrain View Post
    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.
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