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.
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.
Uhm, I'd hope it looks a lot like Maya's material editor...
They designed it to be like Hypershade.
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.
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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