Why Unreal Tournament COULD get a "small" engine upgrade...
Posted: Sat Aug 14, 2010 2:36 pm
Release of the U1 patch:
http://www.oldunreal.com/cgi-bin/yabb2/ ... 982000/0#0
Smirf might introduce it later for those who dont know
Thread version 1.00
- --=Aalexanderrr=-- has permission to correct grammatic mistakes or similar issues! (since my english sucks anyway)
Last update: Sat Aug 14
Discussion/comment thread: http://www.ut99.org/viewtopic.php?f=1&t ... 750#p24750
__________________________________________________________________
I think, I am bored atm, the community is rather inactive (oh yearh the summer time), the unreal 1 patch 227g is (from my knowledge) nearly finished. But before I come with a wall of text "what the heck is going on", some screenshots ...
Ok, lets start by importing a DXT5 texture for testing purposes... in case of e.g a foilage texture you better pre-activate "AlphaBlend"
(yearh, you are not forced to limit yourself to p8 {256 colours, 8 bit) textures anymore)
Supported formats: DDS, 8/24/32 bit bmps (and of course the retarded pcx) Looks a little bit strange in the texture browser, but only in the texture browser! Ingame it is fine...however since I can/want to use this texture with and without alpha, I reimported it without activated alpha.
Here without alpha! And here with activated alpha! (seriously, if any UEngine 2 or 3 modder sees this all, he will surely laugh his ass of...) You will notice I will not follow any pattern (regarding features, upgrades and fixes). The list of new stuff is really amazing big. Its easy to lose track of that.
Other Surface flags those needs the one or other comment:
Environment:
New flag -> makes your surface looks like "Stud metal". Is not supposed to be working with alphablend (not requiered...) Dirty Shadows :
Not a new flag, but now a WORKING flag. Adds dark random shadows on the flagged surfaces. Density can be changed in the Levelproperties under ZoneLight-> DirtyShadowLevel (default value: 0.250000)
BrightCorners:
Fixed!!! Flag. "Overusing" this flag caused the engine to produce certain random error shadows during Lighting Rebuild. Was very annoying.
I switch from "Flags" to "Stats"
You might notice some new stuff is added here as well giving you useful information. During mapping I prefer to use "Direct X9". But "Open GL" is also available. Switching between those and Software is a matter of some miliseconds. BTW: Direct 3D8 is NOT working in the editor. It is still included for testing purposes. And for the love of god, do not use the default d3d (anymore).
The Alignment. Was it not always a pain in the ass to align those curved faces (e.g rocksurfaces)? You had to rotate the brush to align those surfaces with "Align to Floor". But only that. You had to consider the X or Y axis, too. Bye, bye. This time consuming and annoying working step can be now done very quickly. See screenshot! As a side note: In a certain INI (dont remember which one atm) you can set some actors from which you think you will need them very often. Useful.
End of Part 1
Discussion/comment thread: http://www.ut99.org/viewtopic.php?f=1&t ... 750#p24750
http://www.oldunreal.com/cgi-bin/yabb2/ ... 982000/0#0
Smirf might introduce it later for those who dont know
Thread version 1.00
- --=Aalexanderrr=-- has permission to correct grammatic mistakes or similar issues! (since my english sucks anyway)
Last update: Sat Aug 14
Discussion/comment thread: http://www.ut99.org/viewtopic.php?f=1&t ... 750#p24750
[attachment=0]edsplash.gif[/attachment]
Content:
BTW: It is not sure if this will ever come for UT (see last part for details)
Part 1: Alpha Blend, Surface Flags, Ed Renders, Alignment... (this post): http://www.ut99.org/viewtopic.php?p=24747#p24747
Part 2: Static Meshes - benefit, converting, import/export: http://www.ut99.org/viewtopic.php?p=24748#p24748
Part 3: ???: coming soon
Part X: What the heck is going on here anyway? The explanation! coming soon
Discussion/comment thread: http://www.ut99.org/viewtopic.php?f=1&t ... 750#p24750
Content:
BTW: It is not sure if this will ever come for UT (see last part for details)
Part 1: Alpha Blend, Surface Flags, Ed Renders, Alignment... (this post): http://www.ut99.org/viewtopic.php?p=24747#p24747
Part 2: Static Meshes - benefit, converting, import/export: http://www.ut99.org/viewtopic.php?p=24748#p24748
Part 3: ???: coming soon
Part X: What the heck is going on here anyway? The explanation! coming soon
Discussion/comment thread: http://www.ut99.org/viewtopic.php?f=1&t ... 750#p24750
__________________________________________________________________
I think, I am bored atm, the community is rather inactive (oh yearh the summer time), the unreal 1 patch 227g is (from my knowledge) nearly finished. But before I come with a wall of text "what the heck is going on", some screenshots ...
Ok, lets start by importing a DXT5 texture for testing purposes... in case of e.g a foilage texture you better pre-activate "AlphaBlend"
(yearh, you are not forced to limit yourself to p8 {256 colours, 8 bit) textures anymore)
Supported formats: DDS, 8/24/32 bit bmps (and of course the retarded pcx) Looks a little bit strange in the texture browser, but only in the texture browser! Ingame it is fine...however since I can/want to use this texture with and without alpha, I reimported it without activated alpha.
Here without alpha! And here with activated alpha! (seriously, if any UEngine 2 or 3 modder sees this all, he will surely laugh his ass of...) You will notice I will not follow any pattern (regarding features, upgrades and fixes). The list of new stuff is really amazing big. Its easy to lose track of that.
Other Surface flags those needs the one or other comment:
Environment:
New flag -> makes your surface looks like "Stud metal". Is not supposed to be working with alphablend (not requiered...) Dirty Shadows :
Not a new flag, but now a WORKING flag. Adds dark random shadows on the flagged surfaces. Density can be changed in the Levelproperties under ZoneLight-> DirtyShadowLevel (default value: 0.250000)
BrightCorners:
Fixed!!! Flag. "Overusing" this flag caused the engine to produce certain random error shadows during Lighting Rebuild. Was very annoying.
I switch from "Flags" to "Stats"
You might notice some new stuff is added here as well giving you useful information. During mapping I prefer to use "Direct X9". But "Open GL" is also available. Switching between those and Software is a matter of some miliseconds. BTW: Direct 3D8 is NOT working in the editor. It is still included for testing purposes. And for the love of god, do not use the default d3d (anymore).
The Alignment. Was it not always a pain in the ass to align those curved faces (e.g rocksurfaces)? You had to rotate the brush to align those surfaces with "Align to Floor". But only that. You had to consider the X or Y axis, too. Bye, bye. This time consuming and annoying working step can be now done very quickly. See screenshot! As a side note: In a certain INI (dont remember which one atm) you can set some actors from which you think you will need them very often. Useful.
End of Part 1
Discussion/comment thread: http://www.ut99.org/viewtopic.php?f=1&t ... 750#p24750