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#2 |
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The new content browser owns all the other upgrades, seriously. What a sleek design and flow, and applying materials in insultantly easy now
Too bad wont happen for us though Last edited by Ignotium; 26th Mar 2009 at 10:23 AM. |
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#3 | |
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Yep... I am really curious about the new lighting tips
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---------------------------------------------------- Oliver 'Raz' LinkeDin ---------------------------------------------------- ![]() --- They spun a web for me ---I've been warned |
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#4 |
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#5 | |
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tricoro
Join Date: Jan. 20th, 2008
Posts: 4,726
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New lighting effects are nice (they would be nice in HOLP-type of maps), but the best thing is the upgraded content browser.
Oh, GOW2 stuff in the editor :c
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UnrealSP.org Staff Member Sky Town Reduxx Xidia Gold Unreal Beta Guide g59 Quote:
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#6 |
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Like I said in another thread, the lightning based on emissive materials is just plain awesome. Every lightning upgrades to the 3.0 engine are just looking like good plans. I never was a big fan of the Unreal Engine's lightning in most of the occasions. Though it worked out good for unrealistic environments compared to something closer to reality.
That's just way too many good upgrades, just gears of War 2 would have been fun to mess around with, now with these newer additions were getting closer to total envy. BTW: For the browser and simplified drag-and-drop feature on mesh, do not forget most of the meshes have multiple material index. I wonder how they'll work this out.
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Last edited by Kantham; 26th Mar 2009 at 10:44 AM. |
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It's hard to tell... |
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#8 |
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The editor upgrades are crap, I absolutelly hate drag and drop things, current UT3 engine and the editor is almost perfect in a sense, now I will have to look at some crappy UI and drag and drop if I will ever work with it, I hope it can be turned off at least.
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Quote:
Quote:
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Last edited by Kantham; 26th Mar 2009 at 11:10 AM. |
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#10 | |
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The only positive feature I see is the lighting features, the content browser is ****ty and the other stuff btw reminds me of doom95 and what crap that was... The user interface is STEAMifized even, I don't like that either. Last edited by Leo(T.C.K.); 26th Mar 2009 at 11:32 AM. |
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#11 |
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Was anyone reminded of Thief during the showcase of the new lighting features? Man, I want a new Thief game bad.
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My music - http://www.myspace.com/nathanrrussell My writing - http://nathanrs.blogspot.com/ |
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#12 |
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Registered User
Join Date: Jan. 23rd, 2008
Posts: 48
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Drag and drop while working is dangerous. You always drop something by mistake then discover it days after. Imagine scenario: you just created some complex material, applied it to mesh and put in central spot of map for that omph effect, then few min later you dropped some brick texture by mistake on that mesh thus erasing cool material. After rebuild editor purged it. Look for autosave and pray its there.
Also I have strange impression that UT always gets most bare version of engine possible. I remember watching tech demo movies after they released ut2004. Some of those things we just got for ut3 with titan pack upgrade, but many are not present. I only wish they turned UT3 into real tech demo and pumped better effects with each major patch. I bought this game mainly for editor, and I desperately need new bone from epic, even as small as few more meshes and speed trees. I really hoped that titanpack will have one new enviroment set. |
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#13 | ||
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Those will take care of any 'mistakes' like that. And I'm not sure if the current UnrealEd is missing the feature that showed exactly what textures were used in a given level. That should make fixing mistakes like that real easy. Besides ... planning > doing, it's something most people need to learn the hard way. Do you really want to search through thousands of textures and manually enter their names ? (and pray to <insert favourite deity> that you didn't use nearly duplicate names in your list) Quote:
Besides ... if we get this kind of stuff 'for free' then they would kill their entire engine licensing business (why pay a few hundred thousand euro for a license if you can get the same stuff in a 60$ game ?). |
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#14 |
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Wow, nice. Can't wait to try that out
![]() What does the MCP actually do? |
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#16 |
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ME WANTS!!!!!
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#17 |
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Looks cool...
yeah not sure about drag and drop but won't argue or bash it until a public version of UE has it. I too am kind of partial to the way it is now, but hey if Epic put in their tool and used it for their games it may be worthwhile. The changes to the actor browser are awesome!
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#18 | |
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The last map shown is useing a UT3 map and I think I got a look at the new lighting being used though one light in one corner and a blurry immage of the cast light from it might not mean a thing.
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A big Necris fan since the first time I got my hands on UT99. Send in the clowns.The Nitwitts. Quote:
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#19 |
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Wow that impresses me...
I guess with the drag n drop of material onto mesh, they could do it (may already be like) so if the poly/tri you dropped onto has id=1 it would use that slot. Thing is, most games use one material per mesh anyway for performance reasons. The MCP does look great how it can show you those kind of stats on your level - but I really wonder how much of a b1tch it is to set up - I mean, I imagine you'd have to outline the gameplay areas by hand - and I wonder how it's handled when there are multiple levels of play on top of each other? Picking which gameplay you want to record the stats for? ... and yea the lighting looks just awesome. Pity we won't have a UT to use it in for years Just have to get some contract work I suppose!
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#20 |
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Really excited to see this. Did anyone find it funny at all that they effectively looped the MCP part and the music picked up, and all it is, are two separate heat maps (three. maybe) and it's got fast cut away, and "awesome action shots", etc? I just had to chuckle while watching it.
Mos def cool though.
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| Tags |
| drag n' drop, leotck strikes again, madness?, mindless bu idiocy, mindless idiocy and madness, neoduck's mum, pow - pile of whiners, pow- point of whiners, spartaaaaa!!!!, whiners can stfu now |
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