News UnrealEd Files Mods FragBU Liandri Archives
BeyondUnreal Forums

Go Back   BeyondUnreal Forums > BeyondUnreal > News & Articles

Reply
 
Thread Tools Display Modes
Old 26th Mar 2009, 06:21 PM   #41
TheSpoonDog
CBP3! Yarrr!
 
TheSpoonDog's Avatar
 
Join Date: Jun. 1st, 2001
Location: NZ
Posts: 2,586
Quote:
hopefully not long till i'm working with it!
Not long til I'm working your mum
TheSpoonDog is offline   Reply With Quote
Old 26th Mar 2009, 06:34 PM   #42
Mozi
Zer0 as a number
 
Mozi's Avatar
 
Join Date: Apr. 12th, 2002
Location: In the Borderlands..
Posts: 3,544
Quote:
Originally Posted by TheSpoonDog View Post
Not long til I'm working your mum
It never ends does it...no thread is safe!
__________________
'Friendly Fire: Just A Finger Slippin' Good Shot!'


mozidesign.com
twitter: @mozidesigner
Mozi is offline   Reply With Quote
Old 26th Mar 2009, 07:32 PM   #43
[GU]elmur_fud
I have balls of Depleted Uranium
 
[GU]elmur_fud's Avatar
 
Join Date: Mar. 15th, 2005
Location: Waco, Texas
Posts: 2,866
All this seems cool but the browser stuff strikes me as pure fluff. I was hoping to see them actually address some of the things about the editor that keeps alot of modders at bay. The lighting updates could be actually useful.
__________________
In the original unity of the first things lies the secondary cause of all things, with the germ of their inevitable annihilation. ~ Edgar Allan Poe
[GU]elmur_fud is offline   Reply With Quote
Old 26th Mar 2009, 08:54 PM   #44
KaiserWarrior
Flyin' High
 
KaiserWarrior's Avatar
 
Join Date: Aug. 5th, 2008
Posts: 800
GET ME DILLINGER.


END OF LINE
KaiserWarrior is offline   Reply With Quote
Old 26th Mar 2009, 09:18 PM   #45
Aggressor
mutator
 
Join Date: Nov. 3rd, 2001
Location: Slovenia
Posts: 98
Oh, an integrated global illumination system? Just a couple of years too late ...
__________________
Professional n00b
Aggressor is offline   Reply With Quote
Old 26th Mar 2009, 10:36 PM   #46
Hedge-o-Matic
Registered User
 
Join Date: Dec. 29th, 2000
Posts: 204
Quote:
Originally Posted by Slyrr77 View Post
Lightmass: Yet another way 3D developers are laboring to make sure that you can't see a dang THING....

Seriously - anyone who misses Darkmatching from Unreal1 - why? All you have to do is play UT3, where you can't see anything at all, even in the outdoor daylight levels....
Are you sure you've got your monitor turned on?

I have to say, this looks just awesome. I'm starting to feel like Epic is getting back into the UT vibe, and regaining their mojo.
__________________
I am the leaf, I am the branch, I am the root. Okay, maybe I'm just the leaf.
Hedge-o-Matic is offline   Reply With Quote
Old 27th Mar 2009, 02:39 AM   #47
Armagon917
TOAST
 
Armagon917's Avatar
 
Join Date: Mar. 6th, 2008
Location: The Woodlands, Texas
Posts: 339
impressed- new features

depressed- that the mod community will have to wait so long.
__________________
Environment Artist, Level Designer, Pixel Cruncher POLYCOUNT.COM
Armagon917 is offline   Reply With Quote
Old 27th Mar 2009, 04:34 AM   #48
moonflyer
Registered User
 
moonflyer's Avatar
 
Join Date: Jun. 2nd, 2003
Location: Shanghai,China
Posts: 402
I really like the improvements of the content browser.
- I guess there will be right click menus aside from the drag-and-drop thing
- The tag and the collection are really useful
- I guess when you drop a material to a mesh, it will check which material index of that mesh is at that point of your cursor
- I really like the GI solution, yes, it's kinda late but always welcome to most users
- The MCP is really cool
moonflyer is offline   Reply With Quote
Old 27th Mar 2009, 07:00 AM   #49
Northrawn
Registered User
 
Join Date: Feb. 21st, 2009
Posts: 571
Quote:
Originally Posted by Slyrr77 View Post
Lightmass: Yet another way 3D developers are laboring to make sure that you can't see a dang THING....
Are you sure you know what you are talking about? If yes, then please explain how ambient light/global illumination makes things worse to see. In fact things are easier to see, because the lightrays do not "stop" at a wall but are reflected which makes the whole level lit better and also brighter with the same amount of lightsources.

Last edited by Northrawn; 27th Mar 2009 at 07:03 AM.
Northrawn is offline   Reply With Quote
Old 27th Mar 2009, 09:05 AM   #50
neoduck
Registered User
 
neoduck's Avatar
 
Join Date: Oct. 18th, 2001
Location: Brisbane, Australia
Posts: 284
Quote:
Originally Posted by TheSpoonDog View Post
Not long til I'm working your mum
old news

PS.

Quote:
Originally Posted by [GU]elmur_fud View Post
All this seems cool but the browser stuff strikes me as pure fluff. I was hoping to see them actually address some of the things about the editor that keeps alot of modders at bay.
...such as?

FYI. for someone working full time with the editor- the browser updates seem quite significant.

Last edited by neoduck; 27th Mar 2009 at 09:21 AM.
neoduck is offline   Reply With Quote
Old 27th Mar 2009, 09:36 AM   #51
Hyrage
Registered User
 
Join Date: Apr. 9th, 2008
Posts: 635
Finally,
I never really understood the point of not having a Content Browser in 2006 with the Unreal Ed.

Can't wait to finally get a real next gen UE 3 Ed...
Hyrage is offline   Reply With Quote
Old 27th Mar 2009, 09:40 AM   #52
Hyrage
Registered User
 
Join Date: Apr. 9th, 2008
Posts: 635
Quote:
Originally Posted by moonflyer View Post
I really like the improvements of the content browser.
- I guess there will be right click menus aside from the drag-and-drop thing
- The tag and the collection are really useful
- I guess when you drop a material to a mesh, it will check which material index of that mesh is at that point of your cursor
- I really like the GI solution, yes, it's kinda late but always welcome to most users
- The MCP is really cool
Actually, it's the best tool we could ever have, every Dev should have that at LEAST to properly playtest their levels.

It definately shows the gameflow and where there is useless geometry = waste of time and money!
Hyrage is offline   Reply With Quote
Old 27th Mar 2009, 01:59 PM   #53
Armagon917
TOAST
 
Armagon917's Avatar
 
Join Date: Mar. 6th, 2008
Location: The Woodlands, Texas
Posts: 339
Quote:
Originally Posted by Hyrage View Post
Actually, it's the best tool we could ever have, every Dev should have that at LEAST to properly playtest their levels.

It definately shows the gameflow and where there is useless geometry = waste of time and money!
"Great games are played not made." -Todd Howard
__________________
Environment Artist, Level Designer, Pixel Cruncher POLYCOUNT.COM
Armagon917 is offline   Reply With Quote
Old 27th Mar 2009, 02:01 PM   #54
Mr. UglyPants
2007 never existed, it was all a dream.
 
Mr. UglyPants's Avatar
 
Join Date: Aug. 22nd, 2005
Location: Canada... eh
Posts: 1,985
Meh.
__________________
"Yes, BattleFront 2 looks cool. However, the ability to capture a command post is insignificant next to the power to capture an entire planet."



Mr. UglyPants is offline   Reply With Quote
Old 27th Mar 2009, 02:40 PM   #55
Sjosz
(╯□)╯︵ ┻━┻
 
Sjosz's Avatar
 
Join Date: Dec. 31st, 2003
Location: Edmonton, AB
Posts: 3,049
Quote:
Originally Posted by Hyrage View Post
Actually, it's the best tool we could ever have, every Dev should have that at LEAST to properly playtest their levels.

It definately shows the gameflow and where there is useless geometry = waste of time and money!
It's useful for MP, but I don't see the big advantage of having it in SP. That sort of stuff gets scripted, and designers should be looking at the way things play out instead of getting a normalized image through simulation.
__________________
]--[ UCMP ]--[ BioWare ]--[ Portfolio ]--[ HOLP ]--[]--[ Flickr ]-|-[
Sjosz is offline   Reply With Quote
Old 27th Mar 2009, 02:49 PM   #56
elmuerte
Master of Science
 
elmuerte's Avatar
 
Join Date: Jan. 25th, 2000
Location: the Netherlands
Posts: 1,936
It's very useful for SP. You can find places where the pacing of the level isn't proper.
elmuerte is offline   Reply With Quote
Old 27th Mar 2009, 03:29 PM   #57
Sjosz
(╯□)╯︵ ┻━┻
 
Sjosz's Avatar
 
Join Date: Dec. 31st, 2003
Location: Edmonton, AB
Posts: 3,049
Quote:
Originally Posted by elmuerte View Post
It's very useful for SP. You can find places where the pacing of the level isn't proper.
You would find those anyway if you actually tested your own levels.
__________________
]--[ UCMP ]--[ BioWare ]--[ Portfolio ]--[ HOLP ]--[]--[ Flickr ]-|-[
Sjosz is offline   Reply With Quote
Old 27th Mar 2009, 03:46 PM   #58
elmuerte
Master of Science
 
elmuerte's Avatar
 
Join Date: Jan. 25th, 2000
Location: the Netherlands
Posts: 1,936
Yes, but playing your own creation is the worst way to test things because you won't find errors as well as others.
elmuerte is offline   Reply With Quote
Old 27th Mar 2009, 04:18 PM   #59
Kantham
Fool.
 
Kantham's Avatar
 
Join Date: Sep. 17th, 2004
Posts: 18,031
Not sure if the MCP finds errors.
__________________
Kantham is offline   Reply With Quote
Old 27th Mar 2009, 04:19 PM   #60
Armagon917
TOAST
 
Armagon917's Avatar
 
Join Date: Mar. 6th, 2008
Location: The Woodlands, Texas
Posts: 339
Quote:
Originally Posted by elmuerte View Post
Yes, but playing your own creation is the worst way to test things because you won't find errors as well as others.
indeed you definitely need at least a second pair of eyes when working with something for a long period of time. except me because i'm that good.
__________________
Environment Artist, Level Designer, Pixel Cruncher POLYCOUNT.COM
Armagon917 is offline   Reply With Quote
Reply

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

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 09:49 AM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2014, vBulletin Solutions, Inc.

Copyright ©1998 - 2012, BeyondUnreal, Inc.
Privacy Policy | Terms of Use
Bandwidth provided by AtomicGamer