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#41 | |
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#42 |
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It never ends does it...no thread is safe!
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'Friendly Fire: Just A Finger Slippin' Good Shot!' mozidesign.com twitter: @mozidesigner |
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#43 |
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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.
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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
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#44 |
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GET ME DILLINGER.
END OF LINE |
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#45 |
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mutator
Join Date: Nov. 3rd, 2001
Location: Slovenia
Posts: 97
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Oh, an integrated global illumination system? Just a couple of years too late ...
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The world is populated by n00bs. |
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#46 | |
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Registered User
Join Date: Dec. 29th, 2000
Posts: 204
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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.
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I am the leaf, I am the branch, I am the root. Okay, maybe I'm just the leaf. |
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#47 |
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impressed- new features
depressed- that the mod community will have to wait so long. |
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#48 |
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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
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My homepage for UT and Custom maps |
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#49 |
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Registered User
Join Date: Feb. 21st, 2009
Posts: 571
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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. |
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#50 | |
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old news
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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. |
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#51 |
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Registered User
Join Date: Apr. 9th, 2008
Posts: 635
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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... |
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#52 | |
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Registered User
Join Date: Apr. 9th, 2008
Posts: 635
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It definately shows the gameflow and where there is useless geometry = waste of time and money!
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#53 | |
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#54 |
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Meh.
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#55 |
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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.
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#56 |
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It's very useful for SP. You can find places where the pacing of the level isn't proper.
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#57 |
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You would find those anyway if you actually tested your own levels.
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#58 |
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Yes, but playing your own creation is the worst way to test things because you won't find errors as well as others.
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elmuerte.com - Magicball Network - UnrealWiki - The Unreal Admin page - UT3 WebAdmin Explode Mode! - Idle Ballad - Year of the PS3 - igndotcom - IdleThumbs |
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#59 |
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Not sure if the MCP finds errors.
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| 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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