A Dumb Unreal Question and a better question, to boot.

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HyperFox

New Member
Jun 1, 2005
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Hey, ummm some of you may have already met me...but otherwise, I'm new, so "Hi!". ^_^


K, now for the questions.

Dumb question:

Will UT2K3 models work in UT2K4? ::NOT SKINS - I already read the sticky for that, I need to know if MODELS will work, nobody's answered that, and I feel like a n00b. LOL :) ::


Now for the bigger question:


I've purchased the UT2K4 Dual DVD Editor's Choice edition, and I've been watching the second DVD. I'm not that good at UnrealScript yet, but the way they show you, makes it easy enough to learn that I might be doing some full-scale work in the coming months.

I've noticed some games like XIII changing the graphics mode, I don't want to do cel-shading however. I want to make a VECTOR platformer, you know, a 3D platfromer with Tempest-esque graphics. I don't want it to be wireframe, I only want the "trace" lines drawn, with varying intensity levels of glow at the corners and stuff, like REAL vector graphics.

What I really need to know is if I can issue rendering commands in UnrealScripts, or if I would have to modify the engine with .DLLs and stuff.

Any help will be greatly appreciated. Thank you! ^____^
 

-Tj-

New Member
Nov 30, 2004
268
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Most models from ut2k3 will work in ut2k4, but without the driving animations they will stand upright when you enter vehicles. I have run into issues where a model just won't work at all, but I haven't figured out why, or how to fix the problem.

To answer your second question, I don't think it's possible to do such things, at least not with the current Unreal Engine 2 that we have access to. I'm sure Epic has some sort of code in there that allows for such rendering tricks, but again, we probably don't have access to it.

You could probably do some shader trickery and create the kind of look you're trying to attempt. My guess is that you want either a sort of cel-shade outline without the inner parts, or the look of wireframe without using the wireframe material attribute?
 

The Helios

Keeper of the Ancient Ones
Apr 17, 2004
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Maybe we should wait the release of the new developing tools? I can't wait to put my calws on them.

Anyway, there is a way to add the driving animations to old Ut2k3 models?
 

HyperFox

New Member
Jun 1, 2005
33
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-Tj- said:
Most models from ut2k3 will work in ut2k4, but without the driving animations they will stand upright when you enter vehicles. I have run into issues where a model just won't work at all, but I haven't figured out why, or how to fix the problem.

To answer your second question, I don't think it's possible to do such things, at least not with the current Unreal Engine 2 that we have access to. I'm sure Epic has some sort of code in there that allows for such rendering tricks, but again, we probably don't have access to it.

You could probably do some shader trickery and create the kind of look you're trying to attempt. My guess is that you want either a sort of cel-shade outline without the inner parts, or the look of wireframe without using the wireframe material attribute?



Thanks for the info man! I've got some UT2K3 models I'm going to import, and I never play with vehicles, so it's no big deal.

As for the graphics style I'm looking to replicate, the cel-shaded outline is close. Imagine "wireframe outline" but without all the stuff in the middle, and diferent glow levels, and you'll have the right idea. In fact, this page has some expamples from a Tempest recreation, this is what I'm shooting for:
http://www.allaboutngage.com/reviews/review2.php?id=93

Here's another one:
asteroid2.jpg


I want it to look like that, but 3D (and in different colors). I don't think shaders can do that kind of thing, I dunno. The EULA kinda prevents me from making a mod with .dlls and crap, so I guess it won't happen.

Yiff that, it can happen. Anything can happen.
 

-Tj-

New Member
Nov 30, 2004
268
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0
The Helios said:
Anyway, there is a way to add the driving animations to old Ut2k3 models?

If they reference the original UT2k3 characters, then the animations should automatically be added, but if they are original animation sets, then the only way to add the driving animations is to actually add the driving animations to the set. This requires the original author (or someone with access to the original file and program the animations were created in) to add them.

HyperFox, I'm 100% certain the look you're looking for could be replicated (to a reasonable degree) through UEd's materials now. I was actually experimenting with some similar stuff for the Felina dark pack, but it ultimately didn't work out the way I wanted it to. If you do like the cel-shaded characters do and create a cube map for the outline but use inverted colors (white or some light color for the outline and black for the inside color), then use it as the specular color in a shader material with black as the diffuse color, and THEN use a FinalBlend material to set the entire shader to additive color mode, you could, essentially, create an outline-only material. I know that sounds a little confusing, but it could, would, and should work. :)
 

HyperFox

New Member
Jun 1, 2005
33
0
0
-Tj- said:
HyperFox, I'm 100% certain the look you're looking for could be replicated (to a reasonable degree) through UEd's materials now. I was actually experimenting with some similar stuff for the Felina dark pack, but it ultimately didn't work out the way I wanted it to. If you do like the cel-shaded characters do and create a cube map for the outline but use inverted colors (white or some light color for the outline and black for the inside color), then use it as the specular color in a shader material with black as the diffuse color, and THEN use a FinalBlend material to set the entire shader to additive color mode, you could, essentially, create an outline-only material. I know that sounds a little confusing, but it could, would, and should work. :)

Actually, I understand EVERYTHING about that. :) Thanks for the help! ^___^
 

-Tj-

New Member
Nov 30, 2004
268
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0
I detect sarcasm... do I detect sarcasm? I think I detect sarcasm... are you being sarcastic? .. or did you really understand that? :lol:
 

HyperFox

New Member
Jun 1, 2005
33
0
0
LOL, all my sarcasm is reserved for mundanes. Those filthy flesh-bags deserve it.

My reply, however, was NOT sarcasm. I really did get that. Unfortunately, it seems as if it's not enough. I dabbled in a concept work today, it just doesn't flow, ya know?

It kinda comes off as a digital Spyro, and I was looking more towards the effect of SM64 in vector.

Oh well, it's a programming project I'll undertake...I'll probably just do a hack of T2K, recode it for XP, and apply some 3rd party sound.

Thanks anyways. ^_____^