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Any new features in non-game UE2 Runtime??

Discussion in 'Level Design, Skinning and Modelling' started by mrcamper99, Oct 16, 2003.

  1. mrcamper99

    mrcamper99 New Member

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    Just wondering what the differences may be in the "new" UE2 runtime engine aimed at "Non-Game" applications, which is posted at:

    http://udn.epicgames.com/pub/Powere...Engine2Runtime/

    The obvious differences are some interesting toys; moving trees, pretty waterfall, distance cueing on the fog, a simplified menu UI, etc.... anything else?? (some of the effects, distance cue'd fog, pretty waterfall, may be in the UT2kx, its just that I have not been able to determine the settings to obtain them)

    Any new Engine enhancements or other goodies I've missed? ...a preview of the UT2004 engine ???
     
  2. Vito

    Vito New Member

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    The Runtime is the same second-generation Unreal engine that drives all the latest games. Anything you can do in UT2003 you can do in the Runtime, and vice versa. Off the top of my head, the only significant improvement is vehicle support; it contains an early version of UT2004's vehicle code, so any vehicles should work a little more reliably than UT2003's.

    Note that there are no built-in vehicles in the Runtime.
     
  3. Radiosity

    Radiosity Minty Fresh!

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    The moving trees and waterfall are possible now with UT2003. The trees are merely a clever effect using materials, and the waterfall is an emitter.
     
  4. oneirotekt

    oneirotekt New Member

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    Actually, I've noticed some non-game UT2003-unique stuff that isn't in the runtime... DE's XEmitters (which do plenty of tasty things you can't do with normal Emitters) are the biggest I've found so far. Also, the ability to export from UED to Wavefront OBJ format (also DE's addition I believe) isn't in the runtime version of the editor, which makes things a bit more tricky for people using Maya for art content.

    Hi, I'm a beggar, and I'm being extremely choosy! :D
     
  5. inio

    inio many fauceted scarlet emerald

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    I think there was a post in the General forum where Vito said DE added both of those specifically to the UT2003 engine. I don't think licensees get them either.

    As someone pointed out over the the Atari Forums thread on this subject, there is one thing new in the UE2R UnrealEd: the Geometry Editing button:

    [​IMG]
     
  6. TseTse

    TseTse Pong Paddle Jockey

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    yea, that button is in Unreal2 XMP UED so i didnt notice.

    one thing i miss is the buttons on the bottom, particularly the one which locates you on selected object :(

    would be cool to think up a list of new buttons we would like, and see if we cant get some collaboration to make them :D

    i vote for a proper FREEZE OBJECT button (i.e. it cant be moved, rotated, transformed accidently).
     
    Last edited: Oct 17, 2003
  7. Radiosity

    Radiosity Minty Fresh!

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    Center On Actor is the first button I noticed was missing too :( Very handy button, especially if you're working on a large map.
     
  8. mrcamper99

    mrcamper99 New Member

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    Aaaaaaaaaaahhhhhhhhhhhhhheeeeeeeeeeee!

    You're right it's missing!! Gone!!! That's gonna be a major pain with the size of maps we are working on!!! If not down right impossible!
     
  9. mrcamper99

    mrcamper99 New Member

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    BTW, any of you guys signed up for Unreal University? ...and if so, gotten a confirmation back?
     
  10. oneirotekt

    oneirotekt New Member

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    That functionality is a basic part of the editor, the only thing UT2003's UED added was a button that did it. You can bind it to a key in UED by typing this at the console:

    set input X camera align

    where X is the key you wanna bind to it.
     
  11. LeCroix

    LeCroix New Member

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    do you know what the improvements are ? because KVehicle is almost the same as in UT2003, and the Vehicles package (and KCar in particular) isn't there!

    thanks in advance! :2thumb:

    (sorry for the english, i'm from Argentina)
     
  12. Vito

    Vito New Member

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    KVehicle is deprecated in favor of SVehicle, the new vehicle system used in UT2004. Vehicles are skeletal meshes with programmatically controlled bone animation to facilitate turning wheels and rotors and such.

    We'll be putting together some sample vehicles and releasing them with the Vehicles package "soon."
     
  13. LeCroix

    LeCroix New Member

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    i hadn't realized that there was an SVehicle class !! thanks a lot!
    i'll be looking forward to seeing the sample vehicles !!
     
  14. Daid303

    Daid303 MSPA

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    I also noticed there was this SVehicleWheel (extents object) with alot of interesting variables :D

    Code:
    var()					bool	bTrackWheel;
    // If this is a track segment instead of a normal wheel.
     

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