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UDK June Beta Is Out!

Discussion in 'News & Articles' started by _Lynx, Jun 26, 2010.

  1. _Lynx

    _Lynx Strategic Military Services Staff Member

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    Epic Games have released a new version of UDK - June beta. Here is the brief change list:


    • Numerous skeletal mesh improvements
    • Improved bloom with added properties
    • New HUD texture visualization tool
    • FBX support for custom normals
    • Penumbra scale adjustment in Lightmass
    • Game Caster virtual camera support

    You can see the full list here. You can grab this release from our Fileworks or from UDK's website.
     
  2. _Lynx

    _Lynx Strategic Military Services Staff Member

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    Vertex Colors and Multiple UV Sets for Skeletal Meshes

    · Users can now import vertex colors with skeletal meshes and access them in materials
    · Works with both the FBX importer and the latest ActorX plug-in
    · Vertex colors only work for GPU-skinned meshes (for now)
    · Up to four UV sets will be taken when importing a skeletal mesh
    · The skeletal mesh vertex buffer only uses the amount imported so as not to waste memory

    Bloom Improvements
    · New properties: BloomThreshold, BloomTint and BloomScreenBlendThreshold
    · Bloom blur kernels larger than 64 are now supported
    · http://udn.epicgames.com/Three/ContentBlog.html#Bloom improvements

    Penumbra Scale
    · Very useful when trying to remove shadow artifacts when using a low resolution lightmap
    · http://udn.epicgames.com/Three/ContentBlog.html#Penumbra Scale

    Custom Normals with FBX
    · FBX importer now supports custom vertex normals
    · This is useful for 'combing' vertex normals on foliage, or when you need smooth lighting continuity between multiple meshes
    · To use this, first export normals (and/or tangents) using the FBX exporter in your modeling program
    · Next, enable the new 'Explicit Normals' option while importing the FBX file into UE3

    New Tool for Visualizing Render Target Textures on the HUD
    · http://udn.epicgames.com/Three/VisualizeTexture.html

    Multiple UVs for Skeletal Meshes
    · Up to four UV sets per skeletal mesh is supported
    · Works with both the FBX importer and the latest ActorX plug-in
    · You can access these texture coordinates in materials assigned to your skeletal mesh
    Game Caster Virtual Camera
    · Game Caster virtual camera support is ready to use
    · http://udn.epicgames.com/Three/MatineeUserGuide.html#Gamecaster Integration

    Auto Texture Reimport
    · New 'Auto-Reimport Textures' feature that detects source art changes and re-imports automatically
    · http://udn.epicgames.com/Three/ContentBlog.html#Automatically re-import textures

    Other New Features and Improvements
    · Major performance improvements, especially with shadows and animation
    · New per-level post process chain will override the single per-game chain if set (http://udn.epicgames.com/Three/ContentBlog.html#Per map post process chain)
    · Added one-bounce GI even for areas outside the Lightmass importance volume (Note that this is lower quality than bounced light within the volume)
    · Physical Material Masks for material instances now available in the editor
    · Support for Shader Model 2 and fallback materials has been removed (Fallback materials will be automatically deleted)
    · Improved screen-space ambient occlusion with new 'AngleBasedSSAO' setting (This will yield better quality with same sample count)
    · Improvements to skeletal mesh importing of 'alternate weight sets' (This allows vertex data to be shared between different weighted character rigs )
    · The editor's Map Check tool will now also warn you about potential performance issues
    · Various minor improvements to Scaleform GFx workflow
    · Gamma correction has been disabled throughout the GFx pipeline in order to better match the output of Flash

    UDKGame
    · DM-Deck has been updated with some new engine features (Added god rays, improved bloom, and a new sky!)
    · Angle-based SSAO is now enabled in UDKGame by default (improved SSAO quality)
    · Made shield projectile-blocking consistent with the old behavior
    · Various minor cleanups to PlayerController, PlayerReplicationInfo and Pawn classes

    New UDN pages
    · http://udn.epicgames.com/Three/TextureStatsBrowserReference.html

    Updated UDN pages
    · http://udn.epicgames.com/Three/DevelopmentKitBuildUpgradeNotes.html
    · http://udn.epicgames.com/Three/DevelopmentKitContentCreation.html
    · http://udn.epicgames.com/Three/DevelopmentKitProgramming.html
    · http://udn.epicgames.com/Three/DevelopmentKitGettingStarted.html
    · http://udn.epicgames.com/Three/UDKContentCreationHome.html
    · http://udn.epicgames.com/Three/UDKProgrammingHome.html
    · http://udn.epicgames.com/Three/UDKCommunityLinks.html
    · http://udn.epicgames.com/Three/DevelopmentKitFirstScriptProject.html
    · http://udn.epicgames.com/Three/UnCodeX.html
    · http://udn.epicgames.com/Three/MaterialExamples.html
    · http://udn.epicgames.com/Three/SpeedTree.html
    · http://udn.epicgames.com/Three/KismetReference.html
    · http://udn.epicgames.com/Three/EditorButtons.html
    · http://udn.epicgames.com/Three/UnrealScriptReference.html
    · http://udn.epicgames.com/Three/CharactersTechnicalGuide.html
    · http://udn.epicgames.com/Three/ContentBlog.html
    · http://udn.epicgames.com/Three/CommandLineArguments.html
    · http://udn.epicgames.com/Three/UE3MinSpecs.html
    · http://udn.epicgames.com/Three/GameplayProfiler.html
    · http://udn.epicgames.com/Three/FaceFXCommands.html
    · http://udn.epicgames.com/Three/ParticleSpriteSubUVEmitterTutorial.html
    · http://udn.epicgames.com/Three/SceneManagerReference.html
    · http://udn.epicgames.com/Three/EditorConsoleCommands.html
    · http://udn.epicgames.com/Three/ConsoleCommands.html
    · http://udn.epicgames.com/Three/MainEditorToolbar.html
    · http://udn.epicgames.com/Three/EditorHotkeys.html
    · http://udn.epicgames.com/Three/Steam.html
    · http://udn.epicgames.com/Three/TextureProperties.html
     
    Last edited: Jun 26, 2010
  3. undyinglight

    undyinglight New Member

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    How long will the UDK remain in Beta?
     
  4. Angel_Mapper

    Angel_Mapper Goooooooats

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    What, you WANT them to stop updating it with new features?
     
  5. Noobnugget

    Noobnugget New Member

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    You do know you can continue to update something after it moves out of beta, right?
     
  6. Flak

    Flak I am Gamer, hear me Pwn. RAWR

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    Until we are certain that the initial release is ready :)
     
  7. Angel_Mapper

    Angel_Mapper Goooooooats

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    For serious? :eek:
     
  8. undyinglight

    undyinglight New Member

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    I was just curious, I want it to be good and full of features.
     
  9. Angel_Mapper

    Angel_Mapper Goooooooats

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    Software is never completed, only abandoned. :)
     
  10. JohnDoe641

    JohnDoe641 Killer Fools Pro Staff Member

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    Like UT3?

    OOOOOOOOOOOHHHHHHH!!! wait......

    :(
     
  11. undyinglight

    undyinglight New Member

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    We need another large free expansion for ut3.
     
  12. TossMonkey

    TossMonkey brown bread?

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    I wish Microsoft would abandon windows altogether. ;)
     
  13. elmuerte

    elmuerte Master of Science

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    Or a better set of fans


    Booyah!
     
  14. undyinglight

    undyinglight New Member

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    I think we just need more players is all.
     
  15. Hyrage

    Hyrage New Member

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    UT3 needs a serious update on both 360 and PS3 (especially the 360 that lacks a lot of features).
    I still don't understand why the controls (aiming) is not 50/50 on both axis. The acceleration only takes place on the X axis and the sensitivity only on the Y axis. There is no way UT3 could have competed with any other shooter on console, especially with "forced" auto-aim.

    Both the 360 and PS3 versions deserve a serious update to fix the conrols and add an option to remove the auto-aim (because how can I combo my shock rifle when my aim sticks to my enemy?).

    - - - - - - - - -

    I'm glad UDK still is Beta... can't even wait for the next engine.
     
  16. Wormbo

    Wormbo Administrator Staff Member

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    UT3 seriously needs to be blocked from consoles altogether.
     
  17. Northrawn

    Northrawn New Member

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    No. Because UT3 didn't deserve to be on PS3/360 from the beginning. EPIC admitted that the console versions took time from the development. So these version made a once great PC-franchise suffer.
     
  18. Wormbo

    Wormbo Administrator Staff Member

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    Not to mention they (and their lack of PC network compatibility) are yet another reason why all UT3 versions separately have a lower player count than UT2004.
     
  19. Hyrage

    Hyrage New Member

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    Sorry dude, but I'm for from being a PC elitist. UT3 would deserve better controls and an option to turn off entirely the auto-aim on console and then... that could could be amazing on console. UT3 perfectly fits on the 360 and could have been an amazing MLG game.
     
  20. Darkdrium

    Darkdrium 20% Cooler

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    They would have to fix all the other problems with UT3 first for it to be amazing on any platform.
    I really like UT3 but it's got far too many issues to be taken as seriously as you think it should be if they ever release a "controls patch" only.
     

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