Have a look at the light actors. Not all lights are causing these sharp shadows. The most lights in Deck are simple light actors like those we know from previous engine builds, they won't produces soft-shadows.
Right, I'll get on that.
Have a look at the light actors. Not all lights are causing these sharp shadows. The most lights in Deck are simple light actors like those we know from previous engine builds, they won't produces soft-shadows.
Unless the money's any less green I don't think anyone will care.UDK doesn't have the native code...
I still have to understand how lightmass work. The shadow definition is simply unbelievable for the filesize - no previous lighting builds could get close to it.
The thing is, it doesn't seem to work here. When I looked at DM-Deck for the lightmap resolution, I figured it had nothing to do with it, since it was set to 32.
Basically, it works just fine on meshes, not on bsp..
[screenshot]http://img263.imageshack.us/img263/1050/whyyyyyyy.png[/screenshot]
What am I doing wrong?![]()
http://udn.epicgames.com/Three/Lightmass.html#Ambient Occlusion Not sure if this is what you were referring to...Yeah I just got that now. There's miss-alignment with the shadows right there (even after production build), but I suspect that lightmass really don't appreciate bsp cornering. Also, it seems that there's no way to edit Ambient Occlusion from the post processing settings. Other than on/off.
Its not really helping the "modding" community in anyway, more like helping the indie community. UDK is completely seperate from UT3.
Exactly, that's why it's so amazingIt does help the "modding" community as you can essentially make your own game and eventually sell it. I think the problem with most TC mods is their based on having a specific game. If this specific game is continually played (like Counter Strike), you can probably take your time and finish the mod.
Most mods never even release a working version of it, which is why I never look forward to mods in development, only one's that are actually playable.
With the UDK, even if it takes 3 years to make the mod, if it's fun to play, you don't have to worry about an existing community, you basically create your own (which is a challenge in itself).
I won't be using the new editor much as I don't see myself making maps for a mod/new game that hasn't been released.
It might be a high royalty percentage, but if you expect to sell about 100 copies for $20 bucks each then I'd rather get $1500 and give Epic $500 than get all $2,000 and pay $1,000,000 license to Epic. Anyone expecting to do well and on a large scale will probably find the funding to buy a traditional license. I'm excited about the possibilities that this is opening!
Royalties are spot on. Dev w/ the UDK and when the time comes if you think you've got a sure-fire winner then buy the normal license. You'll get source access and official support to give it that extra polish. Otherwise this a a great low-risk opportunity for devs to use an engine that very well may have been out of reach or explore making games outside the typical "safe zone".
Ok. I'm literally in love with Lightmass. It's official.
This made me want to mess around with the editor for a few... extra hours.