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UnrealTournament Extension Pack

Discussion in 'Original Unreal Tournament' started by FXD|Shadow, Jan 26, 2008.

  1. Feralidragon

    Feralidragon UT n00b coder

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    LOL, I am also developing a project for about 1,5 years, and I am still in the 2nd stage of it (from 5), and I have to go back to stage 1 to improve some visuals and effects, as solving some bugs LOL :lol:

    Not only study, as to give ideas on how to do certain things. For example, I saw your coronas, and saw in the properties you could make it 3D or HUD based. So then I checked some actor basic properties from UT itself (not from the SDK) and I came up with an idea to make the 3D spawning with the HUD effect. Of course, my way to do a dynamic corona isn't perfect, but is good enough for a nuke or other kinds of effects I made, and it works good enough online.
    So basically, if people see the demo but with developer eyes and not consumer eyes, they can either see how you did it and improve, or just get ideas for the current effects to do new ones by theirselves (like I did in the corona case). :D

    Oh, then in that case, it's acceptable for any future mod for UT :)

    Too bad most people you could rely on are in the middle of projects, I mean, a mapper you can find somewhat easilly, but coders for that level of a project are either on projects now or simply quited this UT and the game entirelly. Good luck on your search ;)
     
  2. FXD|Shadow

    FXD|Shadow Mad Man, really

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    News/Updates/Changes since November 09

    • Plane Projective Texture Mapping (Plane Projector) finished
    • Testing Simple Dynamic Soft Shadows
    • Sprite Emitter finished
    • Mesh Emitter finished
    • Beam Emitter finished
    • Corona Emitter finished
    • Sprite Beam Emitter finished
    • Weather Emitters finished (Snow, Rain, Dust, Cloud, Wind Emitters)
    • Fog Emitter finished
    • Spark Emitter finished
    • Software Weapon Material Shaders finished (support for Environment Maps, Emissive Materials, Specular Maps, Opacity Maps, Detail Maps and CelShading)
    • implemented 2 new Light Actors, one with infinite Lighradius (aka Sunlight) and one with Lightradius exceeding the limit of 255
    • New Sprites finished (Sprites with indipendent Axis and Orientation, also dynamic Fading and Scaling)
    • re-worked and cleaned-up many old Class Structures
    • Organisation/Concept Work for the Sandbox Mods has begun
    • Recruiting Beta-Testers has begun
    • Current state of Progress: 80 %


    Media


    Weapon Shaders

    [​IMG]
    A Shock Rifle with CelShading


    [​IMG]
    A Shock Rifle with emissive Materials (Self Illumination Maps)

    For the emissive Material I simply used 3 VERY small Textures to create the Effect:

    [​IMG]
    256x256 Pixels

    [​IMG]
    64x64 Pixels

    [​IMG]
    64x64 Pixels


    Beam Emitters

    [​IMG]
    Beam Emitter with a 32x32 Pixel Texture, uses 8 Segments, 2 Sheets

    [​IMG]
    Beam Emitter with a 512x512 Pixel Texture, uses 6 Segments, 2 Sheets

    [​IMG]
    Beam Emitter with a 512x512 Pixel Texture, uses 6 Segments, 2 Sheets

    As you can see, a small number of Segments (around 4-32) is enough to draw cool Beams.
    The first picture was chosen to show how it is made up out of connected segments.


    Weather Emitters

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]


    Spark Emitter

    [​IMG]

    [​IMG]


    Videos

    New Sprites
    Testing Simple Soft Shadows
    Cloud Emitter Test
    Spark Emitter
     
    Last edited: Jan 19, 2010
  3. Blade_hunter

    Blade_hunter Unreal tournament mod dude

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    I like the new effects, thanks for the updates :)
     
  4. FXD|Shadow

    FXD|Shadow Mad Man, really

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    thank you, Blade_hunter ;)

    SDK January Update

    • Trail Emitter finished
    • Proc Sprite Emitter finished
    • Proc Corona Emitter finished
    • New Proc (Single) Sprites finished
    • New Proc (Single) Coronas finished
    • New Lensflares finished
    • Improved Mod / Total Conversion Support (Mods can be installed anywhere on your PC, if UT is installed, Mod Directory doesn't have to be derived from UT Root Directory)
    • Nearly all work on UScript based Emitters is finished
    • First build of the Post-Process System (Volume-, Script-, Trigger-, or Zone-controlled)

    Media

    [​IMG] [​IMG] [​IMG] [​IMG]
    [​IMG]


    Videos

    [​IMG] [​IMG]

    The new lensflare video isn't yet approved at ModDB, sorry.


    //edit (uploaded at youtube) :

    [​IMG]
     
    Last edited: Jan 31, 2010
  5. GreatEmerald

    GreatEmerald Khnumhotep

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    Wow, cool. Lens flares could do with some fading out, although not sure if it's possible. Trail emitters could stay until the animation is finished before getting destroyed, but otherwise it's all nice. Although it would be nice to get some examples of practical use for some of these.
     
  6. FXD|Shadow

    FXD|Shadow Mad Man, really

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    Yes I know what you mean. These are just simple example to show that this or that works. Lensflares do support fading, since color int Unreal Engine 1.5 luckily has an alpha channel (I just didn't show it in the video since the majority doesn't look at details)

    You'll get and see extremely fine examples in the final
     
  7. UBerserker

    UBerserker old EPIC GAMES

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    Those lens flares look insanely badass.
     
  8. Hideinlight

    Hideinlight Member

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    "Improved Mod / Total Conversion Support (Mods can be installed anywhere on your PC, if UT is installed, Mod Directory doesn't have to be derivied from UT Root Directory)"

    Cool
     
  9. Leo(T.C.K.)

    Leo(T.C.K.) Well-Known Member

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    My only problem is that it looks way too much like ASMD rings, looks kinda fake.
     
  10. FXD|Shadow

    FXD|Shadow Mad Man, really

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    the lenstextures can be changed freely

    fake ? dunno how to render lensflares other than this X_o
    I don't know what you with mean with "fake"
     
    Last edited: Jan 31, 2010
  11. Leo(T.C.K.)

    Leo(T.C.K.) Well-Known Member

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    Well, it should maybe change more, it looks way too static and somehow too artifical. I am not saying it is bad, but it's way too smooth or something....
     
  12. DougC-Icarus

    DougC-Icarus lol wut

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    :eek: This is awesome! Looking for to this...:)
     
  13. DannyMeister

    DannyMeister UT3 Jailbreak Coder

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    It really warms my heart to see the progress on this.
     
  14. FXD|Shadow

    FXD|Shadow Mad Man, really

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    hm ok, it's noted, progress lives by criticism, gonna work on this, thanks ;)
     
    Last edited: Feb 1, 2010
  15. GreatEmerald

    GreatEmerald Khnumhotep

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    I think it looks artificial because it's not translucent enough, and doesn't fade out.
     
  16. Blade_hunter

    Blade_hunter Unreal tournament mod dude

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    Last edited: Feb 1, 2010
  17. FXD|Shadow

    FXD|Shadow Mad Man, really

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    You as user can completely adjust the lensflare effect. the lenstextures, individual colors, zbuffer (how far or near each lens is) etc.

    @blade_hunter, good example though, gonna rework this definitely
     
  18. blobs ur uncle

    blobs ur uncle Member

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    wow :eek: this looks brilliant! amazing work. :)
     
  19. FXD|Shadow

    FXD|Shadow Mad Man, really

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    hehe thanks again :)


    NEW SHOTS:

    [​IMG] [​IMG] [​IMG]

    The Particle Engine is finishing, so I'm creating ready-to-use Emitters now, messing aroudn with the Beam Emitters' capability to render electricity :D
     
  20. GreatEmerald

    GreatEmerald Khnumhotep

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    Tesla Coils in Egypt :D Nice.
     

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