UnrealTournament Extension Pack

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FXD|Shadow

Mad Man, really
Thanks. And what will the cutscene system be like? New features, easier manageable? With text ability? Maybe I'll make some history of Na Pali cutscenes :)
Yes, exactly. I plan to implement Onscreen Camera Effects, General Camera Events, Texts, Onscreen Particles, Subtitles etc.

i sure will check this one every day
UT more graphical ? love that ;)

any releasedate known to some ppl ?
thank your !
I'm assuming April/May..
 

GreatEmerald

Khnumhotep
Jan 20, 2008
4,042
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Nice. I wonder if it will be possible to fix the Dual Enforcer 3rd person view? So it would really display two pistols instead of one. And will the pack contain any skins for UT? There are only 3 (Gold is even almost the same as the default).
 

FXD|Shadow

Mad Man, really
Yes it would be, but one have to give all original playermodels an additional weaponpoly for a second thirdperson weapon, no it won't contain new window skins, I'm not focussing on re-coding everything or making a whole new game.. please make yourself clear about what "SDK" means
 

FXD|Shadow

Mad Man, really
Yes, I see. I just thought it was easy to add those, if it's not, then it's OK :)
good, ok then^^

Some new Infos:

Well I often spoke about 4in1 Particle Engine and all that crap, now I want to finally reveal the mysteries about it (I was even asked about that on myspace :lol: ). Now first forget about 4in1 another one has made it into my development progress, thus it's 5in1 now xD

The Concept behind it
There're 5 root classes with (sometimes highly) different features, variables, structures and functions compared to the other ones. So instead of having every crap in one class (omg ParticleEmitter.uc of the Demo.. :eek:) everything is highly optmized and allocated over the 5 SubEngines.


The 3 major differences

1 - The first group of SubEngines generate particles that become independent from the Emitter and move freely and can be dynamicly changed during gameplay, they use Actors to archive Particles (every UScript Particle System does it that way) - the most common way to generate Particles.

2 - The second group of SubEngines generates particles that always depend on their Source Emitter. They're able to move with the emitter, either while moving for itself AND with the emitter, or in an attached way...
It uses Actors too. It's mostly used for BeamEmitters or Particle Systems whose particles should stay static depending on the Emitter.

3 - The last group is a combination of both, BUT doesn't use any actors or spawns anything. It instead generates pure VISUAL Particles, yes Objects - not Actors, that ONLY have variables and structs relating Particle Stuff, hundreds of variables of Actors aren't worrying anymore... It also gives us the ability to draw procedural/dynamic particles that are fully hardware accelerated and have some of the following features (and of course more..) : Dynamic Color and Color Fading, U/V Size, U/V Tiling, Panning, writeable Particles, stretchable Particles and much more magick..
Concerning the actual draw process it is used for the Lensflares and Dynamic Corona too, but these are actors were the application of actor-driven rendering makes sense - you know you need to add these in the map. Here you just need to add the emitter which controls the particles: you want to control little bastards called particles and not really to spawn actors over and over again..


SubEngines in Detail

1. XSubParticleEngine
Will be the most common type and is focussed on implementation of Standard SpriteEmitters, MeshEmitters, SparkEmitters etc. The "X" is related to it's wide range of usefulness.

2. HermiteSubParticleEngine
Seriously seen Emitters of this root class aren't Emitters because they don't really spawn Particles but Special Actors (Projectiles for example) using already common Emitter Methods. Each Emitter does only what he does, they're far from being flexible but on the other hand they have a reduced data count and complexity.

3. StaticSubParticleEngine
Emitters of this root class are intended to either not move or never really exist during gameplay. Also their particles (here better to call: elements) never become independent from their Emitters. Mostly used for a proper BeamEmitter implementation. However the "static" shouldn't be interpretated too seriously, many SubClasses may move, being attached and so on.

4. VisualSubParticleEngine/EnigmaScreenEngine
One of 2 special SubEngines that don't spawn Actors but pure visual Particles. This root class has a big brother called HydraRootParticleEngine. It also exists in 2 variations: (This) placeable root class that is placed into a map to generate particles and the EnigmaScreenEngine which can be used to render On-Screen-Particles :D

5. HydraRootParticleEngine
The other ParticleEngine whose Emitters render fully visual Particles. They are based on (many) SubEmitters just like the Emitters (EPIC's Emitters, not xEmitters) of the Unreal Engine 2. This is a major ParticleEngine because it's overall functionality is completely different compared to the other 4 ones. To have the ability of multiple combineable emitters for the other Engines too I also implemented a general Emitter Combiner (it may even combine Emitters of this Engine :eek:).

//Edit:

Here you have a flowchart of all the Emitters and their Root Classes (the structure is far from being final, but yet progressed very well):



"Argh that guy is still just writing f****** boring text.. show ma pix dude!" Some might think.. and yes.. thou shall be rewarded for all my non-pic related posts .. soon xD
 
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GreatEmerald

Khnumhotep
Jan 20, 2008
4,042
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Lithuania
Nice, thanks for the info. The pic shows what they are for nicely. Most engines have different Emmiters for different things, but there are few that are called almost the same. And what's the difference between a Corona and a Lens Flare, as far as I know, Lens Flare is something that was used in Unreal 1 and is obsolete as of UT1.
 

FXD|Shadow

Mad Man, really
Well of course are some named the same way, they're just different in the way the particles are handled, just like explained above.

Corona:
A bright light globe around a lightsource within a foggy and/or dense area or if one's eyes are slightly murky OR (most common situation) the light source is brighten enough to cause that effect without the previous situations. The more precise name is "Lenticular Halo".

Lensflares:
Are only seen via Lenses, not with blank Eyes. They are an optical effect caused by many Lenses (Lense Systems) sourced from a very brighten or heavy light (sun for example). Neither Unreal nor UT supported Lensflares by standard, even not UEngine 2 Games. It has to be implemented additionally.
 
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GreatEmerald

Khnumhotep
Jan 20, 2008
4,042
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Well yes, but technically I can't see much difference. In Unreal skyboxes, coronas as used as sun models etc. It's a rounded thingy with rays coming from it. What's the real difference in game?
 

War_Master

Member
May 27, 2005
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Dynamic Color and Color Fading, U/V Size, U/V Tiling, Panning, writeable Particles, stretchable Particles and much more magick..

This is what I've been waiting for the whole time you mentioned your Emitter system. I never thought it was possible in this engine but hopefully it will work close to the ut2k4 ones. I've been looking for one that does this type of effect for my LightningGun convertion but I needed it to be as close as possible to UT2k4's lightning effect. If you guys are able to do these things in your engines I would recommend to add classes which you can configure the closest you can to ut2k4's effects. That would really help a lot of modders figure out your emitter system a lot easier and decide to actually use it.
 

Exus Tecius

like diamonds in the sky
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fdx shadow i wanted to ask if there are also custom pawns or weapons maybe
or will be in the package?
and congrats for great work and sharing stuff.:)
 

FXD|Shadow

Mad Man, really
Well yes, but technically I can't see much difference. In Unreal skyboxes, coronas as used as sun models etc. It's a rounded thingy with rays coming from it. What's the real difference in game?
You'll see the difference soon either in the test maps, or in an oncoming trailer.

This is what I've been waiting for the whole time you mentioned your Emitter system. I never thought it was possible in this engine but hopefully it will work close to the ut2k4 ones. I've been looking for one that does this type of effect for my LightningGun convertion but I needed it to be as close as possible to UT2k4's lightning effect. If you guys are able to do these things in your engines I would recommend to add classes which you can configure the closest you can to ut2k4's effects. That would really help a lot of modders figure out your emitter system a lot easier and decide to actually use it.
Yes it is possible and I'm quite happy about it. The next big rock in the way is: network compatibility, fortunatly some friendly guys from unrealed.de are going to help me out
The overall procedure and editing is similar to the ut2004 emitters, yes, but not 100 % as you can guess, as said before I even try to implement realtime editing of emitters
a lightning gun for ut99 would be great^^ the beamemitters should render that style of lightning well

fdx shadow i wanted to ask if there are also custom pawns or weapons maybe
or will be in the package?
and congrats for great work and sharing stuff.:)
just call me shadow, that fxd-prefix is from LSoNP-Times..
yes, all Unreal and UT Weapons + Items will be revamped, I'm also thinking about revamped pawns yes
 

GreatEmerald

Khnumhotep
Jan 20, 2008
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Hmm, that reminds me, maybe it will be possible to easier convert weapons from Unreal II or/and UTXMP. The Unreal II weapons are already dead as there is no co-op and original XMP is not being played anymore, but UTXMP is free and still actively played. It would rock if there were UII weapons in UT, they are very unique and fun to play. Just that I have no idea on how to convert animations from UTXMP's Animations to UT's animations. :( At least this pack will be very good for custom projectiles!
 

FXD|Shadow

Mad Man, really
No, I'm willing to revamp Unreal/UT Weapons, but I'm no scripting-machine.
And it's definitily not easier to convert stuff from U2 to Unreal/UT.
UT has all Unreal Content (except Maps/Music) by standard, so revamping Unreal Weapons in UT is fairly easy. In the SDK for Unreal these revamped Unreal Weapons will be available too.

And I say it again: I'm willing to offer a big SDK for the old UT99 but not a completely new Game, with all-new Content. It's up on thirdparty developers to make stuff on top off the SDK, not on myself!
 
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GreatEmerald

Khnumhotep
Jan 20, 2008
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No no, don't understand me wrongly, I'm willing to convert them myself. I'm just thinking that it will be easier to do that once the pack is released and that it is worth waiting for the release before trying to convert them.
 

War_Master

Member
May 27, 2005
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Emerald, to make the ut2k4 weapons you will need a modeling and animating program. You might have to purchase the MilkShape which I heard its really good and can import and export all the UEngine formats. I say that you will need to edit them yourself because the 1st person view weapon meshes have way too many polies for the UT engine and you might want to keep the poly count close to what it can handle.

Using the pick-up meshes from UT2k4 will give you a close poly count to the UT weapons and all you have to do is convert them, remake some of the meshes, edit the skins, and animate them yourself. I know this because I have already made 6 of UT2k4 weapons and they animate great almost as good as the ut2k4 ones. I am thinking of purchasing the MilkShape so I can remake the animations even better and to even edit the models that dont look good like the ClassicSniper. Also, you will need to recode the weapons so that they do and work the same as the UT2k4 weapons. In this case, I have been gathering code that fixes a lot of things in UT weapons and also imported code from the UT2k4 weapons that allows them to have their features like Berserk, SuperBerserk, several kill messages for each weapon, fixed crosshair, zoom sounds, fixed trace code, fixed projectile code, and many other things I cant even remember I did. Anyway, the point is that it is not as easy as exporting and importing a format as you think, if you want to make the weapons UT friendly.

Btw, I'm about to release a weapon pack which is the UT weapons with fixes and imported code from UT2k4 so that peeps can see what they havent noticed and things that work for UT just like UT2k4 weapons. Once I finish this pack and get a good result, I will finish the rest of the UT2k4 models to UT and make a good (not half ass made like most already seen) weapon mod including their own effects and projectiles.
 

Exus Tecius

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No no, don't understand me wrongly, I'm willing to convert them myself. I'm just thinking that it will be easier to do that once the pack is released and that it is worth waiting for the release before trying to convert them.

:)
hey that sounds good.i remember those new alien race..drakks?
would be nice to see them in ut also.imo.

sorry for ot shadow mate.just wanted to say that.;)
 

GreatEmerald

Khnumhotep
Jan 20, 2008
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War Master, well yes, I see that it's not that easy. Here's a page on that export stuff: http://wiki.beyondunreal.com/wiki/Playing_mesh_animations

The point is that U2 weapons mostly use LegendMesh. That means they are inbuilt and I have no idea even where they are... But the pickups are extractable. Though UTXMP has animated extractable versions of the weapons.
It might be good to animate things for myself, but the point is, that there are not only weapons, but also you can see the hands. Of course, I could use one hand and just copy that everywhere I need. But that is still a heck of animating. But for weapons that are not included in XMP (Drakk LaserRifle, the Takkra, Singularity Cannon), there is no way to do anything else but to animate things myself...

I'm co-operating with oXid, look at what he managed to make:


Yeap, it's in Unreal 1 Gold! With 227 patch. And this is two of XMP structures in U1:


Yes XTC, the Drakk is U2's pinnacle :) They are machines that eliminated their own biological race a long time ago... Now that's real AI!
 

FXD|Shadow

Mad Man, really
Btw, I'm about to release a weapon pack which is the UT weapons with fixes and imported code from UT2k4 so that peeps can see what they havent noticed and things that work for UT just like UT2k4 weapons. Once I finish this pack and get a good result, I will finish the rest of the UT2k4 models to UT and make a good (not half ass made like most already seen) weapon mod including their own effects and projectiles.
yeah, now that's great! I would offer my skills to help you finishing that project!

Well guys even if you think it's offtopic, make it ontopic (lol), how about a ut2004/unreal2 weapons pack with the possibilities of my pack? I would like to help you of course!
 

War_Master

Member
May 27, 2005
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Here's an example of UT2k4's ClassicSniper model that took me almost 2 years in the process of learning by trial and error and figuring out UScript. Is not that great but it is the best animated and looking one I've seen so far. I also have the source files of it and other weapons so that can be re-animated or modified by anyone who's willing to make it better.

TsSniper


Also, for those who are interested, from UT2k4 weapons I have made and animated the ShockRifle, Redeemer, VortexLauncher (from ChaosUT2 mod), and another one I cant remember... I think it was the AssaultRifle.

I wanted to use Shadow's mod so that the weapon package can be as best as it can specially the Materials, Emitter system, and the Particle engine. So, if you guys are interested, it would make things a lot better and faster than doing it by myself. Just remember that 2 heads can think better than one and can accomplish even more.