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BenBeckwith
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http://ve3d.ign.com/articles/news/512...t-Launches

For all you modders/video game artists out there, Epic just released their Unreal Development Kit which is basically Unreal Engine 3 for free for anyone. Apparently as long as you dont earn more than $5000 on your work then you don't have to pay Epic royalties. smile:p

I did the art (except the character) for the example game Whizzle. I think maybe all the textures were made with FF. My current project is the same and so was the one before Whizzle. I really think my life would be over if FF were taken away from me. smile:| The game itself is incredibly simplistic and really more of an example than something you would call "fun." It was made in less than a month as a side project, but it's still pretty neat when you get to release something to the public.

smile:loveff:
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Kraellin
Kraellin

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whoa! that's pretty heavy. cant say i like their licensing, but might be fun to play with.

thanks, ben smile:)
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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CysticCraze
CysticCraze

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I was reading on this awhile back and got a chance to talk to the UT team. I lean more towards valve source games when modding, but this might change things. While superior and further in the future, the UT engine is in mayhem for programming, its remarkebly unorginized. So while it was harder to work with, the new software that was released may be the deciding factor, and who knows, maybe they have a GUI for navigating those unorginized files >,<. Id love to make an rpg, expecially one I can just keeping adding to.
We walk through life building our castles but far to many cease to build the foundations.
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BenBeckwith
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They've got a new asset browser with tagging and collections. It's designed after Lightroom if you've ever used that. It's pretty nice. In the past 6 months they've made some pretty big improvements all over the board. Lightmass (new lighting system) is wonderful, I've been wanting them to do GI lightmaps for a long time. Source always had great lighting. The major advantage to Unreal is the tools. Source has some pretty nice stuff, but I always hated having to compile my map into a playable state and couldn't preview my lighting until I compiled and ran the game. Also, I love the material editor. It's node based so you'll feel at home. smile:) For every visual component of a game there is a decent (if not pretty damn nice IMO) tool for artists to get the job done. The final major advantage (for aspiring developers anyway) is UE3's market saturation. There's high demand for good UE3 developers.

I can't comment much on the programmers side, I've heard many complaints, but from the same people I've also heard a lot of praise. In UDK's case, you only get script access so complaints may be justified. But with a license, you get native anyway so it doesn't seem too bad.
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CysticCraze
CysticCraze

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Quote
can't comment much on the programmers side, I've heard many complaints, but from the same people I've also heard a lot of praise. In UDK's case, you only get script access so complaints may be justified. But with a license, you get native anyway so it doesn't seem too bad.


Every editor has its pros and cons. Im hoping to see a massive improvment in the visualization side of the source engine when Ep3 comes out, its been 3-4 years in the making?


The current downside.
We walk through life building our castles but far to many cease to build the foundations.
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Carl
c r v a

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Nice looking game Ben smile8)
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Kraellin
Kraellin

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i downloaded the udk and whizzle last night. tonight, i installed both. whizzle's cute smile:)

the udk is somewhat familar, having played with gtkradiant, but frankly, i cant even make a simple brush in this yet. lol. looks like there's a lot to it, but also seems like i'm missing the simple 'getting started/make your first room' docs. any good 'getting started' tuts you know of, ben?
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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BenBeckwith
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Quote
any good 'getting started' tuts you know of, ben?


Here's a page on how UE3's BSP brushes work.

https://udn.epicgames.com/Three/UsingBspBrushes

This is one area where source is better. Where in Source and Quake you immediately have geometry when you create a brush, in Unreal you have a builder brush. This is not geometry but potential geometry. You can than use it to create Additive and Subtractive primitives. The subtracting part is nice which is absent in other engines. The downside to it all is that when you want to update a brush that's been added you have to rebuild geometry. When you right click on a surface you'll get a context menu with lots of options for adding Actors (Entities) such as lights.

Also you should know that by default the perspective view is in Lit mode so because you have no lights it will be pitch black and you wont see your geometry unless you go into Unlit (Full Bright) mode. On the top of the perspective viewport click the white cube (there are a bunch of others there that represent different view modes). Once you've added a light you can go back to Lit. This is where Source died for me I think, I just can't stand not seeing my level in the same form that the player sees it in game, and the comic represent it well. For the best starter lighting, I would look into adding a SkyLight and a DirectionalLight. You'll find them in the Actor Class browser (it's a tab in the Content Browser). For GI lighting, you'll need to rebuild the lighting, unbuilt lighting will give a good approximation of redius and color, but GI of course will look wonderful.

Here're some good places for tutorials/reference:

http://www.hourences.com/book/tutorialsindex.htm

Hourences is an old school LD, been around for a long time, has written a few books too.

https://udn.epicgames.com/Three/UDKContentCreationHome

This is a great reference directly from Epic, in many cases it might not be as friendly as Hourences' tutorials, but should have just about everything covored.

If you've got any more questions, let me know! smile:) It has it's quirks which can be frustrating, I'd like to help if you run into anything that kills it.
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BenBeckwith
Posts: 136
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Every editor has its pros and cons. Im hoping to see a massive improvment in the visualization side of the source engine when Ep3 comes out, its been 3-4 years in the making?


I actually think Source as a whole is a more solid engine, and a more solid mod community. Valve made something that suits them, and it works very well. Epic went the licensee rout and that's why they put so much more time into tools. I'm looking forward to the day they overhaul their level design tools. smile:)

Thanks Carl!
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Kraellin
Kraellin

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heh... all i get on that first link is an apache login window. so, i guess you have to be registered. maybe later smile:)

the hourence one works, though, but the last one also just gives an apache login smile:(

nonetheless, thanks ben smile:)
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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BenBeckwith
Posts: 136
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Sorry, I figured the UDK section didn't need that, lame. Try these?

https://udn.epicgames.com/Three/CreatingLevels#BSP

https://udn.epicgames.com/Three/UT3ModHome

I would confirm that they work except UDN has no log out option.
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Kraellin
Kraellin

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nope, those both require the apache login, too. no sweat. i probably wont get to most of this anyways for a year smile;) i'm kind of backed up on studies right now. but again, thanks smile:)
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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CysticCraze
CysticCraze

Posts: 142
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When I get home tonight I am going to post some images of my work under this subject. Id be interested to know how good you are ben smile:) Let me see those screenies.
We walk through life building our castles but far to many cease to build the foundations.
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BenBeckwith
Posts: 136
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Oh man I'm an idiot, I forgot to make it http rather than https. Here are the first 2 again.

http://udn.epicgames.com/Three/UsingBspBrushes

http://udn.epicgames.com/Three/UDKContentCreationHome

Quote
Id be interested to know how good you are ben Let me see those screenies.


lol, well I wish I could post screens of my current project but I can't smile:(
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Kraellin
Kraellin

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there we go. those i can see smile:) thanks, ben smile:)
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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CysticCraze
CysticCraze

Posts: 142
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What team are you on if your restricted from showing work? I assume you have a moddb page? smile:( I WANNA KNOW!
We walk through life building our castles but far to many cease to build the foundations.
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BenBeckwith
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Not mods. I used to do stuff for mods 2001-2003, maybe you've heard of Strike Force for UT99, it wasn't hugely popular.

I work for a small company called Psyonix. Up to this point we haven't done anything AAA (that is our own title)... yet smile:D

Look forward to seeing your stuff!
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CysticCraze
CysticCraze

Posts: 142
Filters: 11
Holy crap, you aint indie 0,o

http://www.youtube.com/watch?v=FBiqynBtq1M
http://www.youtube.com/watch?v=9x9EVeFDYDM

These are two of my first maps ever made. At the time I made them there was a lack of understanding. That is to say the editor was foreign to me, and I wouldent look into optimization. I assume you know the editor has no draws to keep the player from loading usless textures, that is the easiest thing to do when making a map, even then I wasnt using it. Thats my first two weeks of work, im much better now, but I still have that map =D.
We walk through life building our castles but far to many cease to build the foundations.
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CysticCraze
CysticCraze

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http://i565.photobucket.com/albums/ss.../FFben.jpg
http://i565.photobucket.com/albums/ss...ze/P90.jpg
http://i565.photobucket.com/albums/ss...ry0003.jpg

Hers some more, surprisingly enough I found that my keyboard for the mac doesnt offer the "print screenshot" function on my windows partician, I had to improvise. Anywho the last screenshot was a CSS map that I took like 40 paintings from at CGtextures, cropped them into the appropriate size and framed them in my map, its creepy 0,o. Later Ill take more images of my good stuff, this is only some of the simple brushwork.
We walk through life building our castles but far to many cease to build the foundations.
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Kraellin
Kraellin

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pretty cool, cystic. you made those with the Unreal development kit?
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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BenBeckwith
Posts: 136
Filters: 8
Awesome, those maps look great. Your first maps too, very cool. smile:) The lost gallery one is quite dark, hard to see what's there. My first map was ridiculous, too bad I'll probably never get to see it again haha. It certainly wasn't a full fledged SP level haha, not even close. smile:D
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CysticCraze
CysticCraze

Posts: 142
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The dark gallery isnt as dark as it looks =S. Its hard to explain. It's a CSS map, that offers night vision, after you use night-vision for 1-2 rounds it never seems dark. However the orignal intent for the level was to offer players cover via shadows and conventional game tactics. Its entertaining to run down a hallway that seems surprisingly empty and then all the shadows light up with gunfire and "mow" down teamates. Plus there are a lot of creepy portraits =S.

Sorry Krae, didnt see you there, its using the source engine in hammer, I tested it with CSS, because I find the game to be stable, however I wish I could find an animator to make my own mod =S
We walk through life building our castles but far to many cease to build the foundations.
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