The Unreal Tournament 3 Developers Group is for teams that have chosen Epic's new Unreal game to base their mod on.
12 comments by WarmGun on Apr 25th, 2008 digg this super bookmark
Ok so its another Friday and is time for...Whats been cooking in the Warm Gun kitchen. This weeks update has a little flavor from all over the place, we got Audio cookies...Weapon Soup and Animation Steak. (Not sure why I'm on the food tip)
So first things first, you can check out some new render shots we have of the Scouts crossbow...
The crossbow was designed by James Towne and modeled by Pieter Kuijt, it's a steam enhanced / modified crossbow that will be able to wreak havoc from long range.
We also have some test animations to show you guys... This is the Ak 47 reload and firing animations...they are just test videos but we like to get feedback often and early so here it is.
As for the Audio goodness...We have uploaded one of the many ingame tracks for your listening pleasure. This song was produced and composed by Micky Ogando, you can download it from Mod DB here... Moddb.com
Be sure to check it out and give Micky some feedback...he is on a real mission to bring the proper feel to the game.
As always the Warm Gunners are looking for more talented individuals to help out, so if you have what it takes to dedicate yourself to a team of die hards then by all means visit our forums and show us your work. Warmgun.ca
Have a great weekend...
JC
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Unreal Sucks, Source for life.
They are both as good as each other.
you should really just look at any game that isn't branded by EA and think, Least the Gameplay is good.
Something EA can't live up to giving.
sort of like Crysis in a way, It looks great really, outstanding, but it's gameplay is rather dull.
By popular request, I have added some more tutorials and downloads (pending authorisation);
Moddb.com
Moddb.com
Doh! Stupid automatic link parser. The first is for downloads, the second for tutorials.
Yes porting it over to UT3 seems to be a wise choice, there are many questions I have with UT3, there is an option for either additive or subtractive modes, my question is why? which gives better performance gains? I know that as I delve into the editor many of these questions will be answered and you are right there does seem to be quite a few similarities, I guess I'll learn as I go along.
Some mappers are more familiar with an additive environment, and some are more familiar with subtractive.
Besides the preference of mappers, there's also the distinct advantages that both provide. If you're creating a map that consists of indoor corridors and rooms, then you'll take a subtractive route, and cut everything out to fit the shapes of your environment, because that's the quickest and easiest way.
If you're going to make an outdoor map however, it's much easier to use additive techniques, and just add your terrain, and add everything else over the top of that, before putting in a skydome and leaving it at that :)
Thank you, that was my suspicion.
I know that it may be odd to think about developing a mod with multiple engines, but this seems to be my case right now. I love the UT2004 engine, and I am interested in Open Source engines too, yet UnReal III, is looking real sweet right now. All I have to do is learn some of its secrets.
There aren't really that many secrets - UT3 is fairly similar to UT2k4. I like what you've been doing in 2004 so far. Are you considering porting it across to UT3?
If that's what he decides to do it'll make my job both easier and harder at the same time :P