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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?
Good question Jerc, Isn't it all the same?
No, it's not. Different builds of the engines and variations between developers will lead to slightly (and sometimes very) different toolsets and strategies. For example, working with Roboblitz is not the same as working with Gears of War. The content is different, the tools are different, and custom content in both is quite different; but they're both UE3.
Should this group be called the UE3 group or are you guys just UT3?
This is specifically a UT3 group, although obviously a lot carries over into UE3 as well :)
Hi Kadish, Sound Design.
Awesome. what exactly was your involvement with ME, vance?
( i dont have a 360 so ive not yet been able to play it :( )
Hi fellas, Cool group, I've been working with UE3 for about a year at Bioware and am digging it. We used it on Mass Effect.
Because the public UDN entry for UT3 is pretty skeletal at the moment...Does anyone know of an explanation that's kicking around elsewhere for how to set up a Total Conversion directory structure for Unreal Tournament 3.
In 2k4 you just had your MyMod/ folder, and a .ini things seem a little more hectic this time around, but hopefully someone can prove me wrong ;)
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