Going to the Art Institute of Vancouver studying 3D Modeling for Animation and Games. Gamer on the side (When homework doesn't control my existence). Genre: No pref. Fav Game: TC:E (True Combat:Elite a tactical realism shooter). Have a computer good enough to run UT3 and Crytek engines at full graphics with minimal or no frame-loss. Drawing, writing, and enjoying the life around me :D. Nu-Metal <3

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42 comments by AlCool on Mar 18th, 2009 digg this super bookmark


3 words. I LOVE IT.

I seem to be one of the outcasts on this website criticized for thinking that the source engine is an overrated spawn of rotting feces, and for liking the Unreal engine beyond anything else. Every mention of "engine biasm" gets negative replies telling me that I'm stupid, there is no biasm, source r0x, and such other moronic comments from moronic people. The thing people don't understand is the engine mechanics. Source was based off the principles of the Unreal 2.5 engine, but they made physics their main game-play feature. You'd think that it is cool if the physics weren't garbage and as horridly unrealistic as physics can get. Nothing against source-mods or any others, it's just that I abhor valve, steam, and the source engine. I always look at source-games and imagine what they could have done on different engines, instead of the limited lag-fest they chose instead. Don't even get my started on the Crytek engine.

As many can tell I'm the whore of modding. I loves em. Regardless of engine I will try each mod and do it justice before stopping and saying yay, or nay. I don't base my impressions off graphics, although style is a big part. I'm not genre bias, for I play them all. I seem to be one of the few looking forward to RAGE but also one of the few disappointed that ID Tech 5 will lose much of the modding compatibility that ID Tech 3 and ID Tech 4 were known for. What bothers me most with nowadays gamers is they base their expectations from 1 game or 1 genre. It's like when you get those "Too much like CS" comments that are nothing but BS said by someone who has little brain capacity to actually understand a game they are playing.

"Why do I/you love this UT 3 engine?" some may ask. Hard to say. I've been an Unreal and Quake fan since they became multiplayer, and since I bought such titles as quake 2, quake 3, and UNREAL GOTY. I've always loved how the server side mos can completely change the gameplay, and you don't even have to go onto the internet to download them. For Unreal in particular I like how every map can be made into basically a full mod, with hordes of new vehicles, player models, weapons, and various other things. I love how it can go further then just an FPS in it's racing modes, RPG modes, space battles, bunny tracks (Obstacle courses <3), and even as far as a Command and Conquer styled map, and with a weaker version of something that people would call a "Garrys mod ripoff" nowadays even though it came first.

One of the best things about Unreal in particular, is the community. The community is dedicated, and the hackers are limited. You'll find mostly the same players in the same servers, and their isn't much arguing, people calling hacks, and 3 word slurs questioning everyone's sexuality. There is no mic spam, 5-year-old's who won't stfu, or any problem when someone is being a douche and needs to be kicked.

Another great this is mutators. Instead of just server side mods that cause nothing more then extra admin features UT offers mutators to drastically change the game-play without having any effect on the servers ability to run the game. The voting system allows game-modes, game mutators, and maps to be voted for at near ANY time during the game with the simple pushing of a default key.

People who are still avid UT2K4 fans will still hold that special place in their hearts for mods like Killing Floor, Alien Swarm, Frag ops, Tactical ops (even though the original is still the best, but 3 is on the way), and even the mod version of Red Orchestra and Mount and Blade. Unreal Tournament GOTY holds thousands of players 24/7 the same as quake 3 online, at all times. Unreal 3 still has a large player based and UT2K4 also holds thousands of players on thousands of servers. UT3 hopefully begins to develop a larger player base when more mutators, and more mods start to release to really improve the re-playability of the average death-match.

For all you Unreal fans out there! I call out to you! Come play sometime then eh?

~AlCool

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Comments  (10 - 20 of 317)
Rawket
Rawket Nov 29 2009, 5:58pm says:

Lol, I love the anti-boycott. They don't like the fact that we are not buying the stupid game!

+1 vote     reply to comment
AlCool
AlCool Nov 25 2009, 5:11pm says:

WHY CAN'T I STOP LISTENING TO THE MADNESS INUNDATION ST?!

+1 vote     reply to comment
ƦƲƁƔףּƻ
ƦƲƁƔףּƻ Nov 22 2009, 10:56am says:

HEY MON!!!

errrr.... hi XD

+1 vote     reply to comment
AlCool
AlCool Nov 22 2009, 4:07pm replied:

stfu

0 votes     reply to comment
ƦƲƁƔףּƻ
ƦƲƁƔףּƻ Nov 22 2009, 9:59pm replied:

can't, its my mouth

+1 vote     reply to comment
AlCool
AlCool Nov 23 2009, 2:08pm replied:

No it isn't.

0 votes     reply to comment
Mualama
Mualama Nov 21 2009, 3:06pm says:

congrats on level 32, u moddb addict u..

+1 vote     reply to comment
AlCool
AlCool Nov 22 2009, 12:41am replied:

I'll show YOU an addicT!

+1 vote     reply to comment
AlCool
AlCool Nov 29 2009, 7:54pm replied:

In all honesty that model isn't that good. Besides the black artifacting that the ambient occlusion is finding, meaning the screw-holes were poorly mapped on, the black artifacting at the seam-line along the other side of the trigger, meaning the normals on the UV are skewed.

Again though it looks smoothed. The edges get that plastic/clay look because its a hard surface object with strict edges, not perfectly smooth. There is a crashing normal on the left side near the back as well.

Even in the 3D plain a normal map doesn't need to do anything more then add the details unnecessary int he low poly object, and that can easily and effectively be done even in crazy bump if you know how to model high poly objects (smooth excluded). Z brush can work too but I personally don't like it at all for hard surface.

+1 vote     reply to comment
jakechapy
jakechapy Nov 29 2009, 8:43pm replied:

yeah your absolutly right I just realized people are doing it to show off more than actually use it for a game(plus its a hell of a lot more work)

+1 vote     reply to comment
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