Hey there! I'm Shadow, involved into Unreal-Engine Editing (Coding/Mapping) since 1998, the year Unreal came out of course. My first attempts were small SP-Maps for both Unreal and UT which were never to be released (to n00bish..). While mapping and improving over the time I got heavily influenced by Sci-Fi series and Fantasy stuff in matter of build and architecture. In the year 2002/2003 I initiated a small SP-Campaign which will later be known as the Total Conversion "Lost Secrets of Na Pali" (short: LSoNP). It was cancelled in 2006 and now I'm working on a Development Kit basing on the features LSoNP brought to the Unreal-Engine 1. So much for the Nerd-Stuff. If you want to know more about me, don't hesitate to visit my myspace.

Comment History  (30 - 60 of 369)
UT99_Shadow
UT99_Shadow Feb 1 2013, 5:12am replied:

Ah! Ok, as I said the brush work of the levels is pretty complex, they'll be replaced with static meshes and performance should be increased by that.

+1 vote     mod: UT Community SDK
UT99_Shadow
UT99_Shadow Jan 31 2013, 10:40am replied:

I don't understand, your english really makes it often difficult to understand what you mean/want. What do you mean with "When I put to WOT or UT99 it is ok..slow is under your sdkrender."

+1 vote     mod: UT Community SDK
UT99_Shadow
UT99_Shadow Jan 31 2013, 3:57am replied:

Nothing new? NOTHING new? I really doubt that my Unreal Script Particles from that ******* old ****** demo are better than the current hardware accelerated ones...

The test map might be slow on older machines because of the complex brush work, not the new effects. The brushwork will be replaced with static meshes in future releases!

And yet again I say: this is for ******* UNREAL TOURNAMENT. Not for Rune, not for XCOM (it was never officially released!?), not for UDK, not for Unreal (go install the Unreal 227i Patch for that!) not for The Fallen. When do people finally realize that?

+1 vote     mod: UT Community SDK
UT99_Shadow
UT99_Shadow Jan 17 2013, 3:57am replied:

Thanks^^ I hope so. Clearing out the last few bugs (******* damn **** *******..), writing documentation, building the setup. Will be ready the coming days or the next week at last. The ******* bugs!

+3 votes     media: UTSDK November Beta Preview 18 (Final Map Shots)
UT99_Shadow
UT99_Shadow Jan 15 2013, 11:12am replied:

Hey! What's up?^^

+2 votes     member: UT99_Shadow
UT99_Shadow
UT99_Shadow Jan 13 2013, 2:39pm says:

BOOM! :D

+3 votes     media: UTSDK November Beta Preview 18 (Final Map Shots)
UT99_Shadow
UT99_Shadow Jan 8 2013, 9:01am replied:

Have you ever taken a look at the Materials (new Texture Classes) of the SDK? They allow to render complex Material Textures with different Blending. However, changing the blending of the detail texture would be a good additional option.

+1 vote     mod: UT Community SDK
UT99_Shadow
UT99_Shadow Jan 6 2013, 11:42am replied:

what?

+1 vote     mod: UT Community SDK
UT99_Shadow
UT99_Shadow Jan 4 2013, 6:22am replied:

Mostly from scratch. It's not that you install the SDK and your old UT99 looks like Unreal Tournament 4 instantaneously. You have to add the new things in your map(s) by yourself. Some stuff can be changed with mutators though (weapons, items, effects).

+1 vote     mod: UT Community SDK
UT99_Shadow
UT99_Shadow Jan 3 2013, 9:29am replied:

It's for original UT99. You take this SDK and it's improvements and build (probably) better maps and stuff - depends on what you actually use. And yes it can be proclamed as engine overhaul.

+1 vote     mod: UT Community SDK
UT99_Shadow
UT99_Shadow Dec 31 2012, 1:15pm says:

Yep. All BSP, but some parts will be replaced with static meshes for performance reasons on older PCs. Please note: no emitters and fx added here yet^^

+1 vote     media: UTSDK November Beta Preview 13 (Test Map - Day 12)
UT99_Shadow
UT99_Shadow Dec 20 2012, 1:40am replied:

Hm yap, I know these files. I have the Rune Public C++ Source myself. Some functions in UnShadTex.cpp look good, while others are completely useless to me (PostLoad, but it's not really an important function), nevertheless these few headers/sources won't really help me getting a full clue on finding out how mesh triangles are converted to shadow textures, except for DrawPolygon(FVector *Pts, INT NumPts) and RasterPolygon(FVector *Pts, INT NumPts)

+1 vote     mod: UT Community SDK
UT99_Shadow
UT99_Shadow Dec 17 2012, 8:07pm replied:

Yes, it's really not that easy. I only have the public c++ headers. Most of the new content and features is based on code made from scratch by my own since it wasn't available before

+1 vote     mod: UT Community SDK
UT99_Shadow
UT99_Shadow Dec 17 2012, 8:04pm replied:

Ah yeah you're right, PM_Decal.

Hm well, I see the same bad result like you (The texture is not moving with the Projector being always in the center of the map) gonna fix it and include it in the coming release.

Yes yes I know that the newer SDK Builds don't feature a map, that's what I'm working on since over a week, the latest pictures show that exact map.

+1 vote     mod: UT Community SDK
UT99_Shadow
UT99_Shadow Dec 17 2012, 11:31am replied:

What's so difficult about understanding my description? Go download the latest build. Add a sdkShadowProjector to your map and play around with it as stated in the TextureProjector.pdf file!

what's pmdecal?

sdkShadowBox is a simple decoration mesh and has nothing to do with Projectors.

That video with the shadow test is real. You simply have to tag the shadow projector with a matching actor, most probably a light source.

+1 vote     mod: UT Community SDK
UT99_Shadow
UT99_Shadow Dec 16 2012, 11:26am replied:

Oh my god. Please don't use Build 148, it's a complete mess from current view of state. ^^

Download the 359 Build (February Beta, Moddb.com) and play around with the sdkShadowProjector, it will do fine with some advanced shadow/lighting effects. The class is located in the sdkEngine.u Package: sdkActor -> sdkRenderActor -> sdkProjector -> sdkDynamicProjector -> sdkDistanceProjector

Oh and TextureProjectors.pdf is the corresponding Help/Tutorial file :)

+1 vote     mod: UT Community SDK
UT99_Shadow
UT99_Shadow Dec 11 2012, 11:17am says:

God damnit! Thanks flay :) Simply false copy/paste work -.-

"Shadow release already damnit!"

+1 vote     article: UT SDK October/November Release
UT99_Shadow
UT99_Shadow Dec 10 2012, 4:40am replied:

These brush options are not related to the SDK. There're my personal collecting of custom brush builders I gathered over the years.

Anything you need to know on how to install the SDK can be read in Setup.pdf, that is included in the download zip-archive.

+1 vote     mod: UT Community SDK
UT99_Shadow
UT99_Shadow Dec 9 2012, 6:27am says:

To all guests trying to make a comment. I really recommend you register yourself here at ModDB. Otherwise I can't answer your messages / comments.

+1 vote     mod: UT Community SDK
UT99_Shadow
UT99_Shadow Dec 8 2012, 12:05pm replied:

yeah, could be implemented, why not, thanks for your idea

+1 vote     mod: UT Community SDK
UT99_Shadow
UT99_Shadow Dec 8 2012, 6:46am replied:

I just code around the original stuff. I replace things with my own interpretation and code. As a basis I use the Public C++ Headers (Build 432). It's pretty difficult getting things to know this way. Nevertheless especially my Particle Engine should be as powerful as the stock Unreal Engine 2/3 counterparts.

+1 vote     media: UTSDK November Beta Preview 6 (Flak Cannon)
UT99_Shadow
UT99_Shadow Dec 8 2012, 6:36am replied:

where did you see that? do you mean the volumes? if yes, then there're meant to be more than just in-Editor viewable collision entities.

+1 vote     mod: UT Community SDK
UT99_Shadow
UT99_Shadow Dec 7 2012, 11:06am replied:

Thank you very much. Currently the last work and touches for this release are some minor bugs and a good Test Map..., which everbody is eager to finally see (will post shots today).

+1 vote     mod: UT Community SDK
UT99_Shadow
UT99_Shadow Dec 6 2012, 12:10pm says:

Yes this is Unreal Engine 1, but with modifications of this SDK ^^

+1 vote     media: UTSDK November Beta Preview 6 (Flak Cannon)
UT99_Shadow
UT99_Shadow Dec 6 2012, 9:14am replied:

Yip, I am..

+2 votes     member: UT99_Shadow
UT99_Shadow
UT99_Shadow Oct 31 2012, 3:16pm says:

Yes I do. To be honest I don't like it MYSELF that I can't put out more releases more frequently. That's why the next release is intended to be that big...

You see it in many other exellent classic Games (Oblivion (Nehrim / Qarls Textures), Stalker(Complete Series), Unreal / 227 Patch). There're so cool Mods out there enhancing the original game/engine, that's my intention for UT!

+1 vote     article: UT SDK October/November Release
UT99_Shadow
UT99_Shadow Oct 4 2012, 3:39am replied:

if you export them and import them as Unreal Engine 1 standard meshes into the UnrealED 2, then, probably, yes.

+1 vote     mod: UT Community SDK
UT99_Shadow
UT99_Shadow Oct 3 2012, 11:28am says:

AGAIN, AGAIN AND AGAIN:


As somebody still may have not yet recognized:

>> This has been cancelled 2 years ago ! <<

Most of it's core features live on in the Project "Unreal Tournament SDK", which is present at moddb too (moddb.com/mods/utcommunitysdk)

+1 vote     mod: Lost Secrets of Na Pali
UT99_Shadow
UT99_Shadow Sep 29 2012, 5:22am says:

Sorry for the delay, but things I wanted in the current Beta aren't finished yet (Test/Showcase Maps for example) thus I was moving the next release to October!

+1 vote     mod: UT Community SDK
UT99_Shadow
UT99_Shadow Sep 24 2012, 5:08pm says:

You mean Epic Games?^^

+1 vote     media: UTSDK September Beta Preview 4 (SubUV Emitter)
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