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  (60 - 90 of 370)
UT99_Shadow
UT99_Shadow Apr 16 2013, 5:55pm says:

My personal performance increase is about 60 %. Imagine:

Before this current Static Mesh Update these Maps simply used Brushes right? Yeah. So we got hundreds of slowly rendered polygons.

With the new Static Mesh Update and Brushes to be exchanged with Static Meshes the Engine got much less Brush Polygons to render, additionally the Static Meshes alone are cached and rendered very fast, all resulting in a speed boost.

If you have any questions left don't hesitate to ask me per PM.. this update really is a giant leap forward concerning mapping with the SDK.

Last few days I made the best progress: highly increased lighting performance and finally exterminated the annoying wireframe render bug, because many complained about a huge performance drain while rendering static meshes in wireframe mode.

Of course a detailed PDF tutorial will be included explaining how to use the updated Static Meshes, how to convert them (from Brushes to Static Meshes), how to best use them in the Map etc.

//edit: yeah, what Peppigno said^^

+2 votes   media: UTSDK March Beta Preview 7 (Static Mesh Usage)
UT99_Shadow
UT99_Shadow Mar 18 2013, 5:35am says:

@ Sgt, to say it with some words of a previous comment by me:

1. for fun, it's fun being creational
2. most people recognize the old engine to be more beginner friendly than the UDK, even if I'm a fan of the UDK myself
3. Epic Games doesn't do any patches for this fine game...
4. ... so do I, it's not uncommon to do (Oblivion, Stalker, Doom Games)

+1 vote   media: UTSDK March Beta Preview 3 (Particle Volume)
UT99_Shadow
UT99_Shadow Feb 19 2013, 6:30pm replied:

1. for fun, it's fun being creational
2. most people recognize the old engine to be more beginner friendly than the UDK, even if I'm a fan of the UDK myself
3. Epic Games doesn't do any patches for this fine game...
4. ... so do I, it's not uncommon to do (Oblivion, Stalker, Doom Games)

+2 votes   media: UTSDK November Beta Preview 18 (Final Map Shots)
UT99_Shadow
UT99_Shadow Sep 24 2012, 5:08pm says:

You mean Epic Games?^^

+1 vote   media: UTSDK September Beta Preview 4 (SubUV Emitter)
UT99_Shadow
UT99_Shadow Apr 5 2012, 5:46am says:

Standard Environment Mapping and Sphere Mapping, Cube Mapping isn't supported yet. A video is a good idea..

+1 vote   media: UTSDK February Beta Preview 3 (Environment Map)
UT99_Shadow
UT99_Shadow Feb 22 2012, 10:50am says:

no! this is a development kit / mod for Unreal Tournament, no free unreal engine 1!

+1 vote   article: UT SDK January 2012 Beta Release
UT99_Shadow
UT99_Shadow Feb 18 2012, 5:04pm says:

Oh I forgot to say that the user may change the strength of the effect by changing the brightness of the input color... so it's possible to implement fade effects.

+1 vote   media: UTSDK January Beta Preview 5 (Post Processing)
UT99_Shadow
UT99_Shadow Oct 23 2011, 9:53am says:

Nope not yet. It depends on yourself what to change when you add the actors and experiment with them.

+1 vote   download: September 2011 UTSDK Beta (Build 250)
UT99_Shadow
UT99_Shadow Dec 23 2010, 4:33pm says:

it heavily reminds me of R2D2 (star wars)

+2 votes   media: EWOBJM (September/October)
UT99_Shadow
UT99_Shadow Mar 31 2010, 6:09pm says:

thanks guys :)
glad you like it, this'll be all in your hands around june

and guess what ? it's community driven and yeah I'm always around to help if someone needs assistance at UT99.org

+1 vote   media: Tesla would be proud...
UT99_Shadow
UT99_Shadow Dec 6 2009, 2:27pm says:

really good skinning !

+1 vote   media: Boat
UT99_Shadow
UT99_Shadow Jan 16 2008, 4:27pm says:

hmm ich bin mal wieder von blindheit geschlagen und hab unsere wunderschöne landesflagge nicht auf deinem profil gesehen xD

so so also ne moderne kriegsmod. du weißt aba schon, dass det aufwendig wird, mein SDK kann dir zwar bei vielem helfen und neue türen öffnen, aber qualität und anzahl an entwicklern nicht ersetzen :/

biste eigentlich in irgendwelchen deutschen oder (unrealed.de, unrealed.eu) internationalen foren (unrealsp.org, beyondunreal.com) aktiv?

+2 votes   member: Maggintosh
UT99_Shadow
UT99_Shadow Apr 10 2006, 9:42am says:

thank your very much for the mod-watch =) (LSoNP)

+1 vote   member: WFW-PREDATOR
UT99_Shadow
UT99_Shadow Apr 9 2006, 5:23am says:

thx for watching our mod =) (LSoNP)

+2 votes   member: Badman996
UT99_Shadow
UT99_Shadow Feb 10 2006, 11:14am says:

thx for watching LSoNP

+1 vote   member: Arxae
UT99_Shadow
UT99_Shadow Aug 24 2006, 9:27am says:

sry, ya ya we do our best ;D

+1 vote   mod: Lost Secrets of Na Pali
UT99_Shadow
UT99_Shadow Sep 24 2012, 8:46am replied:

All you need is your retail copy of Unreal Tournament, best in Version 436. Go download the latest Build of the SDK (Build 359, February Release, Moddb.com) and follow the instructions inside the Setup.pdf file! Once you've set everything up you can add new actors, use new tools, static meshes etc.

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Aug 15 2012, 6:08am replied:

Yes on that point you're damn right, if you would just have more time you know! I'll try my best

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Aug 13 2012, 5:22am replied:

oh it seems to be pretty easy to make a mod / engine enhancement like this, maybe you'd like to intend to continue my work if it's all that easy^^ seriously: I've not always time for my work on UT mods and stuff, since last year a detailed documentation is provided with the downloads and YES a test map is planned

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Jun 26 2012, 10:39am replied:

Oh.. is that so?!

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Jun 24 2012, 12:33pm replied:

animated textures are a set of single textures that make up a 2D frame animated texture (like a GIF) and projected textures are textures that are projected on a surface like as seen with a light projection from an OHP (over head projector)

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Jun 11 2012, 3:40am replied:

actually both. it's a toolset/unofficial engine enhancement you may use to create better quality mods and maps on top of standard unreal tournament

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow May 28 2012, 6:26am replied:

Since it's easy to suggest things, it must be easy to implement them too, right? NO! First of I only understood 50 % of your comment, second thing is that I know about the circumstance of a missing tutorial map and last but not least I wrote that I'm focussing on Food Fight currently and there's no next beta to be expected before June! The SDK gets better from release to release and I don't like it when people put a lot pressure on me.

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow May 22 2012, 6:21am replied:

Yes of course, in fact there is no "new" editor...

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow May 3 2012, 7:15pm says:

Ok guys. The april/may release has to wait for some days, Food Fight has priority currently.

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Apr 24 2012, 2:03pm replied:

Ah ha... and a new UEditor is that much easy or what? In fact I'm not allowed to do that, sorry but that's a completely irrational task.

+2 votes   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Mar 12 2012, 8:23am replied:

No, the SDK is simply required like any else mod others want to play with, they have to install that too.

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Mar 12 2012, 8:21am replied:

I must admit: Perhaps. If you're totally new to mapping you should learn the basic of UnrealED, architecture, lighting, AI/botpathing first, before getting in touch with the SDK. If you've quite some experience already then the SDK is definitely what you're looking for.

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Feb 26 2012, 1:43pm replied:

Hm well a Demo Map is needed, you're right. It needn't be a super leet tech demo map, but currently I don't have much time (university exams) so maybe we should search for someone skilled and willing to make a decent map!?

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Feb 18 2012, 4:50pm says:

Yeah, probably, but for now it's a constant effect and relies on Open GL Blending.

+1 vote   media: UTSDK January Beta Preview 5 (Post Processing)
UT99_Shadow
UT99_Shadow Jan 20 2012, 5:19am replied:

Okay, here's a patch... Moddb.com , should fix the problem.

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Jan 20 2012, 4:15am replied:

Okay, I'll analyze that!

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Jan 19 2012, 4:42am replied:

What did you do exactly? Which actor were you adding?

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Jan 18 2012, 5:50am says:

"Here we see a dense gas flame emitter in the UnrealED with a nice slight bloom effect."

+1 vote   media: UTSDK December Beta Preview 3 (Color Transition 2)
UT99_Shadow
UT99_Shadow Jan 17 2012, 5:34am says:

Next release will have a new test map (since I know have a fitting gameinfo and HUD) showing up all that **** to people :D

+1 vote   media: UTSDK December Beta Preview 3 (Color Transition 2)
UT99_Shadow
UT99_Shadow Jan 16 2012, 9:04am says:

Yep! This one here's simple Unreal Script and 5 textures (3 for crosshair, 2 for health status). The spinning crosshair is achived by rotating sheet meshes rendered by the canvas. The color of the health bar depends on your health. For green-ish being good health and orange to red low health.

Well I finally finished last steps for the particle color code now I can write the documentation and release everything!

+1 vote   media: UTSDK December Beta Preview 1 (Development HUD)
UT99_Shadow
UT99_Shadow Jan 13 2012, 1:55pm says:

thanks dude :)

+1 vote   media: UTSDK December Beta Preview 1 (Development HUD)
UT99_Shadow
UT99_Shadow Jan 8 2012, 4:48pm replied:

I don't think that the sdk Static Meshes are better than the 227 ones since Smirftsch (lead designer behind 227) has the full source and has implemented an UnrealED support too (static mesh browser and brush <-> mesh conversion options), but yes a general port for Unreal/Unreal Gold would be quite realistic

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Jan 8 2012, 4:46pm says:

I'm no arch-mage, I'm happy if I can fulfill the release of today with what I have!

+1 vote   article: Why no November Release?
UT99_Shadow
UT99_Shadow Jan 7 2012, 5:14am replied:

There is no sense in converting to 227 since 227 is for UNREAL and not UT, additionally 227 has so much features, that Unreal 227 doesn't rely on an SDK version for Unreal, there won't be much benefit using 227 for UT, it's an unreal patch! (only mapping would benefit from it, not c++ / hardcoded development)

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Jan 5 2012, 3:44pm replied:

This is possible, but the light won't cast any shadows only it's light within radius

+1 vote   mod: UT Community SDK
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