The Unreal Tournament SDK is state-of-the-art Toolset / Engine Enhancement for retail Unreal Tournament, that let's you create anything you want. Sci-Fi Battle Scenes, a Strategy Game, a Fun Mod, Survival-Horror Shooter, Simulations - Everything. It will also include a Sandbox showcasing the New Possibilities via bundled Mini-Mods / Demos made by Fans and me. It enhances the render engine, gameplay, unreal script features and anything UT Veterans ever dreamed off. It is completely Open Source, free for noncommercial use.

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Media RSS Feed Report media UTSDK March Beta Preview 7 (Static Mesh Usage) (view original)
UTSDK March Beta Preview 7 (Static Mesh Usage)
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OrdinaryMagician
OrdinaryMagician Apr 16 2013, 2:47pm says:

So what's the approximate difference in fps? I think this could help with a map I've planned to do. (yep, I'm trying to get back into UT99)

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Peppigno
Peppigno Apr 16 2013, 5:51pm says:

You could gain more fps than BSP geometry complex. This is sure.

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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^^

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AkyraMod
AkyraMod Jul 30 2013, 3:40am says:

One problem..Static mesh must has shadows..:)

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UT99_Shadow
UT99_Shadow Aug 20 2013, 11:13am says:

Yes but that's not that easy X_o

Do you mean self shadowing? Or casting shadows?

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AkyraMod
AkyraMod Aug 26 2013, 7:52am says:

The same like BSP. Otherwise, it will not replace BSP.

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Description

Here you see how I used Static Meshes in my Showcase Map to highly increase performance (Particle Engine Version).

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Apr 16th, 2013
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