February 2012 UTSDK Beta (Build 359)
Mar 23, 2012 Full Version 0 commentsThis month's release comes with a huge update for the Material System adding new Materials like TexRotators and TexEnvMaps! On the other hand I implemented...
The Unreal Tournament SDK is a state-of-the-art Toolset / Engine Enhancement for retail Unreal Tournament and a substitute for a still missing new Patch, that brings UT to today's standards in the style of the Stalker Complete Series. Sci-Fi Battle Scenes, a Strategy Game, a Fun Mod, Survival-Horror Shooter, Simulations - Everything is possible. It will also include a Sandbox showcasing the New Possibilities via bundled Mini-Mods 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.










0 comments by UT99_Shadow on Mar 23rd, 2012
More good news: I reimplemented Projectors and optimized them and fixed some rendering bugs concerning the new Blending Styles. There're also finally 2 read-to-use Example Packages (sdkSandbox and sdkSandboxMaterials) showing example content including Materials, Static Meshes, Projectors and Emitters.
New Features
This month's release comes with a huge update for the Material System adding new Materials like TexRotators and TexEnvMaps! On the other hand I implemented...
Starting the new year for the SDK with a bunch of new features and improvements: The next new and fresh release of the Unreal Tournament Community SDK...
Fixes a strange critical error when adding a StaticMesh Actor to the map. The error was caused by mismanaged texture arrays. Simply copy "sdkEngine.dll...
So finally here it is. The next new and fresh release of the Unreal Tournament Community SDK. Originally there should've been a November release but according...
The Release of the UTSDK October Beta! (Build 271)
After a couple of months of work on the Particle Engine I can finally present it initially with this Build. On the top of it Static Mesh Support has been...
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cant wait to get your finished sdk for ut. i have some big plans for a ut-modifikation with your new special graphic-features! ut99-4ever!
it definitly has to be adapted on Deus Ex, for example the window system is different, the decals, AI and so on..
but it is possible of course
Well I mostly mean the graphical stuff - simulated pixel shaders and stuff like that. I'm curious as to how that works actually - does it work off standard or DOT3 bump maps to do that?
these simulated pixel shaders are some kind of combiners overlayed over the original skin to distort or change it but is run on cpu (thus software or simulated shaders), nethertheless the only real usage of shaders is archived by post processing, per-texture-based shaders (material trees) would be too difficult or too limited to make, because even if one would code a shader supporting texture class you would be limited to 256x256 pixels, the limit that goes for all custom made texture classes, the powerful build-in ScriptedTexture of the engine have had the same problem: you could do dynamic textures with dynamic text, numbers even menus painted on texture.. BUT always limited to 256x256 pixels ..
also only per-pixel-light shaders use DOT3 and further advanced per-pixel technologies (radiosity lighting, parallax mapping, normal mapping), other or standard pixel shaders "simply" distort brightness and color values of single pixels/pixelinformation coming from the framebuffer.
All features or the whole SDK should be portable to any Unreal Engine 1 game or project (min. build 226) up to any Unreal Engine 2.x game or project.. except hardcoded extensions, which aren't supported for UE 2.x (lack of native/renderer coding support and missing headers)
I don't know if the idea is good for this good enhancement but i want to purpose something, i think the decals, cadavers, blood trails, bullets, debris and other things like this must be stay more longer on the field, I have found some mutators to do this, but they are separate and they're not completed
I think the deaths messages must be variable like in unreal 1 or the recent versions of UT (in fuction of the last point of hit before death and the projectile type
The flak cannons (U1 & UT) must droped an empty flack shell on the ground (only after a primary fire) not the secondary
the third person view of all weapons can be improved also on pickup
The Minigun and pulse gun (primary fire only)have a rotating cannons on third person view and in first person view the Minigun have a belt on it
we can saw one or two enforcers on the players hand on third person view
The Rocket launcher have a rotative barrel on third person view
Ripper diplay a disk in pickup view and third person view
For the player skin if it's possible we can saw a separate deformation system in ut we have only a deformation of the heand and the rest of the corpse i think this can be upgraded these ideas are just suggestions if it's possible this can be a great upgrade for the game ....
An thanks for this very good upgrade
yes good suggestions, but you have to pay attention on the fact that epic did all these stuff with a purpose, UT is mostly a multiplayer game, if they would have coded decals staying very long or "forever" along the game it would have been a critical impact on performance on machines around the years of 1999/2000/2001, I think to day any machine should manage staying decals...
Death Messages: as far as I know there's a modpack called "Enhanced Items" with improved messaging
Weapon Third Person View: well the majority of gamers don't pay any attention on such details, many don't care about a possible animation played of the third person version of a weapon model, that might the reason that these special animations exist but were not integrated ..
Deformation System: it's just a saved animation of the body without the head, I would have to re-animate that model to allow other bodyparts to be damageable (at least it worked for legs and the torso in Unreal too) and ripped apart
nope, you're wrong :) Scripted Texture can be bigger (dunno size limit). You can create it by using command (don't remember, I have to look on wiki). Of course you can use 'em only with Direct3D8 and new OpenGL.
OMD that sounds interesting raven! even I figure out stuff I didn't know before xD lol that means.. it would be possible to code shadertextures without limit of 256x256 pixels.. I definitly have to keep an eye on this
How likely is it you could get this to work with Deus Ex?
hehe yo thx^^
play around with it, especially the test map!
though the beta is nothing compared to the final
for the final there're over 100 unrealscript classes now .. just for the core-package ! there'll be a also second package with the main content basing on the core-package providing you with more than 200 example classes and codes in relation with this and the needed content (textures/skins, maps, sounds and so on) the final will definitly be over 100 MB in size