January 2013 UTSDK Beta (Build 500)
Jan 30, 2013 Full Version 0 commentsUT Community SDK - January Beta (Build 500 / no Setup) - Setup Download coming next Days. Highlights: Bounding Volume / dynamic Per Poly Collision Support...
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 Jan 30th, 2013
Hey everyone! I can now finally present a new version of the UT Community SDK. After weeks and months of delay I finally got together what I wanted to. The road to success had so many obstacles in especially the last few weeks. One bug was removed another popped up!
But now I can deliver the first release with a testing environment. Yes... no simple framework without any possibility to test things anymore! When you remember the news post back in November 2012 I was still trying to some stuff ... well I think the majority of these features really made it into the release.
Highlights
Since this is a huge leap forward, because it's the first release to actively show what can be done, I suggest you make yourself familiar with the possibility to discuss, bug hunt or report about whatever concerns the UTSDK at the forums of ut99.org!
UT Community SDK - January Beta (Build 500 / no Setup) - Setup Download coming next Days. Highlights: Bounding Volume / dynamic Per Poly Collision Support...
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)
Highest Rated (5 agree) 10/10
Epic Games would be proud. It is too bad it isn't ocmpatible with Unreal Engine 2, and it is also too bad that the Unreal Engines don't stack. Imagine playing the first Unreal with this mod and with Unreal Engine 3.
May 21 2011, 4:48am by AmaroqDricaldari
how to make simple shadows for decoration. J tested every version SDK...grrr. can you describe me what I put to actor. In version 148 you have shaders..they can be used and how?
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 :)
I dont understand. I put DynamicFanShadowProjector and projector render on position sdkLevelinfo. When put pmdecal nothing render. When I put sdkshadowbox, box ok, but more me flying render box..ugh..what is it..more people dream about decoration and pawn dynamic shadow..zour video about simple soft shadow is nice, but is no real..?
Another mega idea:
Some kind of "Resource-Build"!
Lets say i place the weaponlord pulsecannon in my map
and that new build converts all required stuffs like
sounds textures meshes classes ect. into mylevel.
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.
ok please ive downloaded it, how do i get it to work in the unreal editor, i see there are more brush options in your screen shots so i dont know if im missing anything, please help me
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.
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Just asking because it sucked to have
to test blockers ect each time ingame.
yeah, could be implemented, why not, thanks for your idea