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.


Current Version: January 2013 UTSDKBeta (Build 500), 30.01.2013

Next Release: August 2014 UTSDKBeta, 01.09.2014



   
 



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Programming/Lead: Shadow
Programming/Assistance: Torax (aka Zartax.v)






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0 comments by UT99_Shadow on Jan 30th, 2013

UTSDK January 2013 Release


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!

UTSDK November Beta Preview 18 (Final Map Shots) UTSDK November Beta Preview 17 (Final Map Shots)

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

  • Bounding Volume Support
  • new Emitter type (SubUV Emitter)
  • improved Interpolation System (supports smooth interpolation of float, vector, rotator and colors)
  • extended Post Processing Support (cross-fade support, new Blend Modes etc.)
  • completely new GUI/menu system!
  • tons of new UnrealED / UnrealScript functions
  • new Static Mesh Features (changeable U/V Settings, dynamic color)
  • updated OpenGL Driver
  • dozens of fixes here and there
  • a lot of new example content and ready-to-use classes (be surprised!)
  • partially revamped weapons 
  • Showcase / Test environment

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!

January 2013 UTSDK Beta (Build 500)

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January 2013 UTSDK Beta (Build 500)

January 2013 UTSDK Beta (Build 500)

Jan 30, 2013 Full Version 0 comments

UT Community SDK - January Beta (Build 500 / no Setup) - Setup Download coming next Days. Highlights: Bounding Volume / dynamic Per Poly Collision Support...

February 2012 UTSDK Beta (Build 359)

February 2012 UTSDK Beta (Build 359)

Mar 23, 2012 Full Version 0 comments

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...

January 2012 UTSDK Beta (Build 335)

January 2012 UTSDK Beta (Build 335)

Feb 21, 2012 Full Version 0 comments

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...

December 2011 UTSDK Beta (Build 300a) - Hotfix1

December 2011 UTSDK Beta (Build 300a) - Hotfix1

Jan 20, 2012 Patch 0 comments

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...

December 2011 UTSDK Beta (Build 300)

December 2011 UTSDK Beta (Build 300)

Jan 18, 2012 Full Version 0 comments

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...

October 2011 UTSDK Beta (Build 271)

October 2011 UTSDK Beta (Build 271)

Nov 1, 2011 Full Version 3 comments

The Release of the UTSDK October Beta! (Build 271)

Post comment Comments  (70 - 80 of 488)
AkyraMod
AkyraMod Dec 17 2012, 5:30pm says:

Do not think anything bad. I thing, you are only one hope for me and UT99 community. I thing, UT99 must be only one improvement. The same shadows, like Undying, Rune (projected) for LodMesh (3d)(scm(Rune) and ngf(Undying) havent plugin for 3dmax or another 3d program). Even in 2012, hasnt UE1 shadows projected. Quake 1 had stencil shadows before 2000. One problem is, that Tim Sweeney not provided engine.dll. Create shadows for a pawn and be famous and SDK enters Hall of Fame..:)

+1 vote     reply to comment
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     reply to comment
AkyraMod
AkyraMod Dec 19 2012, 7:03am replied:

maybe this would help
This file from Rune game from /Engine/Inc

w/w/w.akyradata01.wz.cz/UnShadTex_cpp.html
w/w/w.akyradata01.wz.cz/UnShadTex_h.html
w/w/w.akyradata01.wz.cz/UnSkel_h.html

I hope will be shadow for 3d model no only skeletal model

+1 vote     reply to comment
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     reply to comment
Kaal979
Kaal979 Dec 17 2012, 7:41am says:

Yes - and most important:
negative lights but no neons
o.s. just shadow emitters.

+1 vote     reply to comment
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     reply to comment
AkyraMod
AkyraMod Dec 17 2012, 5:58am replied:

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..?

+1 vote     reply to comment
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     reply to comment
AkyraMod
AkyraMod Dec 17 2012, 4:34pm replied:

PM_decal is projectionmetod in properties projector..projector is always in center map..i dont move..i will be send picture..
I do map 14 years, but your actor not intuitive..the best is your first code UT99EP because it haved map..I maked UT99EP for DeusEx..:)..but projected decal cant projected wall and floor together..big problem..:)

+1 vote     reply to comment
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     reply to comment
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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

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