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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Will this be compatible with Unreal Engine 2 as well?
No, this is Unreal Engine 1 only, as Unreal Engine 2 doesn't allow native coding with C++
ONE QUESTION FOR YOU:
Lightmaps are only reserved to brush? or you can apply them on meshs too ?
Thanks
Meshes in Unreal Engine 1 only use simple Vertex lighting. The more polys, the better the light quality. Lightmaps are generated on and only on Brushes during the Build-Process in UnrealED.
3 Questions:
Will you upgrade to Physic 3.0.1?
Can you find a way to support Tessellation on DX11 Graphics Cards?
Can you find a way to support Phong Shading?
i can't see any exe file when i have unzipped the build 172. how do i get into the developement kit?
also i would like to use the enhanced graphics. Is it a rendering device i need to set up? if it is i can't see it on the UT render list.
Do i need a previous version in order for it to install properly? i have also installed the build172 hotfix for safe measure.
sorry for a lot of questions just a bit confused :\
Nearly all of your questions can be answered by looking into the Documentation Files. Nethertheless I'm going to answer them for you here once again:
Answer1 - No, there's no seperate Exe (yet), you extract the system files and load them as EditPackages (UnrealTournament.ini) and work with the new Files within the UnrealED, how the files have to be set up can be seen by looking into the Readme files (Setting up the SDK.doc)
Answer2 - The new render features depend on the new base render "sdkRender.dll", you set that file as the game's Base Render, again this can be found in the Documentation (Setting up the SDK.doc)
Answer3 - No you won't need any previous Version, every Version (since Build 148) is a standalone Version, for Build 172 there exists a seperate hotfix, that has to be installed after Build 172 has been installed, the coming Build 200 will be again standalone and contains the Hotfix for Build 172 already
No problem, it's not that easy for anyone, questions are there to be answered...
thnx
Can you make the «patches» and «curves», like in Radiant editors? I think, it's be very helpful to create a smoothed polygons.
Oh, and «hello» (=