I am slowly building a library of assets that will be ready for importing into the Unreal Engine 3.0 when the proper tools become available with the release of Unreal Tournament 3. I am aware that "Roboblitz" offers some rudimentary access to the workings of the engine, but I am going to hold

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I am slowly building a library of assets that will be ready for importing into the Unreal Engine 3.0 when the proper tools become available with the release of Unreal Tournament 3. I am aware that "Roboblitz" offers some rudimentary access to the workings of the engine, but I am going to hold off until I have the latest stuff to work with.

Below I've included some renders of a variety of characters and environmental props I have been designing. At this time I am the only visual artist working on this project - and unless the need becomes exceptionally dire, I am planning for it to remain this way all the way through to Depth's release.

that having been said...

I am definitely in the market for talented Musicians , Audio Effects Artists ,Unrealscript Programmers , and Web Designers who would be interested in working on an ambitious multi player project.

If you are indeed curious about the project - drop a line to me through email
jesusrocko@hotmail.com

Uboat Wreck Spade Fish
Tiger Shark Carlos
Comments
SSnake
SSnake

What particular aspects are you talking about directly then? I don't think UT3 will release the header files so you won't have access to the engine anyways (The last time Epic did that was for Unreal Tournament).

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ambershee
ambershee

Well you would do, Unrealscript hasn't really changed. Unrealscript isn't the engine though.

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OmeVince
OmeVince

This mod idea sounds so awesome, and the visuals look great so far! Keep up the great work :D
*watching

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Aeneas2020
Aeneas2020

looking nice congrats mate and enjoy working on the visuals alone but dnt bite off more than u can chew :) (im sure u know what ur doing)g

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SSnake
SSnake

rudimentary access to the workings of the engine

I'd disagree with that. I haven't come across many things that I couldn't do in UT2004 that I can in RoboBlitz.

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ambershee
ambershee

Rudimentary access to the workings of Unreal Tournament 3.

Not 2004.

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TKAzA Staff
TKAzA

Nice work mr kadish :)

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SSnake
SSnake

Rudimentary access to the workings of Unreal Tournament 3.

Read me post a little more carefully. What I meant was, I am able to do almost everything in RoboBlitz that I could do in Unreal Tournament 2004. This means pretty much everything including multiplayer. I was able to recreate the pawn + movement, weapons, vehicles, AI, etc etc...

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Capital88
Capital88

Gorgeous stuff for a great mod idea! Good to see some action coming out of the other UT3 mods lately!

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ambershee
ambershee

Graphical capabilities for a start. UT2004 doesn't have normal maps as an example, amongst many other things ;)

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Ging
Ging

But RoboBlitz does - so your point is moot...

Roboblitz does do something things oddly, like not supporting materials with only an alpha channel (one of our artists when he was playing with it used the emissive channel instead and he's got prior experience with the toolset), but there's certainly no real reason not to start working on the basics of your mod code now. (though it may require more experience with Uscript than if you were working with UT3)

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Capital88
Capital88

...and full kismet functionality and full uscript functionality are vastly limited compared to what the ut3 sdk will offer...really what RB is good for is starting on level design, because bsp will be compatible over to ut3

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SSnake
SSnake

...and full kismet functionality and full uscript functionality are vastly limited compared to what the ut3 sdk will offer...really what RB is good for is starting on level design, because bsp will be compatible over to ut3

Uhh, like I said, I have come across so little in RoboBlitz that I could not do in UT2004 code wise.

I think what people mean is, there isn't any base code in RoboBlitz that people are able to use. Such as the fact that there isn't any real weapon code, or pawn code, or gametype code etc. That wasn't a problem for me, as I just wrote all of those things.

Kismet is a subset of Unrealscript, in that Unrealscript can interface directly with Kismet. In fact you can build new Kismet nodes within Unrealscript, which is what I did with my mathematical functions for Kismet.

though it may require more experience with Uscript than if you were working with UT3

I would agree with that comment. The question isn't the fact that RoboBlitz can't do some things, its the question that there isn't any code available already or examples to base off from.

Ging has the right idea :)

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Koroshiya_Ichi
Koroshiya_Ichi

i stroked a great white shark yesterday

sorry, but i still feel the need to repeat this and atleast here is a semi-relevant context

excellent work by the way

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