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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

Posted by AJ_Quick on Jul 15th, 2007

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
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SSnake
SSnake Jul 16 2007, 3:09am says:

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).

+1 vote     reply to comment
ambershee
ambershee Jul 16 2007, 2:22am says:

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

+1 vote     reply to comment
OmeVince
OmeVince Jul 15 2007, 6:08pm says:

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

+1 vote     reply to comment
Aeneas2020
Aeneas2020 Jul 15 2007, 6:28pm says:

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 Jul 15 2007, 10:24pm says:
Quote: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 Jul 15 2007, 10:31pm says:

Rudimentary access to the workings of Unreal Tournament 3.

Not 2004.

+1 vote     reply to comment
TKAzA Staff
TKAzA Jul 16 2007, 1:07am says:

Nice work mr kadish :)

+1 vote   reply to comment
SSnake
SSnake Jul 16 2007, 1:25am says:
Quote: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...

+1 vote     reply to comment
Capital88
Capital88 Jul 16 2007, 11:41am says:

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

+1 vote     reply to comment
ambershee
ambershee Jul 16 2007, 3:05pm says:

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

+1 vote     reply to comment
Ging
Ging Jul 16 2007, 8:04pm says:

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 Jul 16 2007, 8:18pm says:

...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

+1 vote     reply to comment
SSnake
SSnake Jul 16 2007, 9:13pm says:
Quote:...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.

Quote: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 :)

+1 vote     reply to comment
Koroshiya_Ichi
Koroshiya_Ichi Jul 17 2007, 9:47am says:

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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