Mod community since 2001: Spatial Fear | Unreal Fortress Evolution | Hollow Moon | Kronos' Wrath | "Birthstar:frontline" (talon 5-1)| UETF Chronicles. "Holon Institute of Technology - HIT" student: B.Design (Industrial Design).

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Description

This is a real time test map of a full day/night cycle simulation thanks to the Kismet environment possibilities in UDK engine.

Created by Ivan Tantsiura - PAPAM STUDIOS - www.papamstudios.com

Features:
- Traveling sun object
- Traveling lens flare
- Sun color transition [day time dependent]
- Light Shafts / "god rays" [morning / evening]
- Environment/sky light color and brightness transition
- Fully dynamic shadow maps [sun direction dependent]
- Scaling tessellation terrain / level of details [distance depending]
- Grass/plants [2 layers, distance from player dependent]
- World environment light turns off when entering interior spaces and goes back on when exiting [fade]
- Hight Fog color/density/distance/start distance transitions
- Day/Night sounds cross fade
- Water distortion-refraction/reflection [right now simulated reflections]
- Dynamic sun specular reflection in water
- Light color/direction/brightness dependent sky box
- Sky box texture cross fade [currently 3 textures]
- Dynamic clouds layers [light brightness/direction/color dependent]
- Sound effects cross fade [dependent on time of the day]

Hardware used:
Intel quad core 2.4ghrz
4gb ram
windows 7 64 bit
[older nvidia drivers to avoid performance slowdown bug in UDK on windows 7]
nvidia gforce 8800gt [BFG factory overclock]
UDK 2010 - 06 version

Textures used are not ours!
Hud, weapons and sounds - original UDK content

Resolution used while capturing - 1680x1050.
Captured using Fraps
Capture FPS - 30~ half size
Antiliasing - off
nvidia texture settings set to "performance"

The test map uses Kismet environment - the details/tutorial will be posted later - on [depending on the demand from the community]

Ah and the overall performance of the map is good-great.

Thanks for watching and reading.