The Unreal Tournament SDK is a collection of hardcoded Engine Enhancements for Unreal Tournament that aim to update that wonderful old game so that both gamers and level designers/mod developers may enjoy this fine game just a bit longer. It is completely Open Source, free for noncommercial use. While I know that Unreal Engine 4 is the current state of the art incarnation of the Unreal Engine this project has become a more or less private project just for fun. After a 4 year break (coding nothing since 2014) I'm lookng forward to continue the project and release the next update in 2018. So yes... it's active again, after I had a time of hardship these last years.

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Report RSS UTSDK March Beta Preview 7 (Static Mesh Usage) (view original)
UTSDK March Beta Preview 7 (Static Mesh Usage)
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OrdinaryMagician
OrdinaryMagician

So what's the approximate difference in fps? I think this could help with a map I've planned to do. (yep, I'm trying to get back into UT99)

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Peppigno
Peppigno

You could gain more fps than BSP geometry complex. This is sure.

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UT99_Shadow Author
UT99_Shadow

My personal performance increase is about 60 %. Imagine:

Before this current Static Mesh Update these Maps simply used Brushes right? Yeah. So we got hundreds of slowly rendered polygons.

With the new Static Mesh Update and Brushes to be exchanged with Static Meshes the Engine got much less Brush Polygons to render, additionally the Static Meshes alone are cached and rendered very fast, all resulting in a speed boost.

If you have any questions left don't hesitate to ask me per PM.. this update really is a giant leap forward concerning mapping with the SDK.

Last few days I made the best progress: highly increased lighting performance and finally exterminated the annoying wireframe render bug, because many complained about a huge performance drain while rendering static meshes in wireframe mode.

Of course a detailed PDF tutorial will be included explaining how to use the updated Static Meshes, how to convert them (from Brushes to Static Meshes), how to best use them in the Map etc.

//edit: yeah, what Peppigno said^^

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AkyraMod
AkyraMod

One problem..Static mesh must has shadows..:)

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UT99_Shadow Author
UT99_Shadow

Yes but that's not that easy X_o

Do you mean self shadowing? Or casting shadows?

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AmaroqDricaldari
AmaroqDricaldari

I think he means idTech-style lightmaps or something along those lines.

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AkyraMod
AkyraMod

The same like BSP. Otherwise, it will not replace BSP.

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Description

Here you see how I used Static Meshes in my Showcase Map to highly increase performance (Particle Engine Version).

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