[QUOTE=mopman999;31744510]Because it has Prolly the best map maker IMO
[editline]15th August 2011[/editline]
They are basically func_breakables with a wire skeleton in them[/QUOTE]
Personally i think unreal engine is a lot better than source. But then it's a matter of opinion.
[QUOTE=IronPhoenix;31744855]Personally i think unreal engine is a lot better than source. But then it's a matter of opinion.[/QUOTE]
Never had a good enough computer to run unreal 3.
I would make a video tutorial but my voice is high as hell.
[QUOTE=mopman999;31746560]Never had a good enough computer to run unreal 3.
I would make a video tutorial but my voice is high as hell.[/QUOTE]
That's never stopped sphinxa
snip
[QUOTE=mopman999;31746930]Im not sure if you talking about the tutorial or how good my computer is.[/QUOTE]
The tutorial.
Although sphinxa bought a laptop to judge a comp once.
It would be a good idea though to try various engines before saying that source is the best one. Just a thought.
[QUOTE=IronPhoenix;31746961]
It would be a good idea though to try various engines before saying that source is the best one. Just a thought.[/QUOTE]
Ive tried Unreal 2 and Serious Engine 1
The big ones at the moment are cryengine, source and udk.
snip
[QUOTE=IronPhoenix;31746819]That's never stopped sphinxa[/QUOTE]
Wait a minute, the high voice part or the good enough computer? :v:
[QUOTE=sphinxa279;31747727]Wait a minute, the high voice part or the good enough computer? :v:[/QUOTE]
The high voice part :)
snip
[QUOTE=GameDev;31743890]Lesson learned:
Source is not compatible with Bad Company 2 Physics[/QUOTE]
Bad company 2 physics are just cookie cutters. The buildings that can come crashing down are obviously animated. It's doable but pointless.
snip
Geomod is probably the pinnacle of physics tech atm.
[QUOTE=GameDev;31743890]Lesson learned:
Source is not compatible with Bad Company 2 Physics[/QUOTE]
Bad Company 2 uses a equivalent to Cinematic physics, hell; at least grenades roll in source instead of bouncing like in BC2 or Quake 2.
Edit:
Damn, Ninjad.
Yes well i have been wanting to start with UDK 3 but i would have no idea where to get the stuff for it :downs:
Source Is goodish, The one thing i don't like is that it pre-calculates the lighting, instead of realtime (portal 2 serves differently but i think people like to call that "Source Engine 2", i also have that and it is far, i mean WAAAAAAYY easyer to map with rather then portal 1. And as far Cry engine 3 goes, i "Obtained" Crysis 2 and i would love to learn how to develop with cry engine 3, but yet again... where to start
I find unreal editor to be overly complicated.
[QUOTE=SSBMX;31755302]I find unreal editor to be overly complicated.[/QUOTE]
How?
If anything source editor is overly complicated. Because of it's age, things keep being tacked on.
I do wish they would do a complete recode of sdk.
[QUOTE=IronPhoenix;31760297]How?
If anything source editor is overly complicated. Because of it's age, things keep being tacked on.
I do wish they would do a complete recode of sdk.[/QUOTE]
I cannot even control the damn camera in unreal editor.
Mouse wheel to move forward and back
lmb to turn
rmb to turn and tilt
a and d pan
w and s is forward and back
[QUOTE=IronPhoenix;31760297]How?
If anything source editor is overly complicated. Because of it's age, things keep being tacked on.
I do wish they would do a complete recode of sdk.[/QUOTE]
Have you ever fucking used Hammer or Source SDK?
[QUOTE=kaine123;31798613]Have you ever fucking used Hammer or Source SDK?[/QUOTE]
No, the source maps i make i conjure from my mind and fuse with the computer using my psi-powers.
UDK contains all their tools within the editor. So if i want to create a particle system i can go to the particle editor, whip up a particle system, save it, then drag and drop that particle system out of the folder into the map. In source, they built some kind of tools version of ep2 that you can make particles in, and as a result it isn't the smoothest thing in the world. It also takes a lot more time to build a particle as a result.
This feels like a topic I should be participating in. Having an entire series of youtube videos dedicated to this stuff.
[url]http://www.youtube.com/watch?v=NZNP9g-JtZI[/url]
[url]http://www.youtube.com/watch?v=FgfQZmmFQCI[/url]
[url]http://www.youtube.com/watch?v=1vqHEIvw7hI[/url]
[url]http://www.youtube.com/watch?v=V6gC9HjlAYo[/url]
[url]http://www.youtube.com/watch?v=IYRhIL5J8hI[/url]
[url]http://www.youtube.com/watch?v=0Hsz-aYLEMM[/url]
[url]http://www.youtube.com/watch?v=lRdmUh0Q2ig[/url]
[url]http://www.youtube.com/watch?v=fsWLlJzQsN0[/url]
[url]http://www.youtube.com/watch?v=KP1o_4Xx79Y[/url]
[url]http://www.youtube.com/watch?v=0k1crNXjJgA[/url]
[url]http://www.youtube.com/watch?v=iZFE18Nvils[/url]
[url]http://www.youtube.com/watch?v=NQsN6s4ND3c[/url]
[url]http://www.youtube.com/watch?v=E9AgTN-iGNg[/url]
This tutorial is useful, for those who didn't know this stuff. I was able to learn from it and so I think it isn't bad.
[url]http://www.youtube.com/watch?v=kFGd1chqGmA&feature=channel_video_title[/url] just a little thing i threw together that is pretty much fake DMM
This is the beauty that can be accomplished with fake dmm:
[url]http://www.youtube.com/watch?v=N7MYttLnHpA[/url]
It's easy to do just takes a long time. I'd die of boredom.
[QUOTE=markboydude;31803652]This is the beauty that can be accomplished with fake dmm:
[url]http://www.youtube.com/watch?v=N7MYttLnHpA[/url]
It's easy to do just takes a long time. I'd die of boredom.[/QUOTE]
It's not beautiful if the walls break into big triangular chunks...
I really hate the name "fake dmm". Maybe it's because i immediately associate it with that bigheaded oaf 3kliks.
[QUOTE=IronPhoenix;31804877]I really hate the name "fake dmm". Maybe it's because i immediately associate it with that bigheaded oaf 3kliks.[/QUOTE]
I absolutely deteste it, mainly due to the fact that it doesn't even replicate DMM in the slightest, DMM randomises the breaks in the surface when the level is loaded, you can't replicate the randomising, therefore not fake DMM, just a physics enabled wall :v:
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