• Unreal Engine 3 Now Free
    198 replies, posted
Downloading now... Maybe I can get into this kind of stuff.
[media]http://www.youtube.com/watch?v=fiBjkrB7naw[/media] The video is still processing so it looks like shit, but you get the point.
[QUOTE=KorJax;18275558]Yeah but $1mil is pretty small if you take into consideration that it is royalty free, that you can use it with no strings attached on other projects if you want (I think), and that if a $50 game sells 250,000 units (which is pretty average) your game makes $12.5 million. That means you'd (as a comercial studio) save a lot more money by forking over the $1mill compaired to going with this and spending 25% of all profit made to Epic (which would add up to being over $3mil engine-costs instead of spending $1mil upfront). Of course this thing isn't aimed at appealing to big commercial studios, which is why it's great for smaller guys like Mod or Indie teams who are not concerned with making the most money possible and just want to release something cool. This gives them the means to do that with very robust game technology and not have to pay a dime unless they sell more than X amount.[/QUOTE] when a developer sells a game, they don't make $50, part of the price is to the retailer and packaging unless it's digital distribution
I wanted to make it so that the play could switch gravity orientation and run on the ceiling or walls but not even a UDK Senior Developer knows haha.
[QUOTE=Aredbomb;18274400]I haven't been able to install it and I have redownloaded it. several times. Actually I'm getting errors in Killing Floor's SDK, and that uses UT2k4's engine.[/QUOTE] I'm getting the same error in VTFEdit now
I hate how you have to model almost every aspect of the level you're creating.
[QUOTE=lemming77;18214203]I'm not sure it's such a risky move. [B]You don't stand to lose anything by giving something away[/B], you're just not gonna earn anything. They'll have recovered all their development costs through their other licensees by now anyway. Besides, it sounds like their licensing agreement will work perfectly well for them. UE3's a potent engine though, so I'm really looking forward to seeing what people do with it.[/QUOTE] wut
[QUOTE=PartyPancake;18285703]Wow, a model program specifically for trees. Too bad they couldn't add any other model programs to it. :frown:[/QUOTE] Uhh, that's the content speed compiler. It's not for trees it's just called that. Wait, holy shit it is!
Tried the Killing floor sdk, and, its complicated :( Guess I'll stick with hammer, But I will try to learn the unreal editor, as it's used in more games than source
Everyone skipped over my video. :sigh:
[QUOTE=green bandit;18289365]Tried the Killing floor sdk, and, its complicated :( Guess I'll stick with hammer, But I will try to learn the unreal editor, as it's used in more games than source[/QUOTE] The hammer and Unreal Editor are actually quite similar. They both use BSP geometry/table map types. The only difference being though is instead of being able to make brushes on-the-fly with the cube tool, you must build a brush builder that is basically a hollow template for the brush to be made in, the dimensions of the brush builder is the same size of the resulting brush. Same for entities, they are sized with either the brush builder as [b]Volumes[/b] or they are just basic movable entities such as lights. It's a bit of a different concept, but relatively the same. [editline]05:49PM[/editline] [QUOTE=onox37;18289428]Everyone skipped over my video. :sigh:[/QUOTE] I saw it, actually, how did you make the brush breakable? I've only been able to do it with props.
[QUOTE=onox37;18289428]Everyone skipped over my video. :sigh:[/QUOTE] It's crappy quality and we've already seen a UDK Destruction video.
[QUOTE=FlowXobDans;18289707]It's crappy quality and we've already seen a UDK Destruction video.[/QUOTE] Yeah but not with brushes, well, yes but someone we know did it this time and can possibly tell us how to do it.
When you create the brush, you right click the brush in the viewport (not the 3d one but left/right/top) and choose convert, then convert to mesh. After you converting it to a mesh, you need to save the mesh (like you would any other). Then edit the mesh you just saved and go to the fracture tool. Instead of cutting it first, you need to create a collision model, else you can just run right through it and it wouldn't break. It make take some testing to figure out the right collision model for your brush. Then you can fracture and slice it. Be sure to save it again after that. Place in level. Voila!
[QUOTE=onox37;18289990]When you create the brush, you right click the brush in the viewport (not the 3d one but left/right/top) and choose convert, then convert to mesh. After you converting it to a mesh, you need to save the mesh (like you would any other). Then edit the mesh you just saved and go to the fracture tool. Instead of cutting it first, you need to create a collision model, else you can just run right through it and it wouldn't break. It make take some testing to figure out the right collision model for your brush. Then you can fracture and slice it. Be sure to save it again after that. Place in level. Voila![/QUOTE] Thanks mate!
[QUOTE=jjsullivan;18289518]The hammer and Unreal Editor are actually quite similar. They both use BSP geometry/table map types. The only difference being though is instead of being able to make brushes on-the-fly with the cube tool, you must build a brush builder that is basically a hollow template for the brush to be made in, the dimensions of the brush builder is the same size of the resulting brush. Same for entities, they are sized with either the brush builder as [b]Volumes[/b] or they are just basic movable entities such as lights. It's a bit of a different concept, but relatively the same. [/QUOTE] That's what I find so complicated.
Just made a hollow building which took forever to construct. I just finished meshing it and I'm going to slice it next. Then I will destroy the building. Fuck shit up here we come? [editline]07:39PM[/editline] Fuck. It crashed on me and I lost it.
[QUOTE=onox37;18290612]Just made a hollow building which took forever to construct. I just finished meshing it and I'm going to slice it next. Then I will destroy the building. Fuck shit up here we come? [editline]07:39PM[/editline] Fuck. It crashed on me and I lost it.[/QUOTE] Yeah, I tried doing something similar with a pre-built statue, to many verts and it crashed. May I suggest just making a simple building model, importing it, and make it destructible? BTW guys, for those of you who are more used to the Source SDK Interface, I'm making a simple one for the UDK in autohotkey. But I require the program paths to Maya, 3ds Max, and photoshop. Anyone who owns these programs and is generous enough to give me the info feel free to post it.
I don't have 3ds Max anymore. I've got C4D now. Hopefully I can utilize it more.
[QUOTE=onox37;18290886]I don't have 3ds Max anymore. I've got C4D now. Hopefully I can utilize it more.[/QUOTE] Should I include C4D in the content tools section of the app? Rate agree yes, rate disagree no.
Please do. I sliced this building and it seems that 150 is the limit for the number of chunks. I'm going to see if I can change that in the .ini files. I'll let you guys know so we can have 1,000 chunks. AKA Chunking the chunk.
[QUOTE=onox37;18291220]Please do. I sliced this building and it seems that 150 is the limit for the number of chunks. I'm going to see if I can change that in the .ini files. I'll let you guys know so we can have 1,000 chunks. AKA Chunking the chunk.[/QUOTE] Uh oh it's the new microbrush! Nah, just kidding, I'm sure it'll work. Also, mind posting the .exe adress to C4D? I don't own it myself.
Sure thing, what's your email address?
[QUOTE=onox37;18291674]Sure thing, what's your email address?[/QUOTE] Maybe just PM it to me?
PM you the .exe ... You can't send files over PM lol.
He said address, he only needs to know the installed filepath.
[QUOTE=subenji99;18291892]He said address, he only needs to know the installed filepath.[/QUOTE] What he said.
Ohhhhhh C:/Program Files/MAXON/CINEMA 4D (version number after)/Cinema4d.exe
[QUOTE=onox37;18292268]Ohhhhhh C:/Program Files/MAXON/CINEMA 4D (version number after)/Cinema4d.exe[/QUOTE] Thanks again!
[QUOTE=jjsullivan;18290759] BTW guys, for those of you who are more used to the Source SDK Interface, I'm making a simple one for the UDK in autohotkey. But I require the program paths to Maya, 3ds Max, and photoshop. Anyone who owns these programs and is generous enough to give me the info feel free to post it.[/QUOTE] 3dsmax is usually something like C:\Program Files\Autodesk\3ds Max 9\3dsmax.exe or C:\Program Files\Autodesk\3ds Max 2010\3dsmax.exe depending on the version. Photoshop CS4 is C:\Program Files\Adobe\Adobe Photoshop CS4\photoshop.exe. [editline]11:22PM[/editline] And Maya 2009 is: C:\Program Files\Autodesk\Maya2009\bin\maya.exe
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