UT99 SDK

For questions and discussion about UnrealEd, UnrealScript, and other aspects of Unreal Engine design.

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Shadow
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Post by Shadow »

What Kosh doesn't say.
I'm not going to show trees only.
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Darkon
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Post by Darkon »

Shadow wrote:What Kosh says!
:?
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Post by Creavion »

Darkon wrote:
Shadow wrote:What Kosh says!
:?
You dont know Kosh? That doesnt matter, me neither :rolleyes:
>:E
--------------------------------------------------
[quote="Waffnuffly"]Holy shit a HOUSE-SIZED BOX[/quote]
--------------------------------------------------
>:E
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Shadow
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Post by Shadow »

Darkon wrote:
Shadow wrote:What Kosh says!
:?
Yes
Az
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Post by Az »

1?
2?
3?
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Shadow
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Post by Shadow »

Now stop!
This tends to get silly.
As I said, if I make a preview movie, I won't show trees only
UB_
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An old, funny thing born in this forum.

Post by UB_ »

Is there an option to disable trees? :o
ImageImage
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Mister_Prophet
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Re: An old, funny thing born in this forum.

Post by Mister_Prophet »

UBerserker wrote:Is there an option to disable trees? :o
Oh geez :lol:
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Post by Creavion »

*snore* Not again :rolleyes:
>:E
--------------------------------------------------
[quote="Waffnuffly"]Holy shit a HOUSE-SIZED BOX[/quote]
--------------------------------------------------
>:E
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Shadow
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Re: An old, funny thing born in this forum.

Post by Shadow »

UBerserker wrote:Is there an option to disable trees? :o
No, sorry
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Shadow
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Post by Shadow »

News/Updates/Changes since November 09
  • Plane Projective Texture Mapping (Plane Projector) finished
  • Testing Simple Dynamic Soft Shadows
  • Sprite Emitter finished
  • Mesh Emitter finished
  • Beam Emitter finished
  • Corona Emitter finished
  • Sprite Beam Emitter finished
  • Weather Emitters finished (Snow, Rain, Dust, Cloud, Wind Emitters)
  • Fog Emitter finished
  • Spark Emitter finished
  • Software Weapon Material Shaders finished (support for Environment Maps, Emissive Materials, Specular Maps, Opacity Maps, Detail Maps and CelShading)
  • implemented 2 new Light Actors, one with infinite Lighradius (aka Sunlight) and one with Lightradius exceeding the limit of 255
  • New Sprites finished (Sprites with indipendent Axis and Orientation, also dynamic Fading and Scaling)
  • re-worked and cleaned-up many old Class Structures
  • Organisation/Concept Work for the Sandbox Mods has begun
  • Recruiting Beta-Testers has begun
  • Current state of Progress: 80 %

Media


Weapon Shaders

Image
A Shock Rifle with CelShading


Image
A Shock Rifle with emissive Materials (Self Illumination Maps)

For the emissive Material I simply used 3 VERY small Textures to create the Effect:

Image
256x256 Pixels

Image
64x64 Pixels

Image
64x64 Pixels


Beam Emitters

Image
Beam Emitter with a 32x32 Pixel Texture, uses 8 Segments, 2 Sheets

Image
Beam Emitter with a 512x512 Pixel Texture, uses 6 Segments, 2 Sheets

Image
Beam Emitter with a 512x512 Pixel Texture, uses 6 Segments, 2 Sheets

As you can see, a small number of Segments (around 4-32) is enough to draw cool Beams.
The first picture was chosen to show how it is made up out of connected segments.


Weather Emitters

Image

Image

Image

Image

Image

Image


Spark Emitter

Image

Image


Videos

New Sprites
Testing Simple Soft Shadows
Cloud Emitter Test
Spark Emitter
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Post by Hellscrag »

Nice. :o
[img]http://www.unrealsp.org/mike/attach/profile/scragsig.gif[/img]
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Post by Z-enzyme »

...and I was like "Wooha!!"...

Moar.
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Post by ividyon »

Are those weapon shaders actual combined textures on 1 mesh or a bunch of meshes with different textures layered above each other?
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Post by Shadow »

sana wrote:Are those weapon shaders actual combined textures on 1 mesh or a bunch of meshes with different textures layered above each other?
both.
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