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UA's Scripts

Posted: 02 May 2010, 11:55
by UArchitect
over the course of my journey through the urban wastelands of unreal... tournament.... i have made many different scripts for many different purposes, things, projects, etc
many of which have never seen the light of day since creation or simply "didnt catch on" because they were just.... too good.... too damn amazing.. too... out there

*cough* moving on...

here i shall attempt to make alot of them available to everyone regardless of interest or usability

heres a quick list of stuff i may or may not be posting over the next few days/weeks/months/rand()s:

UARain RC2 mediafire
rain generator
should be compatible with both UT and Unreal

Map Scaler mediafire
(releasing in its current unmodified state, was planning to add some new features and fixes... but maybe later)
make really shitty mini-me maps in a single click! scales brushes, actor locations, drawscales, light radiuses, everything

SkyBox 3D mediafire
includes example map

UELite AFE (Almost Final Edition)
very much overdue and possibly obsolete by now

LazyWeapon HNBEE (Hopefully Non Broken Extended Edition)
cant code to save your life? well now its a good thing! because lazyweapon will save it for you

ScriptedTrigger
more useful than you think you know

Assorted Useless Triggers Pack
a bunch of stuff man! stuff.

CoopEndZone
something potentially useless but also ALSO potentially useful

ProjectedBrush
a brush you can shoot from a gun... no wait thats projectile not projected, my bad, that would be cool though right? a brush gun..yeah!
clearly projectedbrush does something far less cool though

LensFlare Mutator
lenses from the 70's, LensAfro Mutator coming soon!

CellShading Mutator
really ua really!? someone call sana!

Planter
a really...really...reeeeallly hard to use foliage tool

SplinterCell
ok its not really called splintercell....its called untitled
a mutator and some useful functions to add advanced light calculation abilities to pawns and blah blah blah
long story short you can hide in shadows and pawns can "see silhouettes" (kinda)

Dark Territory
woah! man.... like.... woah!.... just.... dude! like...... i totally forgot that existed! man!

Better Dynamic Ambient Sound
much noise

Unrealscript Render
an unrealscript raytracer that takes more than 24 hours to render a 1024x768 scene with global illumination and soft shadows
its pretty badass

runs in realtime (minus soft shadows and gi) at 40x30 to 64x48!
info and screenshots of old version here

TexAlign2 in brushbuilder form
texalign2 is a little buggy/crashy on my system so an integrated version in my ued toolbar would be great

more to be listed when i stop sneezing.... damn allergies

disclaimer: large hands + laptop keyboard = probably alot of typos

Re: UA's Scripts

Posted: 02 May 2010, 12:07
by ividyon
UArchitect wrote:CellShading Mutator

:D

Posted: 02 May 2010, 12:27
by Hellscrag
Lots of goodies. :o

Posted: 02 May 2010, 12:28
by UB_
Dark Territory! D:

Posted: 02 May 2010, 14:31
by Z-enzyme
Want. All of those.

Re: UA's Scripts

Posted: 02 May 2010, 17:39
by Buff Skeleton
FYI, all of these:
UArchitect wrote:UELite AFE (Almost Final Edition)
LazyWeapon HNBEE (Hopefully Non Broken Extended Edition)
3DSkyBox NBE (Non Broken Edition)
ScriptedTrigger
ProjectedBrush
RainGen v0.lostcount
Better Dynamic Ambient Sound

Are in use right now in EXU. And they kick asssssssssss.

You forgot to mention the map rescaler, though!

GOD











DAAAAAAAAAAAAAAAAAAAMMNNNNNNNN

Posted: 02 May 2010, 17:52
by UB_
What's RainGen?

Posted: 02 May 2010, 17:53
by Buff Skeleton
Not in Demo 3, but there will be a light shit-rain-drizzle in The Shitstorm for Demo 4. As if the map wasn't horrible enough already :p

Posted: 02 May 2010, 18:04
by UArchitect
UBerserker wrote:What's RainGen?


its a rain generator with very pretty impressive performance (considering its unrealscript)

Posted: 02 May 2010, 19:47
by UB_
UArchitect wrote:
UBerserker wrote:What's RainGen?


its a rain generator with very pretty impressive performance (considering its unrealscript)


What should have been appeared in the final battle against Scarred One! D:

Posted: 02 May 2010, 19:54
by Mister_Prophet
He hadn't made it yet. Back then UA was just our Grass Coding Technician. Though now that you mention it...why the hell wasn't that fight done in the rain?

Posted: 02 May 2010, 20:05
by Buff Skeleton
Raining grass.

Posted: 02 May 2010, 20:08
by UB_
Mister_Prophet wrote:He hadn't made it yet. Back then UA was just our Grass Coding Technician. Though now that you mention it...why the hell wasn't that fight done in the rain?


Because according to yourself in the commentary it proved out a disaster in playability.


also raining grass

Posted: 02 May 2010, 20:19
by Mister_Prophet
UBerserker wrote:
Because according to yourself in the commentary it proved out a disaster in playability.




Oh yeah, turns out you're right.

Re: UA's Scripts

Posted: 03 May 2010, 00:27
by Jet v4.3.5
UArchitect wrote:Unrealscript Render


How badass <substitute with words in parenthesis> is it at the moment (efficient, functional, productive, useful, godlike, perty, done, reasonable, customizable{saw plugins mentioned on UWiki page}, etc)?