KF Mod Version 3 - progress  (Read 238623 times)

N3Cr0

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Re: KF Mod Version 3 - progress
« Reply #390 on: January 30, 2012, 19:06 »
Just tried UDK-2011-12 (editor and demo game) - nice thing!

...but: I can't import any older resources (from U2 engine) -.-
Well, and the worst part: I don't have the time to learn how to use all the other tools and how to make the code, aslo it seems to be very arduous.
So I guess porting KF to UE3 keeps sticking to Snipe (and Raj if he wants to join the project)...


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[MiA]Raj

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Re: KF Mod Version 3 - progress
« Reply #391 on: January 30, 2012, 19:25 »
Nice you're giving it a try.  I'll send you some links.



I told you about those problems like a year ago.

N3Cr0

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Re: KF Mod Version 3 - progress
« Reply #392 on: January 30, 2012, 19:33 »
Just tried UDK-2011-12 (editor and demo game) - nice thing!


...Maybe I should have tried out more - I can't even apply a texture to a BSP primitive o.O
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Snipe34

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Re: KF Mod Version 3 - progress
« Reply #393 on: January 30, 2012, 19:54 »
Nice you're giving it a try.  I'll send you some links.



I told you about those problems like a year ago.

And that's my fault, lol.

Audrey-Rafael

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Re: KF Mod Version 3 - progress
« Reply #394 on: January 31, 2012, 04:20 »
NO worry, ut2004 is a great game. and a great choice.  it is not even a problem.

Edit : changing engine is a problem for anyone not able to follow-up, or not able ot find that new engine.
« Last Edit: January 31, 2012, 13:24 by Audrey-Rafael »

N3Cr0

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Re: KF Mod Version 3 - progress
« Reply #395 on: January 31, 2012, 05:59 »
It's too old - the whole engine: There are less functions and it looks as old it is. And If you want to improve the graphics (if you have success) the whole game will lag.
That's why we should change to a newer engine.
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Snipe34

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Re: KF Mod Version 3 - progress
« Reply #396 on: January 31, 2012, 15:13 »
It's too old - the whole engine: There are less functions and it looks as old it is. And If you want to improve the graphics (if you have success) the whole game will lag.
That's why we should change to a newer engine.

http://udk.com/showcase  the scenes shown aren't that difficult with a little learning.
Definitely agree UTk4 is way old.  But I said to Raj if he wanted to continue fixing the UTk4 storymode code, i'd help where I could.

Working with UDK (aka UT3) the past couple of weeks importing and using meshes I made up for storymode of a famous London landmark, the results are amazing.  But before in UTk4 mesh lighting was a mismatch of shadows/brightness in the wrong places - a pain to correct.  In UDK collections of meshes can look like single seamless objects because the shadowing is correct.  And using the right lights, meshes also cast proper shadows.  Besides that, moving meshes into exact positions, and using BSP is made very easy.

For mappers, the map area is 'infinite.'   Make walls floors and/or terrain around your play area.   The sky mesh is inside the map.  No more zones.  But need a killzone under your map so players won't fall forever.  No more lost zombies ^^

Also the bump-mapping among the nice shadowing and lighting is sweet.  Tho I've seen some crazy tutorials about texture making, which have huge collections of instructions to make 1 texture, but I learned - mainly from UDK makers tuts, easier simpler ways.

Besides all that, breakable meshes are easy to make - shoot a mesh and it will shatter.  And their karma equivalent actually works.

UDK team obviously worked hard improving every part of the game engine.  Besides all that, loads of tutorials.

There's only a few mods made with UDK so far, but working with it is a dream so there'll be more.

In many ways UDK is a simplified version of UTk4, and looks 100% better.

And Raj has learned some UTk4 code, so UDK shouldn't be a big problem for him either.

It's all good  ;D






Hicks

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Re: KF Mod Version 3 - progress
« Reply #397 on: January 31, 2012, 15:31 »
Well... when we should buy UT3? :D

N3Cr0

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Re: KF Mod Version 3 - progress
« Reply #398 on: January 31, 2012, 15:36 »
Even if you would do so: UDK comes with a compiler which even builds a windows installer. You can make your OWN games :P
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poompoom500

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Re: KF Mod Version 3 - progress
« Reply #399 on: January 31, 2012, 17:59 »
 :P To Snipe34,

You are making me REALLY wide-eyed with curiosity. I might go do some UDK editor-ing!

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #400 on: January 31, 2012, 18:50 »
UTk4 vs UDK.   SCs of the static meshes but in different engines.  (ok, UDK scene is little dark, but lightening it, np there is only 1 light for the whole thing  :D)

Besides the obvious consistent shadows in udk, the obvious difference can be seen in the rail against the wall above the plain brick.  In the UTk4 pic the rail has a constant brightness right thru.
btw the udk shadows can be seen real-time in the edtior - i move a mesh away from the wall and it shows the changing shadow against the wall.

Also in UDK the bump-mapping, if you click enlarge link ^^

so yeah, utk4 is bright/dark for no obvious reason, but udk looks consistent - very pleasing :)

Yep N3Cro I intend to build a new KF with STORYMODE  ;D

Hicks, UDK is not actually UT3.  UT3 is a little dated, but UDK is updated.   They just had a January update - I'm dl now.   UDK is a free dl - 1.89gb...   Poom I think once you play around a little with UDK you may find it easier than UTk4


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N3Cr0

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Re: KF Mod Version 3 - progress
« Reply #401 on: January 31, 2012, 20:13 »
Not again an update! and now it's even much bigger xD
I think I will stick to the December version until I have learned more about it.
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poompoom500

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Re: KF Mod Version 3 - progress
« Reply #402 on: February 01, 2012, 13:56 »
 :) To Snipe34,

I found a couple of apps that extract and decompress *.upk files. Download link is - http://www.gildor.org/downloads. Just move the *.upk file to the extract.exe apps and it will automatically convert it to a folder file.
« Last Edit: February 01, 2012, 13:57 by poompoom500 »

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #403 on: February 01, 2012, 19:41 »
Thx for that link Poom.  Hamada also recommended Gildor for UTk4 extractions, which for me seemed to have limited functionality, but I'm more into making my own stuff anyway.

The Jan 12 version of UDK has a mesh combiner and I tried that but it warped one of the meshes I combined.  Again like Gildor's stuff I don't give them the attention they deserve.  Upshot, yep, Dec 2011 UDK version is fine :)

Dargas

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Re: KF Mod Version 3 - progress
« Reply #404 on: March 10, 2012, 22:42 »
Hello ! Nice work you guys are doing here! Good luck and don't give up !! :)