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ambershee
11-05-2009, 02:27 PM
You know the score. This is that lovely thread where you post screenshots, videos, whatever of all your lovely works in UDK - or just generally pimp your wares.

Personally, I'm not working on anything specific yet; just buggering about with UT3 assets and the fracture tool :)

CrystalCore
11-05-2009, 02:31 PM
Working on a project with UDK, cant really say to much right now. Apart from its an Action/Adventure Platformer. Maybe a few weeks and we'll have more to say/show ;)

Xendance
11-05-2009, 02:33 PM
What about this subforum? :rolleyes:

http://gearsforums.epicgames.com/forumdisplay.php?f=368

ambershee
11-05-2009, 02:37 PM
What about this subforum? :rolleyes:

http://gearsforums.epicgames.com/forumdisplay.php?f=368

The description describes the forum as for 'completed projects'; whereas this is more of a general thing; whether you're working on a project or just experimenting with the editor for ****s and giggles.

obsolete
11-05-2009, 02:54 PM
Right now I'm just going to be brushing up on Unreal...

After that, I hope to either join a competent mod team or start working my own. If I start my own I'll add more details in a separate post.

I'm an award-winning writer and professional game developer who can also design and do a small bit of art. All I know is I'm super excited about this announcement.

FYI, if anyone is interested in working together my portfolio is here: http://adobbs.com/portfolio/

Also, if you happen to be a professional developer I am searching for freelance gigs right now:
http://adobbs.com/services/

ambershee
11-05-2009, 03:00 PM
I'm in a pretty much similar position to Andrew. I'm a competant developer with commercial UE3 experience - although I handle technical design and programming, rather than the art side of things (although I also have a thing for particles and shaders).

I'm kind of frittering around and seeing what's going, and chatting to folk already working on things, and eventually taking something that picks my fancy. I'm mostly interested in commercial projects; although failing finding one, I'm quite happy to begin on a new one; given that I've had a couple of UE3 tech orientated design concepts floating around for a while now :)

CrystalCore
11-05-2009, 03:07 PM
Both of you should get in contact with me :D, we're in need of programmers. I dont want to hijack this thread, but anyway.

www.crystal-core.co.uk has all the contact info you need, we'll go from there.

TWD
11-05-2009, 04:39 PM
I'm working on putting together a team for a Decent clone of sorts. I've known about UDK for a few weeks now, and so there's already a bit of talk out there about it. You can find discussion threads about it here:

http://forums.epicgames.com/showthread.php?t=705567
http://forums.beyondunreal.com/showthread.php?t=189308

If you're interested in helping out please let me know. I am still in the brainstorming phase so even if you don't have any good mod skills or time yet I'd be interested in talking to you.

Simburgur
11-05-2009, 04:43 PM
If anyone needs a designer I'd be happy to help, I'd also like to learn whatever anyone can teach me about any other aspects of development too, so I may be more help later on ;)

Demruth
11-06-2009, 04:16 AM
Making Hazard: The Journey Of Life (http://www.demruth.com/hazard.htm) standalone and then finishing it completely.

Cpt_SLOG
11-06-2009, 04:57 AM
FPS with vehicles , simples

see sig:)

ambershee
11-06-2009, 04:38 PM
Making Hazard: The Journey Of Life (http://www.demruth.com/hazard.htm) standalone and then finishing it completely.

About time :D

Easybeat
11-06-2009, 06:02 PM
Picking up the basics of UDK.:)

I've been mapping for the best part of 3 years on other engines and I was getting pretty bored so this is going to be like a breath of fresh air.

Now all I have to find is something to work on.

empiregames
11-06-2009, 06:13 PM
I am learning UDK never worked with any of the unreal engines before. Then Once I learn them then I will be making a Multiplayer RPG as a prototype for a much larger project.

The RPG will allow a group of friends to get on and form a party to play through the Open world RPG. So instead of NPCs as party members you will have friends. We might even host our own servers allowing up to 64 players to get on together and battle it out in the fantasy world.

EvilEngine
11-06-2009, 06:22 PM
I actually was not going to do anymore modding or development with the unreal engine , as I was getting kinda bummed out over certain aspects that I wont go too much into. After spending close to a month and a half going through several different game engines to see what could be used for a project I and a couple friends wanted to produce, nothing was worth the time and I was let down.
Then I find out about this UDK and I was instantly inspired once again. Now me and 3 others I'm working with are researching some details on how we can use this for our project and hopefully this allows us to show off our skills in the best ways.
We are looking for a programmer who wants to assist with getting things off the ground, so if your interested you can always PM me here. It's not a paid gig (yet) so dont expect $$$ up front. This is more of a project that few award winning 3d modelers, a disney animator, and 10 yr+ experienced unreal modders wanted to focus all of our energy on for a demo of what we can do to show off to a potential investor. And hopefully someday get this game idea made retail.

Gillies
11-07-2009, 08:54 AM
working on third person ninja stealth game!

Masakari
11-07-2009, 09:15 AM
I was using UT3 to make a level prototype for my indie game, now i will be using UDK for it, and hopefully for the commercial release as well.

Currently designing my company website, looking for an Unreal programmer with experience. It will be a three-man team (me in art, someone to be the main programmer, and i already have the accountant/finance person) with freelancers hired for any additional work (like music).

Compensation for the programmer will be co-ownership and 50-50 profits. After being abroad working in games, i returned home, and now i took the next 2 years off and i'm just dedicated to getting this done.

DukeNukemCZ
11-07-2009, 04:59 PM
I slowly working on one large WAR level for UT3.

http://www.terra-empire.com/TropicaWIP-11-2009-1.jpg

http://www.terra-empire.com/TropicaWIP-11-2009-2.jpg

sueds
11-07-2009, 05:40 PM
I'm planning to do a third person infiltration game ( metal gear like) but for the time being I may do a small beat them all to understand how the udk works.

this some screenshots of my model in-game

http://img509.imageshack.us/img509/6570/70227035.th.jpg (http://img509.imageshack.us/i/70227035.jpg/)

can find more on my blog.

cheers

ambershee
11-07-2009, 06:01 PM
Duke - I'd anticipate that you won't be able to port UDK features over to UT3.

DukeNukemCZ
11-07-2009, 09:27 PM
i dont porting i just wish to have this features in UT3 editor :D
= (my wish is: epic release some patch for update/upgrade engine version for UT3).

dig1tal_cha0s
11-08-2009, 12:24 AM
I am working on a game called Infestation, if anyone is interested I need more team members http://forums.epicgames.com/showthread.php?p=26957750#post26957750

Solid Snake
11-08-2009, 04:55 AM
http://www.digitalconfectioners.com/images/Contrast-081109.jpg

Started work on a prototype for the game I've been trying to make for the last few months (I was previously writing my own engine).

Currently have the mouse stuff working where the player looks at where the mouse is pointing at. Currently the player moves like a vehicle in that forward moves in the forward direction of the pawn and isn't aligned to the camera. This might change in the future perhaps. Also have a basic skill system there as well, you can use skills and they do that graphical cooldown spinny thing that we see in so many RPG's.

Next set of tasks is to get some monsters spawning in the map and having something to attack.

Deranged
11-08-2009, 05:17 AM
Wow at that action bar. Did you do all that with kismet?

Solid Snake
11-08-2009, 05:40 AM
No. I only reserve Kismet for level specific triggers.

mikepurvis
11-08-2009, 11:17 AM
I'm porting over a project into UDK from being a UT3 mod.

musilowski
11-08-2009, 01:42 PM
Trying to make a base level for a MMO-ish game prototype. A hell of a job for a one-man team! Although I've got nothing but time in the evenings. :D

No images to show yet, unless you want to see my custom grass material I quickly whipped up from a reference photo. :P

geodav
11-08-2009, 02:02 PM
simple bringing UT40k to UDK though we might have to change the name to UDK40k

danimal'
11-08-2009, 02:44 PM
I ported my grappling gun over to UDK, took all of 5 minutes. So I'm currently playing tarzan around a quick level I made. Here's me playing tarzan back in UT3:

http://www.youtube.com/watch?v=A7HwCjNvcBM

- I'm actually going to have a second go at it, for a variety of reasons, it was somewhat problematic when taken online. I'm going to try to do something more similar to towing (which works fine online) but at least I got my old grapple working.

- Create custom models/animations for grapple and probably 3 other custom guns at this point.

- Create skill system (as opposed to weapons), the idea being to create a basic gametype that has mixed weapons and "skills" (e.g. a heal skill that heals nearby players within 10 units of player).

If I manage all of that, and essentially have a working prototype, maybe have a few friends chip in and make my own gametype. We'll see ;)

danimal

ltrulsse
11-08-2009, 04:09 PM
That grappling gun looks like fun!

Major Lee High
11-08-2009, 06:55 PM
Yeah reminds me of tribes vengeance, that game had a fun grapple in it :eek:

Ferkhat
11-08-2009, 10:46 PM
I'm making my first ever map. Its for testing purposes. I learned alot of kismet WITHOUT any tutorials. Screenshots coming soon. UDK is awesome!

pajari
11-08-2009, 10:47 PM
I'm working on a simple strategy game about a prophet and his followers. I've done a bit of work with UnrealScript before and I've got a friend who's pretty handy with a 3d modeling program, so I shouldn't have too hard of a time at it. But good God it's hard wrapping my strategy design around an FPS engine.

RustIronCrowe
11-09-2009, 12:15 AM
I am certainly excited about this release and have been working on streamlining workflow for use with the new engine... All new content from the ground-up.

The team I am part of are some of the most dedicated, selfless and talented lads in the field right now. With this new engine so readily available, we may have some options opened that were previously not available (for example, money for coffee and cigs!).

Our current project site is here (http://www.darkesthourgame.com), for anyone interested in what we are using as a baseline for any future work in the UDK. You will definitely see a few of us prowling the forums here as the community expands.

;)

Solid Snake
11-09-2009, 10:42 AM
http://www.digitalconfectioners.com/images/Contrast-101109.jpg

http://www.youtube.com/watch?v=mIyB7nTgI7c

Working on my prototype still, got a basic bare bones melee system working, some basic enemy AI that just follow you around, and I had to bring in some UT2003 meshes so I can make my own animations ... so far going pretty well.

calee15
11-09-2009, 12:23 PM
hi everyone..
i like this forum..seems all the members are active and nice..by da way.. im cale.. i am new here..

Bifuu
11-09-2009, 12:37 PM
http://www.youtube.com/watch?v=mIyB7nTgI7c

Working on my prototype still, got a basic bare bones melee system working, some basic enemy AI that just follow you around, and I had to bring in some UT2003 meshes so I can make my own animations ... so far going pretty well.

dang you make me jealous, basically the same kind of system im trying to make (Camera and mouse at least) haha you need to make some tutorials

Blade[UG]
11-09-2009, 11:31 PM
I haven't yet picked up the UDK (been busy with other stuff, and unfortunately trying to learn the Unity engine for some paid work), but here's a board with my prior works ..

http://ericblade.postalboard.com/

The new AI and crowd stuff has me highly interested, as those were very poor points in prior iterations of the Unreal Engine. I just hope that the networking code can deal with hundreds+ of things going on, it sure as hell hasn't been able to live up to it in prior versions. UE2 games crash, UT3 games go totally bonkers when I do the things I do with them. :D

NayusDante
11-10-2009, 01:06 AM
Any VNV Nation fans here?

http://farm3.static.flickr.com/2551/4092160904_2929a6868e.jpg

I've been throwing around this idea for a map forever now, so I'm using it as an excuse to get acquainted with the editor. Anybody know how I can get more "hard" shadows, as opposed to the fuzzy ones that I'm getting?

I'd eventually like to do something original with the UDK, like an RPG or a non-realistic FPS (think UT minus any story or universe, just the simulation aspect). For now, though, I'm trying to remember all the UnrealEd experience I had back in the day.

ambershee
11-10-2009, 02:48 AM
;26967175']I haven't yet picked up the UDK (been busy with other stuff, and unfortunately trying to learn the Unity engine for some paid work), but here's a board with my prior works ..

http://ericblade.postalboard.com/

The new AI and crowd stuff has me highly interested, as those were very poor points in prior iterations of the Unreal Engine. I just hope that the networking code can deal with hundreds+ of things going on, it sure as hell hasn't been able to live up to it in prior versions. UE2 games crash, UT3 games go totally bonkers when I do the things I do with them. :D

I don't think the crowd systems are intended for online games.

Conjured
11-10-2009, 03:33 AM
I just started using UDK, so I am just learning about U3.

Starting out learning the basics while developing a racing game. (multiplayer)

Solid Snake
11-10-2009, 01:28 PM
http://www.digitalconfectioners.com/images/Contrast-111109.jpg

http://www.youtube.com/watch?v=RAiC3e7kv2Y


Got the melee system to work in multiplayer.
Added actor information which shows up when you hover your mouse over something.
Added floating damage numbers


Theres actually a pretty big bug here in that the skill system doesn't actually work in multiplayer! You'll notice in the video that I fire off a grenade and it does 'damage' to the monster pawns but nothing happens. I wrote the initial skill system pretty quickly with no replication in mind but I plan to work on it tonight to get it working in multiplayer as well.

NayusDante
11-10-2009, 01:46 PM
Making Hazard: The Journey Of Life (http://www.demruth.com/hazard.htm) standalone and then finishing it completely.

I tried to run the version you have up there, but it just starts out on a blank screen. I tried the lighting fix in the readme, but nothing changed. Any ideas on how to fix it? I'd really like to play this one...

jeffro11
11-10-2009, 01:48 PM
Working on a 2.5D game. So far I have the camera adjusted (very buggy) and the player movement done.

http://i36.tinypic.com/mmrj9u.jpg

danimal'
11-10-2009, 04:25 PM
Very cool SS, out of curiosity how are you testing it "online"? Clicking the Server button on the frontend? I just ask b/c I'm fairly sure that's just creating a local game, not a true server/client game. I also ask just b/c I've done weapon coding before and how it works locally vs a true server/client can be VASTLY different. But based on your replication statement I sort of got the impression you might be running a real client/server game, I haven't figured how to set that up yet. Regardless, very cool stuff.

danimal

Solid Snake
11-10-2009, 04:40 PM
Very cool SS, out of curiosity how are you testing it "online"? Clicking the Server button on the frontend?

I don't use the front end in this case. What I do here is start up a dedicated server by using ".\Binaries\UDK.exe server test", which starts up the UDK in server mode running the test map. I then start up ".\Binaries\UDK.exe" which loads up a client for me. From the client I access the console by pressing "Tilde" and then use "open <ip-address>" substituting <ip-address> with my own internal one (not 127.0.0.1). Then I use another machine to create another client as well and connect. Then we test out various things.


I just ask b/c I'm fairly sure that's just creating a local game, not a true server/client game.Not sure. I don't use the front end at all, so I have no idea. I plan to write UWindow3 which will be an Unrealscript version of UIScene.


I also ask just b/c I've done weapon coding before and how it works locally vs a true server/client can be VASTLY different.Yep. It sure can be. Can be difference between it working properly but at worst working incorrectly to cause out of sync clients and server!


But based on your replication statement I sort of got the impression you might be running a real client/server game, I haven't figured how to set that up yet. Regardless, very cool stuff.Thanks!

Benfica
11-10-2009, 04:41 PM
Not working atm, just reading docs. And staring at some pics ;)
http://turtlegt.planetaclix.pt/foz/rioocresa.jpghttp://turtlegt.planetaclix.pt/foz/img627.png
http://turtlegt.planetaclix.pt/foz/img858.pnghttp://turtlegt.planetaclix.pt/foz/img933.png

danimal'
11-10-2009, 04:44 PM
I don't use the front end in this case. What I do here is start up a dedicated server by using ".\Binaries\UDK.exe server test", which starts up the UDK in server mode running the test map. I then start up ".\Binaries\UDK.exe" which loads up a client for me. From the client I access the console by pressing "Tilde" and then use "open <ip-address>" substituting <ip-address> with my own internal one (not 127.0.0.1). Then I use another machine to create another client as well and connect. Then we test out various things.

You sir are a rockstar, saved me from having to port back and forth to UT3 to test online stuff. Much appreciated! Keep those updates coming, I always find it inspiring to see what other people are up to. I'm currently, foolishly, trying to implement a true physics grapple rather than my sorta cheating grapple. Utter failure so far ;)

danimal

Solid Snake
11-10-2009, 04:45 PM
You'll get there. Good luck!

strangelet
11-10-2009, 07:27 PM
The AFF: Planetstorm team are still stoicly climbing the mountain that is our MSU submission. we arent gonna even LOOK at the udk till after new year, but when we do, expect the entire game to get ported over ^.^

Masakari
11-10-2009, 11:58 PM
Good luck to you guys! You've been doing some great work :)

BorisK
11-11-2009, 01:05 AM
currently experimenting with UDK and doin some "tests"

im doing a 3rd year mod based on child soldiers in Sudan

BorisK
11-11-2009, 01:07 AM
im gonna go CRAZY in the mo cap room lol

capnbubs
11-11-2009, 04:42 AM
Working on porting a project over that I've been working on in Unity.

Last couple days I've been blasting through shaders, finished this dynamic cloud shader last night =D

http://img.photobucket.com/albums/v242/aquavamp/UDK3WIP6.png

I have no idea how to code in Unreal though, hopefully I'll attract a coder soon.

ambershee
11-11-2009, 04:58 AM
Sky shader looks potentially quite nice. Any chance of seeing it in motion ^^?

Ettans
11-11-2009, 05:28 AM
Looks amazing, capnbubs. I'm working on a level myself, you can find the screenshots at http://www.ettans.co.uk/projects.php

saymoo
11-11-2009, 08:49 AM
I'm currently investigating the UDK, technical and license wise, to see if it would fit for my project i'm wanting to create.
Other engines/frameworks are also being investigated currently.

CodeDog
11-11-2009, 11:13 AM
I am working on a multiplayer shooter for PC and Xbox 360
(I will license the UDK:cool:)

garfunkle
11-11-2009, 11:57 AM
I'm currently expanding my knowledge, learning Kismet and a few more features. Hoping to get the proper skills to join a team and work on portfolio pieces.

Solid Snake
11-11-2009, 02:09 PM
I am working on a multiplayer shooter for PC and Xbox 360Not entirely sure if the UDK will have an XBox360 version as you'd have to go through Microsoft certification.

NayusDante
11-11-2009, 02:10 PM
Not entirely sure if the UDK will have an XBox360 version as you'd have to go through Microsoft certification.

The easiest way to deal with this would be a partnership with the XNA Creator's Club program. They already have a framework for peer review and such.

micahpharoh
11-11-2009, 02:11 PM
The easiest way to deal with this would be a partnership with the XNA Creator's Club program. They already have a framework for peer review and such.

Yeah, that's what I'm hoping for. Maybe release an indi XBLA game or something.

NayusDante
11-11-2009, 02:26 PM
Last I checked, the Indie Games size limit is something like 150mb, so I'm not sure how that would work out. I'm sure you could fit at least a decent UE3 game in that, nothing really fancy though.

On Epic's side of things, you're looking at adding an Xbox 360 compiler to UDK, and a lot of negotiation with Microsoft over their license to distribute said compiler. On our side of things, we'd be looking at paying $99/year for XNA membership, along with Microsoft's royalty terms for Indie Games (they take up to 75% if your game is "featured").

All Microsoft would have to do is collect money. Sounds good for them.

Blade[UG]
11-11-2009, 02:47 PM
I don't think the crowd systems are intended for online games.

That sucks. Also doesn't look like the crowd system can be used for anything other than GTA like crowds, and they don't even have collision detection. Looks like something someone threw together to say "hey we can do this" .. except on further examination, "we can't really do this".

I also liked the lighting improvements, however, I am actually very disappointed by we actually end up with again - it doesn't even approach the quality of lighting in any other modern game engine, some of which do better than UE3 -in realtime-.

zipstick
11-11-2009, 03:44 PM
@ambershee:
I've been playing some with the fracture tool as well, but I've got this nasty feeling my problem is a big issue..hoping it's not I'm asking you too :)
After i.e a wall has been cut in two by a weapon the piece just cut off is without collision..
This applies to small chunks as well..anyway do you know a quick fix to give them collision??

McMonkeyBoy
11-11-2009, 03:47 PM
simple bringing UT40k to UDK though we might have to change the name to UDK40k

:D *Bow*

I was going to start work on a 40k enviroment a Manufactorum district but I'm going to have to wait on a few members of my class to get thier work sorted for our spacial awareness assignment so I can get a texture artist.

Hboybowen
11-11-2009, 04:27 PM
http://i152.photobucket.com/albums/s183/hboybowen/Dwarf.jpg
http://i152.photobucket.com/albums/s183/hboybowen/Paladin_Concept_by_liquidology.jpg

We are working on a Epic Fantasy FPS that uses similar mechanics of Star Wars Jedi Academy in terms on fighting. Players engage in wars on one single landmass known Pangea where you play as one of 2 civilzations that have been fighting a eternal war since the creation.Players will use all types of magic and fighting styles to combat each other,the environment,and the huge and monstrous beast that ravage and inherit the land.

Visceral89
11-11-2009, 05:57 PM
Well im currently working on convincing my mod team to make the switch from UT3 to UDK :D

JarlanPerez
11-11-2009, 11:33 PM
Hey guys, cool work. Here's something that I've been working on my free time. Still fairly early on but its slowly moving.

http://i218.photobucket.com/albums/cc48/Lilshadowsp/4-1.jpg

http://i218.photobucket.com/albums/cc48/Lilshadowsp/3-1.jpg

http://i218.photobucket.com/albums/cc48/Lilshadowsp/2-1.jpg

http://i218.photobucket.com/albums/cc48/Lilshadowsp/1-1.jpg

Jason151
11-12-2009, 04:29 AM
all i can say right now is mecha XD

and looking for more team members to add to my small group

ambershee
11-12-2009, 06:31 AM
We are working on a Epic Fantasy FPS that uses similar mechanics of Star Wars Jedi Academy in terms on fighting. Players engage in wars on one single landmass known Pangea where you play as one of 2 civilzations that have been fighting a eternal war since the creation.Players will use all types of magic and fighting styles to combat each other,the environment,and the huge and monstrous beast that ravage and inherit the land.

Don't post art that isn't yours.


Hey guys, cool work. Here's something that I've been working on my free time. Still fairly early on but its slowly moving.

http://i218.photobucket.com/albums/cc48/Lilshadowsp/1-1.jpg

Your materials are looking pretty good. I especially like the grey tiles on the floor. I'm not sure about the section with the RedX tile though, it looks a bit out of place?


;26970977']That sucks. Also doesn't look like the crowd system can be used for anything other than GTA like crowds, and they don't even have collision detection. Looks like something someone threw together to say "hey we can do this" .. except on further examination, "we can't really do this".

That sounds like the crowd system that was present in UT3, rather than the one present in the latest build of the engine. I think you're missing something, because this video shows it working fine in UDK;
http://www.youtube.com/watch?v=WXxmQm0eb0g


;26970977']I also liked the lighting improvements, however, I am actually very disappointed by we actually end up with again - it doesn't even approach the quality of lighting in any other modern game engine, some of which do better than UE3 -in realtime-.

Any other modern engine? Would you like to name three other game engines that are capable of producing shadows with that sort of definition? Especially in real-time. Whilst I'm not personally a fan of the examples in the UDK, being overly washed-out and bright, the lighting system itself isn't that weak.


@ambershee:
I've been playing some with the fracture tool as well, but I've got this nasty feeling my problem is a big issue..hoping it's not I'm asking you too :)
After i.e a wall has been cut in two by a weapon the piece just cut off is without collision..
This applies to small chunks as well..anyway do you know a quick fix to give them collision??

I'd anticipate that it not having collision is a deliberate move to prevent causing issues where players and objects can get stuck too easily, or for creating nasty physics feedback loops. It might be possible to 'turn it on', but I haven't played with it enough to find out. Personally, I'd be using it with chunks smaller than should require collision.

Unleaded
11-12-2009, 08:24 AM
http://www.motorworldonline.net/images/stories/cars/leastair/004.jpg

http://www.motorworldonline.net/images/stories/cars/leastair/012.jpg

Hi guys, new here to the UDK, but not the industry. We are still hammering out our assets, can't wait to have UDK engine shots to show off soon! We are building an online racer. Its an MMO to some degree but not a true MMO as we don't need to have 1000's of people on one track, nor even anywhere close to the 64 player limit. The only MMO aspect will be trading/selling inventory, chatting, ranking up, and so on which will all be done via online database and IRC for chatting. Other than that our game is like a giant well organized lobby that has a user database that keeps track of who places, times, cash, and inventory.


http://www.motorworldonline.net/images/stories/news2.jpg

Looking forward to seeing what everyone else is working on!

JarlanPerez
11-12-2009, 01:21 PM
Your materials are looking pretty good. I especially like the grey tiles on the floor. I'm not sure about the section with the RedX tile though, it looks a bit out of place?

Thanks ambershee, its still very early and still need alot of work, thx for pointing that RedX bit, I was thinking of taking it out anyways, you pretty much confirmed it :)


Hi guys, new here to the UDK, but not the industry. We are still hammering out our assets, can't wait to have UDK engine shots to show off soon! We are building an online racer. Its an MMO to some degree but not a true MMO as we don't need to have 1000's of people on one track, nor even anywhere close to the 64 player limit. The only MMO aspect will be trading/selling inventory, chatting, ranking up, and so on which will all be done via online database and IRC for chatting. Other than that our game is like a giant well organized lobby that has a user database that keeps track of who places, times, cash, and inventory.


Your project sounds interesting. I would like to see how that progresses. Nice work on the car, there seems to be a bit of texture stretching or a lower quality texture right above the grill area but I'm guessing the hood will be covering that up anyways right?

CodeDog
11-12-2009, 03:05 PM
Not entirely sure if the UDK will have an XBox360 version as you'd have to go through Microsoft certification.

I am already a certificated XBLA developer. And itīs possible to use the UDK with the Xbox 360.

RT-Visualization
11-12-2009, 03:14 PM
Working on?

Right now nothing, I'm just a beginner with this engine, but not with modding and 3d modeling.
Well, I'm just trying to see if I can use this engine for Architectural Visualization and use it as my primary engine, but I really would like to use this engine to create my own game...

The idea is quite simple, to develop an action game ( Devil May Cry, God of War like ) borrowing some ideas from the already mentioned games and add couples of my ideas...
Too bad that I have no time to do this, infact I was starting modeling the main character, but no one is waiting for my game to came out, so I'll take it easy!

Anyway, if I'll start again to develop something I'll open some WIP with characters, environments and storyline...but I don't think that this will happen so soon...

Btw I really would like to see some good games made with this engine!!

ambershee
11-12-2009, 03:36 PM
And itīs possible to use the UDK with the Xbox 360.

UDK does not have 360 support.

katana2665
11-12-2009, 03:45 PM
I'm reading docs first and then going back to finishing my armored/weaponized motorcycle that was posted in UE3 W.I.P. vehicles are all that I want to play around with right now, after I get that down, I'll be working towards an Steampunk/Fantasy RPG.

kodiakb20
11-12-2009, 03:46 PM
Gearing up for a beautiful first person adventure. Think Avatar meets Half Life meets Zeno Clash

Blade[UG]
11-12-2009, 04:33 PM
ambershee:
The docs specifically state that the crowd system does not do collision detection, and although the features page seems to indicate that individual members of crowds can interact with players, you said a few posts before that it doesn't work in multiplayer, and judging from the docs, it looks like it's pretty much useless except to drop a bunch of low detail skeletalmeshes all over your level as decorations that move some. really, without collision detection, you can't shoot them, run them over, etc, and what's the point of having a crowd in a game if you can't do anything with them? might as well just use sprites.

Unleaded
11-12-2009, 05:20 PM
http://www.youtube.com/watch?v=GTP4TDBGWsQ

According to Raven's video, you can most definitely turn on collision detection for crowds in the UDK. I'm not sure why the official docs say otherwise. But you are right, its pretty much for cut scenes and background decoration.

micahpharoh
11-12-2009, 05:29 PM
;26974001']really, without collision detection, you can't shoot them, run them over, etc,

Wrong. From what I've done with them you can shoot and kill them, etc. Haven't tried running them over yet . . .

anyways, there even in one of the UDK example maps. Go to that and shoot at them through the grates. You'll see.

fuzzylr
11-12-2009, 05:30 PM
I am just learning and playing with UDK. I think there is a ton of potienal and I would like to see if I could start a project I've always wanted to work on.

Sean

FrozenDozer
11-14-2009, 02:55 PM
Playing with Materials... Yes, It's realtime :D

http://www.abload.de/img/realtime3b831.png

http://www.abload.de/img/setupxviw.png

Reclusiarch
11-14-2009, 06:06 PM
that looks great FrozenDozer

Froyok
11-14-2009, 10:31 PM
Whoa ! it's very cold... FrozenDozer ! :D

This night I try to import a XSI model into the UDK editor... I made a success !
http://uppix.net/4/e/b/7131ebec4081bca198819f40b8806tt.jpg (http://uppix.net/4/e/b/7131ebec4081bca198819f40b8806.html)
http://uppix.net/8/f/1/78ad726c3bf1dbdb24a40c40c6968tt.jpg (http://uppix.net/8/f/1/78ad726c3bf1dbdb24a40c40c6968.html)

And I must finish a drawing for my game :
http://uppix.net/0/b/5/907c6c231d94c4aba2f4a843d4ccbtt.jpg (http://uppix.net/0/b/5/907c6c231d94c4aba2f4a843d4ccb.html)

I work on a plateforme/action game, as the Prince of Persia game.
For the moment I'm alone.

ffejnosliw
11-14-2009, 10:37 PM
;26974001']ambershee:
The docs specifically state that the crowd system does not do collision detection, and although the features page seems to indicate that individual members of crowds can interact with players, you said a few posts before that it doesn't work in multiplayer, and judging from the docs, it looks like it's pretty much useless except to drop a bunch of low detail skeletalmeshes all over your level as decorations that move some. really, without collision detection, you can't shoot them, run them over, etc, and what's the point of having a crowd in a game if you can't do anything with them? might as well just use sprites.
Well, you can definitely shoot them. They used the crowd system in Gears 2 so I would say it has uses.

fallingbrickwork
11-15-2009, 04:36 AM
@frozendozer - that looks amazing, good skills! I'm currently looking at the material editor but it's still a bit of a marvelous mystery. I'm really enjoying it though.

Regards,
Matt.

FrozenDozer
11-15-2009, 05:38 AM
Wow, thx for the commendation :D

If you like I could do a little tutorial for realtime reflections in materials because i think I'm not the only one who has some use for this feature.

sueds
11-15-2009, 09:22 AM
Wow, thx for the commendation :D

If you like I could do a little tutorial for realtime reflections in materials because i think I'm not the only one who has some use for this feature.

that would be great ! And I'm sure many people ( like me for instance) would be thankful.

cheers

Azzedinistan
11-15-2009, 09:28 AM
a mutator to make the Link Gun shoot rockets with the left click + new particle for the rockets

http://www.youtube.com/watch?v=LoxkXH-lRi4

Yeah i know , it's nothing , i'm definitely not a programmer eheh

Froyok
11-15-2009, 09:54 AM
that would be great ! And I'm sure many people ( like me for instance) would be thankful.

cheers

I totally agree !
We wait this tutorial ! :D

Piranhi
11-16-2009, 11:39 AM
Good work FrozenDozer, I have to agree, a quick tutorial would be a big help.

rysakai1
11-16-2009, 10:39 PM
I'm completely new to game development so I am using UDK as my learning platform. I'm working through a book called "Mastering Unreal Technology Volume 1: Introduction to Level Design with Unreal Engine 3." I'm learning a lot and definitely considering a career switch.

Froyok
11-17-2009, 08:25 AM
New images :
http://uppix.net/0/b/9/19290166dd4363131956f3bd51218t.jpg (http://uppix.net/0/b/9/19290166dd4363131956f3bd51218.html) http://uppix.net/c/a/3/7c5536d3736d4026461e787ea19b3t.jpg (http://uppix.net/c/a/3/7c5536d3736d4026461e787ea19b3.html)

The name of my game is EXIL, it's like prince of persia game. :)

fallingbrickwork
11-17-2009, 09:48 AM
Hi all,

Currently working on porting our survival horror game to UDK. Here is a quick taster of the current version... i'll post some UDK images in a day or two when i've finished the particle effects, the last bit to do (that said, the UDK results look the same if not better than these).

http://www.fearedfuturegames.com/storage/Horror1.jpg

http://www.fearedfuturegames.com/storage/Horror2.jpg

Cheers all,
Matt.

Solid Snake
11-17-2009, 02:05 PM
Still working on this Diablo+DoTA game.

http://www.digitalconfectioners.com/images/Contrast-181109.jpg

http://www.youtube.com/watch?v=l4Mp9N_zpO0


Finished programmign the three other types of skills. Targetted skill which requires target input from the player. Triggered event skill which activates based on an event. Toggle skill which is either on or off; usually when it is on it will consume energy/mana.
Added some droppable items. These are definately not final drops, nor are they random but I do require this step to start building the inventory screen.

Fallen667
11-19-2009, 08:37 AM
Hi all.. curently working on diablo top-down-style modular-platform-elements kind-of-thingie..
Here goes..

http://i49.tinypic.com/20tjmtv.jpg

http://i49.tinypic.com/14wsw1j.jpg

http://i50.tinypic.com/103zr0g.jpg

http://i50.tinypic.com/29p9ldy.jpg

http://i50.tinypic.com/azgvtf.jpg

http://i48.tinypic.com/28ategy.jpg
http://i45.tinypic.com/e5n20x.jpg
http://i46.tinypic.com/2zfojfs.jpg
http://i46.tinypic.com/f1woxu.jpg
http://i46.tinypic.com/302qpi1.jpg

UDK is awesome!!! Visual quality you can achieve is sooo wowwww.. cant wait to make normal maps for my textures and do some environment, effects etc..
Hope you like..

Vald
11-19-2009, 09:31 AM
Hi all.. curently working on diablo top-down-style modular-platform-elements kind-of-thingie..
Here goes..

http://i49.tinypic.com/20tjmtv.jpg

http://i49.tinypic.com/14wsw1j.jpg

http://i50.tinypic.com/103zr0g.jpg

http://i50.tinypic.com/29p9ldy.jpg

http://i50.tinypic.com/azgvtf.jpg

http://i48.tinypic.com/28ategy.jpg
http://i45.tinypic.com/e5n20x.jpg
http://i46.tinypic.com/2zfojfs.jpg
http://i46.tinypic.com/f1woxu.jpg
http://i46.tinypic.com/302qpi1.jpg

UDK is awesome!!! Visual quality you can achieve is sooo wowwww.. cant wait to make normal maps for my textures and do some environment, effects etc..
Hope you like..

Awesome!

With Normals for your textures will be even more awesome.

(Some destroyed part of the wall would look good)

Piranhi
11-19-2009, 10:49 AM
Looking really good Fallen! Can't wait to see this finished.

Do you have to copy all the pictures in the quote, Vald?

Solid Snake
11-19-2009, 02:11 PM
Nice stuff there.

katana2665
11-19-2009, 04:30 PM
Still whittling away on this bike. I checed the draw render a few times in UDK, so I had to make some changes...

http://img.photobucket.com/albums/v112/katana2665/openMG.png

..And an enclosed version....any preference?

http://img.photobucket.com/albums/v112/katana2665/EnclosedMG.png

Vald
11-19-2009, 06:29 PM
How many Tris is your bike so far? I see pointless use of polys for no reason.

Do you have any reference of it?




Do you have to copy all the pictures in the quote, Vald?

Yes why not...

katana2665
11-19-2009, 06:34 PM
How many Tris is your bike so far? I see pointless use of polys for no reason.

Do you have any reference of it?

Yes I'm running around 12k right now. i tend to overbuild and then cut the fat. It's just the way i work. I don't like to compromise on the design until I get to a finished point. As for ref, I went to the Motorcycle Mechanics Institute in Phoenix, I have an extensive library on bike stuff (design/style/ect) and I have an art degree in Illustration. It was something i drew out some time ago as well as a dozen other designs. We'll see how it plays out. the main issue is keeping things convex. thanks for watching.

Piranhi
11-19-2009, 07:02 PM
Very nice work Katana, I would LOVE to see this in a Tron game.

Ryujin
11-20-2009, 02:53 AM
Working on the Combat Simulation Project, things are coming along nicely and hopefully we'll have something to show pretty soon.

Nice bike by the way.

ngs616
11-20-2009, 09:31 AM
Solid snake that Diablo+Dota (D&D?hah) looks awesome.
Fallingbrickwork the survival horror game looks great.

I've been working on natural environments for a UDK project:
http://i268.photobucket.com/albums/jj37/ngs616/forest05.jpg

katana2665
11-20-2009, 04:27 PM
Hovering around 10,800 now...still looking to trim, but I still have to add rockets, beef up the front end, and put in a defensive system...

http://img.photobucket.com/albums/v112/katana2665/InterlockSilhouette.png

nomadicus
11-20-2009, 04:58 PM
Wouldn't a high poly model be the correct approach according to this ref?
http://udn.epicgames.com/Three/ImportingStaticMeshTutorial.html
Then bring into UDK a low poly version?

Not sure when to employ those techniques other than character creation. I've made a lot of static meshes but so far, none of them had any need for a high poly count --> low poly.

katana2665
11-20-2009, 05:40 PM
Wouldn't a high poly model be the correct approach according to this ref?
http://udn.epicgames.com/Three/ImportingStaticMeshTutorial.html
Then bring into UDK a low poly version?

Not sure when to employ those techniques other than character creation. I've made a lot of static meshes but so far, none of them had any need for a high poly count --> low poly.

There are actually many workflows. Some people prefer to build a high poly first and the bring that into a 3d app. From there they build a low poly, sort of enveloping the HP to try to get a similar silhouette. Another approach (which is what I prefer) is to build the LP and layout the UV map, then bring a copy of the LP into ZBrush or some other sculpting app and work the HP without changing the UV locations. At which point you are producing a normal map for transfer. There is no right way to do any of this, but I will say that most modellers agree that getting shapes and proportions dialed in is preferable to noodling details right off the bat. Also the silhouette I'm showing is the LP one not the smoothed version in other pics...Thanks.

Solid Snake
11-20-2009, 06:40 PM
Solid snake that Diablo+Dota (D&D?hah) looks awesome.Thanks :) The nature scene is looking great.

Xendance
11-20-2009, 08:09 PM
Just testing a texture I grabbed off from cgtextures.com
The palm tree is the example one that comes with the speedree app.

http://i211.photobucket.com/albums/bb309/Xendance/th_palmsyay.jpg (http://s211.photobucket.com/albums/bb309/Xendance/?action=view&current=palmsyay.jpg)

danimal'
11-20-2009, 10:27 PM
Well I coded up my grappling hook, *seems* to be working properly in LAN mode, now I'm giving modeling a gun a stab. I spent a day or two going over tutorials and learning Zbrush, learning to retopology, etc. Still not sure I want to go with it, but had fun making it quickly in Zbrush. This is freeform, no concepts or anything, I just kinda sat there chipping away at a clump of digital clay. It's not intended to be realistic or anything.

I actually baked a low poly version out (xNormal rules) just to test real fast in UDK and make sure I wasn't going to spend time on a model and have it fail at later stages. This is the first time I've tried this workflow, Zbrush high detail/polypaint, retopology a low model, UV low model, send to xNormal, bake out normals and final texture map. It actually worked! Obviously this isn't textured and a projectile would go in the flattened area. Just for fun at this point. Really just wanted to test the new Zbrush tools for making more hard surfaces and less orgranic. This gun was just a zsphere once upon a time ;)

danimal

DELTATHUND3R
11-21-2009, 12:17 AM
Some nice works coming along guys keep it up :).

shinji246
03-13-2010, 11:38 PM
Still working on this Diablo+DoTA game.

http://www.digitalconfectioners.com/images/Contrast-181109.jpg

http://www.youtube.com/watch?v=l4Mp9N_zpO0


Finished programmign the three other types of skills. Targetted skill which requires target input from the player. Triggered event skill which activates based on an event. Toggle skill which is either on or off; usually when it is on it will consume energy/mana.
Added some droppable items. These are definately not final drops, nor are they random but I do require this step to start building the inventory screen.



Wow loving the style, I would love to work on the art for this!

D-Rez
03-14-2010, 08:24 AM
I'm currently working on a Steampunk themed racing game for a final year Uni project.

http://img.photobucket.com/albums/v434/zonefox/UDK%20Forum%20Images/Mar12_igford.jpg

(NOTE: Vehicle has a very basic texture at the moment - it's nowhere near finished.)

http://img.photobucket.com/albums/v434/zonefox/UDK%20Forum%20Images/mar12_slumhouses.jpg

These pics are very much a work in progress - there's a LOT to be done. I'm having to sort out functionality as well as modelling and level design so i've got more than enough to get on with for the next few months. The help i've been getting on these forums has been really useful and has allowed me to address issues that I wouldn't have been able to otherwise :)

Lacabra
03-14-2010, 08:39 AM
Hey dudes.

I'm working on a game called Velociraptor Job Interview Simulator Pro. You can find out more about it here. (http://www.blueplanetgames.com/vjisp)

Boxes are fun, here are some of those:
http://img.photobucket.com/albums/v468/LaCabra/Captureboxes.jpg?t=1268569791
Here's our velociraptor posing with some:
http://img.photobucket.com/albums/v468/LaCabra/Capture_001.jpg
http://img.photobucket.com/albums/v468/LaCabra/Capture_002.jpg

Although the above are all in storerooms, that is not where our raptor normally hangs out. He is an office raptor. Here he is having a job interview (not final dialogue or voice actor, purely a test of the conversation system):
http://www.youtube.com/watch?v=SOnbMaC0FH8

D-Rez
03-14-2010, 09:44 AM
Hey dudes.

I'm working on a game called Velociraptor Job Interview Simulator Pro.

That looks amazing - most original game concept i've seen in a long time (and the walk animation for the raptor looks really good too). Nice work! :)

I like the stand-in voice for the raptor as well. :D

-Rez

Piranhi
03-14-2010, 10:45 AM
Great work D-Rez. I'm doing a steampunk-esque game for my FMP as well, but as modelling is far from my strong point, I've been having to use GoW assets which doesn't help get the feel across :(

tegleg
03-14-2010, 10:48 AM
currently working on a game that will promote Tegleg Records.
its a large map with areas that present different artists. plenty of shooting and explosions.
im very much learning as i build, it changes every day so i have no idea what the finished game will be like, its very exciting.
so far i have sussed vehicles and im messing with gameplay atm using kismet.
screenshots here http://viewmorepics.myspace.com/index.cfm?fuseaction=user.viewPicture&friendID=157094057&albumId=2526875
videos here http://www.youtube.com/user/sporstube

Tegleg Records
http://teglegrecords.online.fr

Lacabra
03-15-2010, 08:06 PM
Been working on making the first offices in the game seem like a really terrible place to work.
http://img.photobucket.com/albums/v468/LaCabra/rails3.jpg
http://img.photobucket.com/albums/v468/LaCabra/rails1.jpg
http://img.photobucket.com/albums/v468/LaCabra/rail2.jpg

ambershee
03-15-2010, 08:43 PM
Looks nicer than my office ;)

Lacabra
04-04-2010, 04:07 AM
I think folk should post in this thread more often. What awesome **** are people doing?

Here's more of the same of my crap.
http://farm3.static.flickr.com/2697/4488846262_9803c4a0bd_o.jpg

UnspoiledWalnut
04-04-2010, 04:22 AM
Awww cute!

m3fs
04-04-2010, 09:46 PM
porting all "my" gears stuff to UDK for another GOW movie...quite the effort.

katana2665
01-28-2011, 12:45 PM
http://img.photobucket.com/albums/v112/katana2665/InterlockWIP.jpg

still plugging away on this

micahpharoh
01-28-2011, 12:55 PM
Wow, never knew this thread existed. It's pretty much like The WIP Thread (http://forums.epicgames.com/showthread.php?t=710560) over in the Works in Progress section

Warrior_For_God
01-28-2011, 09:02 PM
Currently i'm working on a scene i got in my head, it's a basic industrial theme tunnel. Don't really know why i'm doing it, something to do for now i suppose. I'm not the greatest mapper but i'm getting there
Any comments welcome :)

http://img408.imageshack.us/img408/913/tunnel429012011.jpg

http://img23.imageshack.us/img23/8697/tunnel529012011.jpg (http://img23.imageshack.us/img23/8697/tunnel529012011.jpg)

ronnie42
01-28-2011, 09:04 PM
just working on something big for university and hoping to build a city, get as much detail as i can between now, sometime around june

Allar
01-28-2011, 09:21 PM
I'm waiting for Apple to review my app made with UDK. <_<

DigitalDemolition
01-30-2011, 05:52 PM
Blizzard Bunker 0.01a. It's a multiplayer map for a upcoming project for my team,featuring all physics, the buildings,interior,exterior,beams,electrical system,ice,metal objects all interact

http://img17.imageshack.us/i/blizzardbunker1.jpg/
http://img213.imageshack.us/i/blizzardbunker2.jpg/
http://img255.imageshack.us/i/blizzardbunker3.jpg/
http://img443.imageshack.us/i/blizzardbunker4.jpg/
http://img291.imageshack.us/i/blizzardbunker5.jpg/
http://img844.imageshack.us/i/blizzardbunker6.jpg/

the electrical equipment will be able to be sabotoged,this includes electrical cabling running throughout the building's, the vacant buildings can be used as vantage points when hazardous weather comes through during play,like snow storms.My team is trying to rid of old static worlds and bring everything to a dynamic level, so when you punch a wall it just wont make a decal but rather a dent or a smash! : )

Preview
http://www.youtube.com/watch?v=W4VYNZWHC2E

UnspoiledWalnut
01-31-2011, 05:08 PM
Wow, never knew this thread existed. It's pretty much like The WIP Thread (http://forums.epicgames.com/showthread.php?t=710560) over in the Works in Progress section

There are a lot of WIP threads here... there's at least three that I know of.

ambershee
02-01-2011, 01:47 AM
This was the original WIP thread - someone necromanced it :p

UnspoiledWalnut
02-01-2011, 04:07 AM
I kinda remember from a long long time ago. One of nostalgic moments, you know? Then you realize it's not actually nostalgic, just kinda funny.