View Full Version : Locked online docs?
Any chance the locked areas of the online docs will be unlocked for everyone?
ambershee
11-06-2009, 03:02 AM
I doubt it, since much of it is aimed at full licensees, but I'd expect more documentation would become available for UDK over time.
Steve Polge
11-06-2009, 11:20 AM
Please post any documents you would like to see but can't access. We've massively increased the number of publically available UDN documents, and we've tried to open up every document that isn't focused either on C++ source code or console platforms. We'd like to know if we've missed something useful to UDK users.
Hallo
One looked pages that could be intresting is: https://udn.epicgames.com/Three/SpeedTree
sadly i cant run speedtree at all, as reported here: http://forums.epicgames.com/showthread.php?p=26948570#post26948570
hopfully someone will find a solution to let me run Speedtree:)
aeonflame
11-06-2009, 01:40 PM
Please post any documents you would like to see but can't access. We've massively increased the number of publically available UDN documents, and we've tried to open up every document that isn't focused either on C++ source code or console platforms. We'd like to know if we've missed something useful to UDK users.
I posted a few in another thread, but since you're asking here:
Some examples of items that seem like they could be useful:
https://udn.epicgames.com/Three/ConfigurationFiles (I'd really like to see this one, to see if I can move around the directory structure a bit to make it more feasible to use version control)
https://udn.epicgames.com/Three/Mast...ableOfContents
https://udn.epicgames.com/Three/ScriptProfiler (not sure if this is included with the UDK, but it would be nice if it was)
https://udn.epicgames.com/Three/UnrealFrontend (this is included, though I realise the licensee copy has many more options)
There are probably a few more, but those are the ones I can recall.
Thanks Steve, I guess locking console and C++ docs does make sense.
I was looking for basic info on using the Level Editor. The link that's locked is,
https://udn.epicgames.com/Three/LevelEditorUserGuide
I was having trouble with applying materials to geometry in the editor. I wound up looking at an unofficial tutorial, which seemed to show the workflow as being quite clunky. I'd love to see as much as possible to understand why things have been set up the way they have.
Steve Polge
11-06-2009, 02:53 PM
The UDK version of UnrealFrontEnd is documented at http://udn.epicgames.com/Three/DevelopmentKitUFE.html
I'm adding some more links to that.
We're looking into all the requests on this thread. Thanks!
Moofed
11-06-2009, 03:36 PM
The PhysicsOverview (http://udn.epicgames.com/Three/PhysicsOverview.html) page, which is linked from UDKProgrammingHome (http://udn.epicgames.com/Three/UDKProgrammingHome.html), has locked links to PhysXReference and Physical Animation. Without access to those topics that page feels a bit light; only collisions and vehicles. Maybe it needs links to these already unlocked articles:
- CollisionReference
- PhysicalMaterial
- PhysicsConstraintReference
- PhysicsDampingAndFriction
- SettingUpVehicles
Mnkylord
11-06-2009, 04:14 PM
Hi Steve! Thanks a bunch for looking into unlocking the documentation for us. Really appreciated!
I, for one, I'm dying to look at almost ANY of the links on the The UNREALŪ Way page.
http://udn.epicgames.com/Three/TheUnrealWay.html
notably the following:
Frequently Asked Questions
Common Tech Problems
Coding Standard
Architecture Overview
Code Orientation
Changing Units
It just seems strange that on a page dedicated to telling us how to do things The Unreal Way, only three links are accessible. :)
Again, thanks a bunch for looking into it for us!
- John
aeonflame
11-06-2009, 04:58 PM
Cheers for that Steve. Just curious, where is that linked from? Perhaps I'm just looking in the wrong place and finding all the locked versions rather than the UDK specific versions.
The places I'm looking are
http://udn.epicgames.com/Three/SiteMap.html and http://udn.epicgames.com/Three/PublicTopics.html
There is actually one other page that I'd *really* like to see (considering I really don't like writing anything without version control in place) is the following:
https://udn.epicgames.com/Three/SCCIntegration
This is linked to from http://udn.epicgames.com/Three/UnrealEdUserGuide.html which I found via the public topics page.
The following link from the “Whizzle_Creation_Document_1_2.pdf” Making off needs a account:
https://udn.epicgames.com/Three/MasteringUnrealAdvancedMaterials#TUTORIAL%207.10%2 0Fur%20Material,%20Part%20I:%20Basic%20Setup
its about fur materials
Steve Polge
11-07-2009, 10:36 AM
I recommend using http://udn.epicgames.com/Three/UDKProgrammingHome.html and http://udn.epicgames.com/Three/UDKContentCreationHome.html as starting points for UDK documentations. We'll be maintaining and filling out those pages.
It's easy to enable source control features in UDK!
Simply open up UTEditorUserSettings.ini and search for "SourceControl". You'll want to make sure the "Disabled" option is set to "false". Next time you start the UDK Editor, you'll see a Perforce dialog box where you can select your workspace and user settings to use with UDK.
For example, in UTEditorUserSettings.ini:
[SourceControl]
Disabled=False
Also, you can change the default value for other programmers by changing the option in UTGame's DefaultEditorUserSettings.ini file.
Moofed
11-07-2009, 02:00 PM
Is there seriously no other way than nFringe to debug UnrealScript? No UE3 licensee needs UScript debugging????
Three/UnrealScriptReference (http://udn.epicgames.com/Three/UnrealScriptReference.htm) has locked links to Three/DebuggingTools and Three/UnrealDevelopmentEnvironment.
I apologize if those links are complete concerned with native code, but I'm judging books by their cover here.
Steve Polge
11-07-2009, 02:55 PM
UDE is no longer supported, and the debugging tools page refers mostly to C++ code.
ffejnosliw
11-07-2009, 05:14 PM
I recommend using http://udn.epicgames.com/Three/UDKProgrammingHome.html and http://udn.epicgames.com/Three/UDKContentCreationHome.html as starting points for UDK documentations. We'll be maintaining and filling out those pages.
It's easy to enable source control features in UDK!
Simply open up UTEditorUserSettings.ini and search for "SourceControl". You'll want to make sure the "Disabled" option is set to "false". Next time you start the UDK Editor, you'll see a Perforce dialog box where you can select your workspace and user settings to use with UDK.
For example, in UTEditorUserSettings.ini:
[SourceControl]
Disabled=False
Also, you can change the default value for other programmers by changing the option in UTGame's DefaultEditorUserSettings.ini file.
Just wanted to add that this is not limited to the use of Perforce for your source control. Subversion or any source control that has an SCC interface will work. For subversion you have to install a plugin to get this interface, but it does work.
KazeoHin
11-08-2009, 01:18 AM
I don't know if someone has mentioned this yet, but Custom Lighting is a bit ambiguous in the Unreal Engine. I've been able to chain togather a custom lighting sample, however I kind-of had to 'spray and pray' with it, being that the documentation is locked.
ParticleStorm
11-08-2009, 09:50 PM
Following script interface link needs password to access. I think it is important for script programmers.
https://udn.epicgames.com/Three/UnrealScriptInterfaces
elmuerte
11-09-2009, 03:58 AM
Interesting, that document is flagged to be available to the general public. It doesn't contain that much information, but it is indeed useful for programmers.
ParticleStorm
11-09-2009, 04:56 AM
Thanks. elmuerte
But where can I find it?
elmuerte
11-09-2009, 05:41 AM
Oh wait, it is actually available: http://udn.epicgames.com/Three/UnrealScriptInterfaces.html
(note: make sure you use http:// links and not https:// ; the latter are always restricted)
ParticleStorm
11-09-2009, 07:45 AM
Thank you very much! Maybe other "red links" will be access this way. Thank you!
elmuerte
11-09-2009, 08:48 AM
Where did the interfaces documentation link show up red?
Because in general the red links are really locked behind doors.
ameyp
11-09-2009, 12:16 PM
Hi,
The page https://udn.epicgames.com/Three/WhatToReadFirst is blocked. I don't know if that's because it is mainly about native code, but if it isn't then it might help a lot of beginners with setting up their own game with the UDK. I know that there is a lot of documentation out there about modding Unreal Engine 3, but none whatsoever about making your own game with the Engine, so the "get started with modding" tutorials that everyone is pointing to really aren't applicable.
Sorry for the rant :) but could this page be unlocked?
I'd be very much interested in the PhysicalAnimation (https://udn.epicgames.com/Three/PhysicalAnimation) page. Actually as someone mentioned earlier, the whole physics section is a bit light at the moment.
XtheWiz
11-09-2009, 01:45 PM
I think it should make sense if you unlock glossary page.
it would be nice reference for starters
Julmust
11-09-2009, 02:37 PM
The FaceFX one would be beneificial!
LennardF1989
11-10-2009, 12:34 PM
Just wanted to add that this is not limited to the use of Perforce for your source control. Subversion or any source control that has an SCC interface will work. For subversion you have to install a plugin to get this interface, but it does work.
Which one is best used for Subversion?
aeonflame
11-10-2009, 02:10 PM
Which one is best used for Subversion?
I've not tried it personally as I use Perforce, but try AnkhSVN - http://ankhsvn.open.collab.net/
JackyBoy
11-10-2009, 04:55 PM
Just thought i would add another one on to here that i would like to have a look at. https://udn.epicgames.com/Three/NormalMapFormats (https://udn.epicgames.com/Three/NormalMapFormats)
As there is new import settings but in the import explanation part says nothing about these :)
grimcat
11-12-2009, 05:39 PM
As others have said:
https://udn.epicgames.com/Three/UnGlossary
SizzlinMo
11-17-2009, 02:01 PM
Thanks for the awesome support guys.
Any references for UnrealScript would be very useful. The UnrealScriptReference (http://udn.epicgames.com/Three/UnrealScriptReference.html) page seems like a very good albeit concise starting point but I must admit the MasteringUnrealScriptTableOfContents (https://udn.epicgames.com/Three/MasteringUnrealScriptTableOfContents) tutorials are tantalisingly appealing. I assume it contains a fair amount of the C++ specifics but no doubt a great deal of useful reference material for UnrealScript also.
ffejnosliw
11-17-2009, 02:09 PM
Thanks for the awesome support guys.
Any references for UnrealScript would be very useful. The UnrealScriptReference (http://udn.epicgames.com/Three/UnrealScriptReference.html) page seems like a very good albeit concise starting point but I must admit the MasteringUnrealScriptTableOfContents (https://udn.epicgames.com/Three/MasteringUnrealScriptTableOfContents) tutorials are tantalisingly appealing. I assume it contains a fair amount of the C++ specifics but no doubt a great deal of useful reference material for UnrealScript also.
There is no C++ references or code in the Mastering UnrealScript book at all. Epic has already made a few chapters open to you guys, but I would assume they want to keep most of it locked since the book hasn't even been released yet.
Blade[UG]
11-17-2009, 03:03 PM
A modern technique for promoting an actual book these days, is putting the Table of Contents as public access.
Seriously, Epic is producing a book on UnrealScript? ugh.
SizzlinMo
11-18-2009, 06:21 AM
There is no C++ references or code in the Mastering UnrealScript book at all. Epic has already made a few chapters open to you guys, but I would assume they want to keep most of it locked since the book hasn't even been released yet.
By chapters are you referring to the contents of the wiki or are sample chapters released elsewhere that I am not aware of?
Nysuatro
11-18-2009, 06:45 AM
I guess he means the MasteringUnreal artikels on http://udn.epicgames.com/Three/UDKProgrammingHome.html.
There are 3 in the Unrealscript piece
nucleon
11-18-2009, 08:30 AM
Is it possible to read the blocked parts (Script Api etc.) after purchasing a $99 Royality Bearing license?
Chris@EngineAudio
11-18-2009, 11:20 AM
For the audio guys out there, how about letting us access:
Distance Model Attenuation
https://udn.epicgames.com/Three/DistanceModelAttenution.html
Audio System PC Specifics
https://udn.epicgames.com/Three/AudioSystemPCSpecifics.html
The new UDK audio system sounds much better then before. I am wondering if this because of the switch from OpenAL to XAudio2. Did they improve their distance attenuation models and LPF filters? The Development Kit Build Upgrade Notes (http://udn.epicgames.com/Three/DevelopmentKitBuildUpgradeNotes.html#Improved%20fe atures%20and%20tools) make a small mention of it, but I am wondering if anyone has more information.
Also, while we are making information available. Do you think there is any chance of releasing the sound test maps that are mentioned in the Audio System Docs (http://udn.epicgames.com/Three/AudioSystem.html#Test%20maps)? From what I understand they were eliminated from the install for size reasons. Could they be made available as a separate download? Thanks!
Test maps
UTGame has several test maps for verifying audio system functionality -
* DM-SoundLoop - to test infinitely looping and loop with notification sounds.
* DM-SoundReverb - to test reverb and attenuation with a low pass filter.
* DM-SoundMultichannel - to test 5.1 playback.
* DM-SoundMode - to test sound modes. Available test modes are loud, quiet, quick, slow, lowpass, bandpass, highpass.
* DM-SoundInterior - to test the ambient zone functionality.
elmuerte
11-18-2009, 11:42 AM
Is it possible to read the blocked parts (Script Api etc.) after purchasing a $99 Royality Bearing license?
No. Only full engine licensees get access.
ffejnosliw
11-18-2009, 12:00 PM
;26986215']Seriously, Epic is producing a book on UnrealScript? ugh.
yeah, seriously! The nerve of them! Haha :D
Though technically they hired us to produce it so it's not really Epic that produced it. But what could you possibly have against more learning material? I don't see the problem.
Nysuatro
11-18-2009, 01:50 PM
Is there a releasedate for the book?
photex
11-18-2009, 09:41 PM
Hi folks, if I search google for "unrealscript slickedit" the second link is to a page on the UDN (http://udn.epicgames.com/Two/SlickEditMacros.html) that I cant find with the same search on the UDN itself. Could someone unlock that and let me download the macros? :) That would be awesome as I want to build slickedit support but would rather have a nice starting point than do the whole thing from scratch.
cheers!
Blade[UG]
11-19-2009, 03:42 AM
yeah, seriously! The nerve of them! Haha :D
Though technically they hired us to produce it so it's not really Epic that produced it. But what could you possibly have against more learning material? I don't see the problem.
Nothing against a good UnrealScript book, only if it were written by the same people that write UDN. UDN makes for a fantastic reference, but is terrible to learn by.
If it's a reasonable price, and available as an ebook somehow or other, I'd probably purchase it (if I ever get any money free to do things like purchase stuff that I want, rather than just giving it to lawyers and other shady types), but I sure wouldn't mind seeing a table of contents and some bits.
Steve Polge
11-19-2009, 02:14 PM
For the audio guys out there, how about letting us access:
Distance Model Attenuation
https://udn.epicgames.com/Three/DistanceModelAttenution.html
Audio System PC Specifics
https://udn.epicgames.com/Three/AudioSystemPCSpecifics.html
DistanceModelAttenuation witll be available tomorrow. AudioSystemPCSpecifics is focused on how the C++ code works, and is only useful if you have C++ source access.
grimcat
11-23-2009, 06:57 PM
https://udn.epicgames.com/Three/WorldPositionOffset
Piranhi
12-02-2009, 04:14 PM
World Position Offset (aka vertex deformation)
https://udn.epicgames.com/Three/WorldPositionOffset
Any chance you could unlock this beauty?
Cheers
Edit: Didn't even see the post above mine.
Steve Polge
12-03-2009, 10:40 AM
WorldPositionOffset will be available tomorrow. Note that some of the features described in that document are not in the current UDK build, but will be in the next one.
Piranhi
12-03-2009, 03:12 PM
Cheers Steve.
KazeoHin
12-03-2009, 07:32 PM
WorldPositionOffset will be available tomorrow. Note that some of the features described in that document are not in the current UDK build, but will be in the next one.
be still my beating heart!
Hooka
12-04-2009, 05:12 AM
Archetypes?
KazeoHin
12-04-2009, 05:28 AM
https://udn.epicgames.com/Three/CustomLighting/
photex
12-04-2009, 05:32 AM
Don't know if I was looked over, or got lost in the posts, but... SlickEdit Macros? Please? I'm really close to getting tagging working nicely and could use the help.
Steve Polge
12-04-2009, 10:25 AM
Sorry, that doc was added by a licensee and doesn't seem to have the actual macros. There is nothing locked there.
photex
12-04-2009, 12:47 PM
Sorry, that doc was added by a licensee and doesn't seem to have the actual macros. There is nothing locked there.
I see. Thanks for checking. Someone on the slickedit forums said they were able to download it recently (and didn't know if they could give it to me directly) so I figured that perhaps there was something missing since I wasn't a licensee. Can I tell the person on the slickedit forums that Epic won't get mad if they send me a copy?
Cheers!
Piranhi
12-07-2009, 07:42 AM
Hate to nag Steve, but WorldPositionOffset is still locked :(
aeonflame
12-07-2009, 07:53 AM
It's been unlocked for a few days, simply remove the s from https :)
http://udn.epicgames.com/Three/WorldPositionOffset.html
Piranhi
12-07-2009, 08:06 AM
Bah, cheers Aeonflame!
KazeoHin
12-10-2009, 07:23 AM
https://udn.epicgames.com/Three/CustomLighting/
I hate to nag, but every time I post this, it ends up at the bottom of the standard 30 post thread page, and seems to go unnoticed. Chances are it won't contain anything I don't already know... but just in case.
Steve Polge
12-10-2009, 10:07 AM
Sorry, I hadn't seen this request previously. CustomLighting will be available tomorrow.
ambershee
12-10-2009, 10:40 AM
IIRC, it has a nice example of the phong lighting model built as custom lighting. I found tha really handy doing some prototyping a while back.
KazeoHin
12-10-2009, 06:33 PM
Sorry, I hadn't seen this request previously. CustomLighting will be available tomorrow.
Thanks Steve!
Hibame
12-15-2009, 12:05 AM
I don't know if this has been requested or if there is more, but there has to be. http://udn.epicgames.com/Three/AnimationNodes.html#Playing%20Animations%20on%20De mand is the page. I looked at the reference at http://udn.epicgames.com/Three/MatineeAnimControlTrack.html but it does not go to in depth.
Blade[UG]
12-15-2009, 04:31 PM
Hi
The UIDataStore doc at
http://udn.epicgames.com/Three/UIDataStore.html
is rather C++ oriented. Any chance at a version for the rest of us? thanks
KazeoHin
12-26-2009, 12:02 AM
Thanks for all the help, but could I be a pain and ask if you could let us access
https://udn.epicgames.com/Three/DominantLights.html
as a lighting guy I could really use more info on this topic.
Thanks in advance.
Kassandra
12-27-2009, 09:35 AM
the ParticleSystemReference document should be opened, most Cascade stuff is not explained in much detail in tutorials or other documents and it would be of great help to alot of users to be able to access that information
https://udn.epicgames.com/Three/ParticleSystemReference
the ParticleSystemReference document should be opened, most Cascade stuff is not explained in much detail in tutorials or other documents and it would be of great help to a lot of users to be able to access that information
https://udn.epicgames.com/Three/ParticleSystemReference
I read all the 7 pages to be sure that this link wasn't posted, and it's in the last one... Funny.
I agree with Cassandra. I'm learning emitters (videos tutorials and books made by 3Dbuzz' team) and I don't think that this page has many references to C++. Or if it's the case, it would be great to write one with just emitters available with UDK. Emitters/particules are important in a good game.
Cheers.
Teto.
SuperflyForever
01-01-2010, 12:12 PM
I noticed the link to the Fur Shader on the Whizzle documentation, but sadly this is locked. Is this still meant to be because it's something I could really benefit from with something I am attempting.
KazeoHin
01-03-2010, 01:49 AM
I noticed the link to the Fur Shader on the Whizzle documentation, but sadly this is locked. Is this still meant to be because it's something I could really benefit from with something I am attempting.
https://udn.epicgames.com/Three/MasteringUnrealAdvancedMaterials#TUTORIAL%207.10%2 0Fur%20Material,%20Part%20I:%20Basic%20Setup
ffejnosliw
01-03-2010, 03:50 AM
I noticed the link to the Fur Shader on the Whizzle documentation, but sadly this is locked. Is this still meant to be because it's something I could really benefit from with something I am attempting.
That link is to a section from Mastering Unreal, Volume II (http://www.amazon.com/Mastering-Unreal-Technology-II-Advanced/dp/0672329921/ref=sr_1_3?ie=UTF8&s=books&qid=1262504857&sr=8-3). I'm not sure whether Epic will want to make it public or not, but you can always obtain the info from the book itself.
Boebi
01-04-2010, 03:21 PM
Could we get access to the article author pages?
It would be nice and interesting to know who's work I am reading from :)
Steve Polge
01-06-2010, 07:36 PM
http://udn.epicgames.com/Three/ParticleSystemReference.html
and http://udn.epicgames.com/Three/DominantLights.html will be available tomorrow.
KazeoHin
01-07-2010, 07:35 AM
http://udn.epicgames.com/Three/ParticleSystemReference.html
and http://udn.epicgames.com/Three/DominantLights.html will be available tomorrow.
You are the man, Steve!
Yeap, Many many thanks!
Teto.
Bobreg
01-08-2010, 11:59 AM
Thank you very much.
DaemonXR
01-08-2010, 05:23 PM
Thanx Steve........
ameyp
01-20-2010, 03:30 AM
I don't know if this is something that was overlooked, but the Limitations link on the DominantLights page (https://udn.epicgames.com/Three/DistanceFieldShadows#Limitations) is linked to an https version of itself, instead of distance field shadows which the sentence preceding the link refers to.
Also, just out of curiosity, what is https://udn.epicgames.com/Three/TechBlog for?
Piranhi
01-20-2010, 12:03 PM
Got another one for you, Steve :D
https://udn.epicgames.com/Three/ShadowBufferFilteringOptions
KazeoHin
01-21-2010, 06:34 AM
https://udn.epicgames.com/Three/VolumetricLightbeamTutorial
please?
Steve Polge
01-21-2010, 06:54 PM
We're looking into opening up these docs as well. BTW, where are you finding these links?
BlackHornet80
01-21-2010, 07:09 PM
VolumetricLightbeam was linked in this article: http://udn.epicgames.com/Three/VolumetricLightingGuide.html
ShadowBufferFilteringOptions here: http://udn.epicgames.com/Three/ShadowingReference.html
ameyp
01-22-2010, 12:36 AM
DistanceFieldShadows is linked to from here: http://udn.epicgames.com/Three/Lightmass.html
Piranhi
01-22-2010, 07:38 AM
I found https://udn.epicgames.com/Three/ShadowBufferFilteringOptions by searching for ShadowProjectionTechnique with the search on UDN and then following the link at this page http://udn.epicgames.com/Three/ComponentsReference.html
ShadowProjectionTechnique Specifies which technique to use to filter projected shadows. See also ShadowBufferFilteringOptions. ShadowProjTech_Default
Hope this helps!
Piranhi
01-22-2010, 11:28 PM
I'm going to be cheeky and ask for another, Steve :)
https://udn.epicgames.com/Three/DecalSystem#Controlling%20receiving%20surfaces
Directed here from - http://udn.epicgames.com/Three/LevelOptimization.html
Steve Polge
01-25-2010, 02:35 PM
http://udn.epicgames.com/Three/VolumetricLightbeamTutorial.html is now available.
http://udn.epicgames.com/Three/ShadowFilteringOptions.html will be once it is updated.
https://udn.epicgames.com/Three/DecalSystem#Controlling%20receiving%20surfaces doesn't exist - we're tracking down the correct link.
Piranhi
01-25-2010, 04:38 PM
You sir, are a legend. Cheers.
Blade[UG]
01-26-2010, 01:08 AM
http://udn.epicgames.com/Three/ShadowFilteringOptions.html
404
ameyp
01-26-2010, 12:47 PM
http://udn.epicgames.com/Three/ShadowFilteringOptions.html will be once it is updated.
Just thought I'd highlight that :)
[JB]Guessmyname
01-28-2010, 04:51 AM
I found https://udn.epicgames.com/Three/GenericBrowserReference to be locked, from the Material Import/Creation etc tutorial. Incidentally, where is the button for opening that? I can't find it anywhere...
EDIT: Ah. You Import via the Content Browser now. Is the Material Creation tutorial out of date?
Steve Polge
01-28-2010, 10:10 AM
Yes, it is out of date. I've added it to the update requests.
ameyp
02-04-2010, 01:40 AM
@xnasorcerer: Don't have access to the udk right now, but check the Development\Src folder. I'm pretty sure I saw this in Engine.
Nysuatro
02-04-2010, 10:55 PM
Would it be possible to make this public?
https://udn.epicgames.com/Three/CodeOrientation
Piranhi
02-06-2010, 10:26 PM
Hey Steve, did you have any luck with these two:
http://udn.epicgames.com/Three/DecalSystem.html#Controlling%20receiving%20surface s
http://udn.epicgames.com/Three/LevelOptimization.html
Thanks again.
DaemonXR
02-12-2010, 03:22 PM
Hello. Can anybody tell me why "Lit translucency" page is updated by nothing.
Before was "creating lit translucency material" and now is only few lines of text.
Is this due problems it generate with lightning and shadowing?
Can i freely forget this feature?
Steve Polge
02-15-2010, 12:07 PM
There used to be a number of restrictions to lit translucency, but these restrictions no longer exist, which is why the page has been trimmed down to its current state.
DaemonXR
02-15-2010, 12:54 PM
Thanx Steve!
ameyp
02-26-2010, 05:53 AM
Hi Steve, could you please see if something can be done about https://udn.epicgames.com/Three/CreatingMaterialExpressions ?
Thanks
darth Knoppix
02-26-2010, 12:26 PM
I was wondering, what Unreal Units contains, I've seen a reference to this saying about scale. Would you be able to either unlock it or release a UDK version?
Steve Polge
02-26-2010, 03:28 PM
CreatingMaterialExpressions documents features that require C++ source access. UnrealUnits will be public tomorrow.
darth Knoppix
02-26-2010, 07:45 PM
Thankyou Steve and Epic.
It is great that people can now look at a lot more of UDN.
tegleg
03-03-2010, 10:51 AM
https://udn.epicgames.com/Three/GenericBrowserReference
why are any of the documents locked?
An appeal goes out to anyone with access to the full documentation
Please could you distribute via file sharing sites (rapidshare...torrents... and such..) and spread the links. (this thread would ideal)
thank you
Steve Polge
03-03-2010, 03:26 PM
If anyone with access to the full documentation distributes it via file sharing, they will be violating the Non-Disclosure Agreement terms under which they are provided access to the full documentation.
The Generic Browser does not exist in the UDK, as it has been removed in recent versions of Unreal Engine 3 in favor of the new Content Browser.
A Rabbit
03-03-2010, 06:27 PM
If anyone with access to the full documentation distributes it via file sharing, they will be violating the Non-Disclosure Agreement terms under which they are provided access to the full documentation.
Epic has given us this wonderful FREE tool and some people can only think to undermine them.
Documents which presents Unreal source code should only be accessible to licensed developers.
tegleg
03-03-2010, 08:28 PM
im not trying to undermine them, i was looking for an explination of a simple thing and time after time i came across a page i needed a password for.
it just wound me up a bit.
epic are totaly ace for giving away udk, its unreal, and im in awe of their greatness.
but i wish they didnt keep stuff secret with it, its a sophisticated tool that needs tons of reference material as well as tutorials and just plain explinations of how things work.
anyone trying to make a game with udk has to rely on a small number of kind folk who make tutorials. its like giving somebody a spaceship for free, but keeping the keys.
Blade[UG]
03-04-2010, 02:29 AM
So, if you find something that's locked, mention it, and Steve and co will take a look at it, and see if it's something that they can unlock, and if so, they do. I'm somewhat surprised that they didn't outright ban you for that request, cheers on the restraint that must've taken. :D
elmuerte
03-04-2010, 02:43 AM
its like giving somebody a spaceship for free, but keeping the keys.
I'd say it's giving a spaceship for free, but without the instruction manual for all internal components like the warp drive, the gravity field generator, and the intergalactic communication system.
Steve Polge
03-04-2010, 11:07 AM
Any documents with links to the Generic Browser documentation need to be updated to link to the Content Browser documentation. If you find any of these, please post so we can update them.
Piranhi
04-05-2010, 11:15 AM
I'm guessing because this is still a work in progress asset that this page is meant to be locked for now, but on the off chance it was locked by accident - https://udn.epicgames.com/Three/ProceduralBuildingsTutorial
Steve Polge
04-05-2010, 02:51 PM
ProcBuildingsTutorial will be public tomorrow. Thanks for pointing it out.
Piranhi
04-05-2010, 05:12 PM
Once again, cheers Steve :)
Piranhi
04-08-2010, 09:41 AM
Hey Steve, this one isn't so much locked but rather missing. Is there any chance you have any documentation on UDN for the ObjectRotation expression in the material editor, I haven't had much luck with getting it to work.
Steve Polge
04-08-2010, 06:17 PM
It seems to be missing. I'll make a request for it.
tegleg
04-22-2010, 09:20 AM
https://udn.epicgames.com/Three/UsingNavigationMeshes
https://udn.epicgames.com/Three/ContentBlog#Drag%20and%20Drop%20Changes
just been looking at the april beta and these docs are locked
http://udn.epicgames.com/Three/ContentBlog.html%23Depth%20Dependent%20Halos
and this one is missing
Wizzard~Of~Ozz
04-22-2010, 09:24 AM
Missing ones are just bad URLs, %20's..
http://udn.epicgames.com/Three/ContentBlog.html#Depth Dependent Halos
Second one you listed is.
http://udn.epicgames.com/Three/ContentBlog.html#Drag and Drop Changes
Navmesh info is always helpful if it would be made available.
Steve Polge
04-22-2010, 10:20 AM
The navmesh document is currently available at http://udn.epicgames.com/Three/UsingNavigationMeshes.html
FewPosts
04-22-2010, 06:27 PM
I know this may be a nutty request, but any chance of opening up those old UE2 pages that we were never allowed to see as "non-licencees"?
rednaz
04-28-2010, 10:47 PM
I know this may be a nutty request, but any chance of opening up those old UE2 pages that we were never allowed to see as "non-licencees"?
Since games are still being developed using UE2 engine I doubt they will.
monokrome
11-08-2010, 02:05 AM
In case this thread is still applicable, I'd be interested in knowing if this file is specifically geared toward the C++ infrastructure or if it might express some concepts that might help develop further understanding into UDK. If it is a mix of both, would it be possible that we'll ever see this sort of content separated out into chunks that might allow partial access to UDK users?
https://udn.epicgames.com/Three/ArchitectureOverview
Just a bit curious, as I've had a lot of trouble with understanding issues specifically with configuration in UDK. I can code plenty of things, but can never get them working in the game since their isn't much documentation regarding the current organization of configuration files.
Best regards!
KazeoHin
03-08-2011, 02:23 AM
Hey I was searching for online documentation for physics volumes (mine don't seem to work) when I just noticed that Using Volumes (https://udn.epicgames.com/Three/UsingVolumes) is locked. Seems a bit silly.
ffejnosliw
03-08-2011, 02:39 AM
There is no reason for that to be private. However, it also isn't that helpful in its current state. It just links to the pages below:
http://udn.epicgames.com/Three/LevelStreamingVolumes.html
http://udn.epicgames.com/Three/FogVolumes.html
http://udn.epicgames.com/Three/VisibilityCulling.html
It's been on the list to get updated as soon as priorities allow. Just haven't had time to get to it yet.
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