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Thread: What Apps/tools do/will you use ?

  1. #1
    Loki
    Guest

    What Apps/tools do/will you use ?

    Just wanted to generate a list of Mod Applications/Tools that might be useful for Modding UT3.

    I haven't modded in a while so im a little out of touch with whats been going on, I think currently most of what i have on my system may be a little out of date, but this would also be good for modders/mappers just starting out.

    So if you've got suggestions about which apps/tools to use post them up, would be good if you could post them in subsections cost/compatibility wise, one thing i like is low cost modding, i know i could go out and buy the latest version of Max, but its expensive ! then use blender ? but how compatible will it be with UT3.

    If you follow the format, and list them in price/license.

    -2D texture & material applications and tools-

    -3D modeling, skinning & animation applications and tools-

    -Import, export & conversion tools-

    -Scripting Applications & Tools-

    -Other things useful for modding-

    Would be nice if Some of the Epic Devs popped in and maybe listed what they use.

  2. #2
    Wormbo
    Guest
    I'll probably stick with my current toolset:
    Paintshop Pro 5 for texture work (was included for free on a computer magazine CD)
    UnrealEd for making resource packages
    jEdit for writing code (free, open source)
    UnCodeX for browsing existing code (free, open source)
    UMake for compiling (free as well), unless there's a major change in the way code projects are structured now. In that case I'd really have to start looking into the UMake source code to get it working with UE3 games.

  3. #3
    DGUnreal
    Guest
    My first general comment on this thread to the community is please don't pirate.
    All that does is drive up prices for us who purchase legitimate copies, and even more it causes most software vendors to add really annoying protection systems into the software that are a hassle for us legitimate owners.
    There is more than enough free or low-cost software that is supported for creating game content, please use that instead of piracy.


    Next-Gen Engines and UE3 require an additional set of tools and techniques over UT2004. Creating hi-poly Detail Meshes for Normal Map or Texture Baking projection alone makes some of the workflow different for anyone who chooses to move to that next higher level of design.

    So if you are going to be taking advantage of this technique, you will require one of the many projection utilities/plugins. I'm not sure if Epic is releasing with UT3 the SHTools that they used internally.

    UE3 still uses .ase for importing staticmeshes, so I recommend for those without the funds to still use MayaPLE. It will be more powerful and feature-laden than other free 3D software.

    The NVidia and/or ATI Texture Tools are a must for working with textures and NormalMaps, and they are free. UE3 (up to the build I have) does not support importing .dds textures, so you will have to rely on UEd for all texture compression.

    StaticMeshes in UE3 should now be single-material whenever possible. There are many free or low-cost utilities and plugins for working with Normal Maps and UV Mapping/Unwrapping.

    UE3 still supports pretty much the same tool set as UT2004. So anyone who wishes to follow that same method of asset creation will usually still be able to do it.


    What I use:
    3D: 3DS Max 9 (I own it), Max 2008 coming in a month.
    Textures: Corel PhotoPaint (own it as Corel X3 suite), way cheaper than PhotoShop and just as powerful. Only drawback is no/limited PS Plugin Support (someone needs to bring up a lawsuit to Adobe over this, since the industry doesn't let Microsoft get away with the same stuff).
    Audio: Adobe Audition (own it, since the days of CoolEdit), best audio software there is IMHO.
    Utilities: NVidia Tools (a must for working with DXT and Normal Maps, could really use a GUI for nvDXT so I might write one), ATI Tools, SHTools, and my own in-house software tools like HMES. I'm also looking into some additional Max plugins like Kaldera.

  4. #4
    evilmrfrank
    Guest
    Yea Unreal3 engine does require a bit more tools then UT2k4 does but it also has enough tools to keep a Level Designer on his toes I use Unreal Ed and 3ds max when needed. At my job I haven't needed to use 3ds max as of yet.

  5. #5
    DeathBooger
    Guest
    It's going to be basically the same set of tools as before with the addition of sculpting software if you're going to be doing a lot of organic assets. Your choices for sculpting software will probably be either Zbrush or Mudbox.

    As for the rest, there is free software to use for basic modeling and texturing. Gimp is free and can be used for texture work. Blender 3D is also free to use for modeling.

  6. #6
    l-_-l
    Guest
    hopefully

    MAYA

    and definately PS CS3


    and of course the UED [3 or 4?]

  7. #7
    Farseer
    Guest
    3d: Alias Maya 6.5 (quite outdated, I know, but the new versions got damn expensive since it's called Autodesk not Alias Maya );
    2d: Corel Photopaint 9;
    Sculpting: ZBrush;
    Utilities: nVidia Texture Tools and DDS Converter;
    Coding: UDE (I still hope UT3's editor will have some kind of script IDE built in...);

    Quote Originally Posted by DGUnreal ('bout Corel)
    Only drawback is no/limited PS Plugin Support
    My (ancient) Corel 9 has PS support out of the box X3 is a new version, right?

  8. #8
    DGUnreal
    Guest
    Quote Originally Posted by evilmrfrank View Post
    ...it also has enough tools to keep a Level Designer on his toes
    I feel that most casual UT2004 mappers are going to be in for a bit of a surprise on how much new engine-related stuff they are going to have to learn and know, regarding things like lighting and optimization/culling etc...


    Quote Originally Posted by l-_-l View Post
    ... and of course the UED [3 or 4?]
    Official word from Epic is "Unreal Engine 3 Editor" or specifically in this case "Unreal Tournament 3 Editor". There is no more separate editor number.
    I call it UT3 UEd.


    Quote Originally Posted by Farseer View Post
    3d: Alias Maya 6.5 (quite outdated, I know, but the new versions got damn expensive since it's called Autodesk not Alias Maya );
    I also usually only upgrade my 3D software every few versions. I can't afford to upgrade every version. However, with 3DSMax 9, I decided to try Autodesk's Subscription. So I get 2008 for free (basically) plus access into the Max Subscription stuff.

    Same with my CorelDraw software, although I tend to upgrade that more often than Max since it is only a couple $$hundred to upgrade for the entire graphics suite.

    Adobe's Creative Suite 3 is $2500 US, which is completely unreasonable IMHO. PhotoShop CS3 is $1000 US which is more than twice the price of the entire Corel Suite.

    Quote Originally Posted by Farseer View Post
    Coding: UDE (I still hope UT3's editor will have some kind of script IDE built in...);
    Not unless Epic has added something new since the UE3 version I have used.

    Quote Originally Posted by Farseer View Post
    My (ancient) Corel 9 has PS support out of the box X3 is a new version, right?
    X3 is 13 which is the current latest version.

    PhotoPaint (all recent versions) has partial PSD format support but not complete import/export capabilities. See your online help: "Some layer effects cannot be imported." etc.

    PhotoPaint also only supports PS Plugins that are up to PS version 6 interface (or 7, I always forget).
    From what I have found on the subject, Adobe changed their plugin "interface" after that version, and implemented a strict use contract that basically stopped other paint software vendors from using it. So any new format PS plugins will usually fail on PhotoPaint.
    There is some real good information on this over at the Corel Forums and some of the other pro graphics forums.
    Adobe changed the format and imposed stricter use most likely to corner the market and force people to purchase their software, as PhotoShop has become more than just a brand name -- "photoshopping" is now a part of our language and culture, like thermos and aspirin and skidoo.
    Microsoft got hit with lawsuits for doing this, I'm surprised that no one has challenged Adobe on it yet. When something becomes an industry standard, a company should not be able to modify the product to gain unreasonable advantage and market share and lock out competitors.
    Your only hope on the newer plugins is that the third-party developer either supports the old interface or releases the plugin for multiple software platforms, which is rarely the case now. There are some vendors that supply PS plugins that support all software platforms, but those are also usually from the companies that prefer open-source (like Telegraphics).
    But the newer more powerful or usually more useful plugins are usually PS-only since they support the newer interface -- for example the NVidia plugins crash on my X3, I haven't been able to find out what NVidia is doing though for interface version support.

  9. #9
    TotalChaos
    Guest
    Quote Originally Posted by DGUnreal View Post
    UE3 still uses .ase for importing staticmeshes, so I recommend for those without the funds to still use MayaPLE. It will be more powerful and feature-laden than other free 3D software.
    I have MayaPLE 8.5, however the actorX plugin doe not work with it, so I cannot export my work to an ASE file with it.. Are there any other ways to get my model to an ASE file?

    Thanks for any help!

  10. #10
    DGUnreal
    Guest
    You could go back to the previous supported version.
    However, Epic may link to a newer plugin once UDN3 is made public in November, I don't know at this time.

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